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MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMOII7777IIIIIIIIIIIIIIIIIIIIIIIIII MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMOII7777IIIIIIIIIIIIIIIIIIIIIIIIIII MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM8II777777777IIIIIIIIIIIIIIIIIIIIIII Team Fortress 2 FAQ/Strategy Guide For the PC By Raining Metal Version 2.35 =================== >Table of Contents< =================== 1.0 Introduction 1.1 Version History 2.00 Basics 2.10 Controls 2.11 Heads Up Display 2.20 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 ------------------------------------------------------------------------------- 2.30 Voice Commands 2.40 Differences between Computer and Console Versions 2.50 The Loadout 2.51 Hats & Accessories 2.52 Tools 2.53 Crafting 2.54 Training & Coaching 2.55 Mann Mart & Trading 2.56 Item Quality 3.00 Multiplayer 3.10 Modes 3.11 Capture the Flag 3.12 Control Point (Push) 3.13 Control Point (Assault) 3.14 Territorial Control 3.15 Payload 3.16 Payload Race 3.17 Arena 3.18 King of the Hill 3.19 Modifiers ------------------------------------------------------------------------------- 3.20 Maps 3.21 Official Maps 3.22 Unofficial Maps ------------------------------------------------------------------------------- 3.30 Achievements 3.40 Taunts 3.50 Item Pickups 3.51 Obstacles 3.60 The Scoreboard 3.61 Voting 3.70 Glossary 3.80 Machinima and Videos 3.90 Replay 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 (Push) Tips 4.23 CP (Assault) Tips 4.24 Payload Tips 4.25 Payload Race Tips 4.26 Arena Tips 4.27 King of the Hill Tips 4.28 Medieval Tips 4.29 Halloween 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 Website List 5.4 Credits 5.5 Legal Disclaimer To search for the section wanted in this Guide, Highlight the Number beside the subject (Such as 1.0) and press Ctrl + C, then F, and then V. This will activate a search 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 2.35 Added the content included in Australian Christmas. This time, I'll have a piece of the action! ------------------------------------------------------------------------------- Version 2.30 Added content included in the third Halloween Special. *Falls on the floor again* ------------------------------------------------------------------------------- Version 2.28 Added (hopefully) all the content introduced in the Manniversary Update. Sorted Misc Items into different slots. *Falls on the floor* ------------------------------------------------------------------------------- Version 2.24 Added pros and cons to each unlockable weapon (outside damage and ammo counts). ------------------------------------------------------------------------------- Version 2.23 Added the Deus Ex and Birthday items and all the necessary stuff. ------------------------------------------------------------------------------- Version 2.22 Added the content included in Dr. Grordbort's experimental package. ------------------------------------------------------------------------------- Version 2.21 Added the content included in the Summer Special Update. ------------------------------------------------------------------------------- Version 2.20 Added (hopefully) all the content regarding the Uber Update. ------------------------------------------------------------------------------- Version 2.15 Added the Spiral Knights promotional item. From here on, I'm no longer updating this guide for the purpose of soley recording down promotional items upon release (unless they happen to be more than reskins and hats). ------------------------------------------------------------------------------- Version 2.14 Made adjustments according to the latest patch. ------------------------------------------------------------------------------- Version 2.13 Added the Magicka promotional item, as well as due dates to each Promotion. ------------------------------------------------------------------------------- Version 2.12 Added the Promotional Items section (since the list seems to be endless). Noted any Reskins for any existing Weapons, and wiped out all profiles regarding the Reskins. ------------------------------------------------------------------------------- Version 2.11 Added The Witcher 2 promotional items. I'm getting so sick of these promotions. ------------------------------------------------------------------------------- Version 2.10 Added the Plants vs Zombies promotional items, and all content regarding the Replay update. Additional information regarding Replays will be inbound. ------------------------------------------------------------------------------- Version 2.07 Added the new promotional items, and added more details to the Crafting section. Will the promotions never end?! ------------------------------------------------------------------------------- Version 2.06 Added all the content in the Hatless Update. ------------------------------------------------------------------------------- Version 2.03 Added the various items added in the latest patch, as well as the Portal Pin and Potato Sack. Adjusted the items list. ------------------------------------------------------------------------------- Version 2.02 Added information regarding the Japan Charity Bundle, as well as adding a few more details to the items list. ------------------------------------------------------------------------------- Version 2.01 Changed the Crafting blueprints. ------------------------------------------------------------------------------- Version 2.00 Total War: Shogun Gets the attention of folks Who play Team Fortress ------------------------------------------------------------------------------- Version 1.97 Added the Homefront content. ------------------------------------------------------------------------------- Version 1.96 Added the new community Maps. About damn time too. ------------------------------------------------------------------------------- Version 1.95 Added the content included in the RIFT deal. Added the Item Quality section, plus the Wiki Cap. ------------------------------------------------------------------------------- Version 1.93 This update is brought to you by Monday Night Combat. ------------------------------------------------------------------------------- Version 1.92 Added the notes on Gorge. ------------------------------------------------------------------------------- Version 1.91 Added some custom maps. ------------------------------------------------------------------------------- Version 1.90 Updated (late) for the Australian Christmas. I wish I wasn't on this stinkin' vacation... ------------------------------------------------------------------------------- Version 1.89 Updated for reasons unknown. ------------------------------------------------------------------------------- Version 1.88 SHIVER ME TIMBERS! THE GREAT STEAM TREASURE HUNT IS AFOOT! WIN HATS, WIN PRIZES, WIN BRAGGING RIGHTS! NOW GET PLUNDERING! ------------------------------------------------------------------------------- Version 1.87 Added everything included in the Poker Night at the Inventory bonus. Added some notable Class members in each section. ------------------------------------------------------------------------------- Version 1.86 Boo. Added everything included in the Scream Fortress Update (please don't kill me Silas!). ------------------------------------------------------------------------------- Version 1.85 Added everything (or hopefully everything) included in the Mann-Conomy Update! ------------------------------------------------------------------------------- Version 1.81 Added the content included in the Worms: Reloaded deal. ------------------------------------------------------------------------------- Version 1.80 Added the content included in the Engineer Update. Cowboy up! ------------------------------------------------------------------------------- Version 1.77 Added the Golden Wrench. Initiating Engineer Update research... Mann Co. Contacted. New objective obtained: "Distribute copies of guide to Mann Co. immediately." Mission failed. RainingMetal is now under Mann Co. command. ------------------------------------------------------------------------------- Version 1.76 Added the content included in the Mac Update. Added the Training section. ------------------------------------------------------------------------------- Version 1.75 Added the content included in the second Community Update. Valve's really going to town down there! ------------------------------------------------------------------------------- Version 1.74 Added the tweaks needed for the latest patch. Added details on the current drop system. ------------------------------------------------------------------------------- Version 1.73 Added the content included in the 119th Update. ------------------------------------------------------------------------------- Version 1.71 Added the content included in the latest update. ------------------------------------------------------------------------------- Version 1.70 Added the content included in the Sam & Max deal. ------------------------------------------------------------------------------- Version 1.68 Added the content included in the first Community Update. Made extra specifications on Unlockable Weapons. ------------------------------------------------------------------------------- Version 1.66 Added the three new Hats. ------------------------------------------------------------------------------- Verison 1.65 Made adjustments according to the latest patch. ------------------------------------------------------------------------------- Version 1.64 Added more and more tips! When will it end?! ------------------------------------------------------------------------------- Version 1.63 Made a few adjustments according to the latest patch. ------------------------------------------------------------------------------- Version 1.62 Added even more tips to the guide. ------------------------------------------------------------------------------- Version 1.61 Made a few adjustments to the guide. ------------------------------------------------------------------------------- Version 1.60 Added the content included in the War Update (Soldier vs Demoman). Added Crafting and other new additions to this guide. ------------------------------------------------------------------------------- Version 1.57 Added new ASCII art to the title. ------------------------------------------------------------------------------- Version 1.56 Produced the Hats & Accessories section. ------------------------------------------------------------------------------- Version 1.55 Added the extra content from the "Halloween Haunt" pack. ------------------------------------------------------------------------------- Version 1.52 Made various adjustments in accordance with the latest patch. ------------------------------------------------------------------------------- Version 1.51 Added various notes on the sins of idling (too bad I was also a sinner due to the ignorance of the GameFAQs community). ------------------------------------------------------------------------------- Version 1.50 Added the content included with the Classless pack (King of the Hill, more Hats, etc). ------------------------------------------------------------------------------- Version 1.46 Made a few edits regarding the latest patch. ------------------------------------------------------------------------------- Version 1.45 Added the Heads Up Display and Scoreboard sections. ------------------------------------------------------------------------------- Version 1.44 Made a few more adjustments to the new weapons, added more tips, and put the reintroduced milestone system into consideration (much to everyone's relief). ------------------------------------------------------------------------------- Version 1.43 Added the content included with the Assassin's pack (Payload Race, the new weapons, hats, and the new unlock system, etc). ------------------------------------------------------------------------------- Version 1.33 Added the Item Pickups section, made adjustments to the Disguises section, and made a few other notes on the latest patch. ------------------------------------------------------------------------------- Verison 1.32 Made a few more minor edits to various parts to this guide. ------------------------------------------------------------------------------- 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 Structures, 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 ============= 2.00 >Basics< ============= These will provide some of the basic tips and know-hows to own some noobs in this game. --------------- 2.10 >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. H: Use Action Item. L: Drop Intelligence. T: Draw Spray. Y: Talk to all. U: Talk with team. M: Change Class Weapon sets. B: Quick Redisguise, Apply weapon to Disguise (Spy only). Z,X,C: Voice Commands. 1-5: Weapons. ,: Change Class. .: Change Team. TAB: Toggle Scoreboard Esc: Pause menu. ~: View data console (enable it in the keyboard options). F5: Take a Screenshot. F6: Capture a Replay. 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 coloured differently. There are different shapes for each crosshair available. ----------------------- 2.11 >Heads Up Display< ----------------------- This is a brief description of the Heads Up Display, which is visible throughout any adventure in the world of Team Fortress 2. The following are displayed in the HUD: -Current Health (bottom-left) -Current Class (bottom-left) -Location & Status of Intelligence/Status of Control Points/Status of Payload Carts (bottom-centre) -Current Ammo (bottom-right) -Weapon (bottom-right) -Crosshair (dead centre) -Time left in the round (top-centre) -Recent kills and events (top-right) -Currently used voice-cheat (right) -Special Ability Bar (left of Ammo, certain Classes only) -Current Sticky Bombs planted (left of Ammo, Demoman only) -Trajectory of current Sticky Bomb launch (under Ammo, Demoman only) -Status of Structures (top-left, Engineer only) -Current metal (left of Ammo, Engineer only) -Revenge Shots remaining (above Ammo, Engineer only) -Ubercharge meter (bottom-right, Medic only) -Any Medic calls (all over the place, Medic only) -Sniper Rifle charge (dead centre, Sniper only) -Huntsman charge (under Ammo, Sniper only) -Current Diguise (right of Current Class, Spy only) -Sapper status (top-left, Spy only) For the Special Ability Bar, the HUD will beep once it is full. Very useful for Buff Banners, Jarate, and Sandman Balls. ----------------- 2.20 >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. Reloading can be cancelled by firing. Offence 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, making them prime candidates for seizing objectives. Defence 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 the east USA, 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. His set of unlockable weapons are capable of enhancing the Scout's mobility, or imparing the mobility of his enemies. Default Maximum Health: 125. Default Maximum Overheal: 185. Default Speed: 133%. Suggested Players: 1-2. Item Sets: Special Delivery, #1 Fan, Curse-A-Nature. Notable Scouts: Billy the Kid, Vince Offer, Matt Stone. 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. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Semi (slow). Range: Very Short. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. During his intense childhood, the Scout enjoyed blowing his game away with buckshot. Tired of the regular Casali Shotgun, the Scout later switched to the more rustic Reinhart Shotgun, a sawed-off Shotgun with a wider spread in its ejection of shots, and no need to pump after each shot. Reloading is a simple procedure of using the lever underneath the trigger. 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. -Mini Crit: 20. -Critical Hit: 45. Accuracy: Medium. Rate of Fire: Semi (fast). Range: Medium. Reload Speed: Fast. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: Lugermorph. As Scouts began to perish underneath the influence of Snipers, Sentries, and middle fingers, the ones who still lived began to revolt. In response, TF Industries issueD each Scout with a Pistol for long-range attacks. The Scout's Secondary Weapon. This is useful when shooting bad guys from afar, or when the Scattergun is empty. It reloads much faster than the Scattergun as well. It can also be used when on the run. ************** *Baseball Bat* ************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Close Range: 24-46. -Mini-Crit: 47. -Critical Hit: 105. Accuracy: N/A. Rate of Fire: Swing (fast). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Saxxy, Conscientious Objector. Most Classes are advised to bring their own close-quarters weapon for self- protection, and the Scout is no exception. Bringing an old, elementary-age hobby back from the dust, the Scout now uses his little-league Baseball Bat to whack the heads of his enemies instead of balls (no, not those balls). 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 damage output, 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. -Mini Crit: 7/pellet. -Critical Hit: 16/pellet. Accuracy: Low. Rate of Fire: Semi (fast). Range: Very Short. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Shots propel enemies backward, Can propel user backward in mid-air, Thicker shots, Faster firing speed. Other Quirks: Slow reload time, Excess shells in clip can be wasted. Can be acquired through: 10 Scout Achievements, Random Drop, Crafting, Mann Mart. Replaces: Scattergun. Level: 10. Even though the Reinhart Shotgun packed a punch, Scouts still complained about the lack of raw firepower and force of the weapon. None other than Mann Co. could solve that problem with their new variant: The Force-A-Nature. Though it carried much less Ammo and was a little more difficult to reload than the Reinhart (some didn't mind, seeing it as a bigger challenge), it has a slightly mightier punch and extreme force capable of affecting immovable objects. 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, as long as he is in midair). The triple jump is only possible when the Scout is already in midair. The Force-A-Nature shots are more concentrated than the Scattergun's shots (and the gun itself fires faster), so the Force-A-Nature is even more effective up close than the Scattergun! 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. FaN shots cannot juggle targets, and the distance the target is launched is determined by how much damage the target took. ******************** *Bonk! Atomic Punch* ******************** Purpose: Provides temporary damage immunity. Weapon Slot: 2. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: 22 Scout Achievements, Random Drop, Crafting, Mann Mart. Replaces: Pistol. Level: 5. Bonk! Punch! Why carry a Pistol to divert attackers while it's possible to dodge those attacks completely? With its radioactive properties in a single can, Bonk! can increase anyone's reflexes to the point where they can dodge (yes dodge) bullets, rockets, any sort of damage at all! Comes in Cherry Fission and Blutonium Berry flavours. 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. The Scout cannot drink the Punch when he is carrying the Intelligence Case. The Punch does not make the Scout immune to the Sentry Gun's Knockback effect or any burning effects caused by fire. Punch Cans are in unlimited supply, but the Scout cannot drink again for a limited time. ************* *Crit-a-Cola* ************* Purpose: Provides temporary Mini-Crits. Weapon Slot: 2. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: All shots taken are Mini-Crits. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Pistol. Level: 5. An alternative to Bonk! Punch! is Crit-a-Cola, capable of increasing anyone's firepower. Of course, the adrenaline and caffine in this drink also renders weakness to the flesh. Comes in Grindin' Grape. When the Scout takes a drink from this new soda can, the Scout is able to fire off Mini-Crits for six seconds. However, he is equally vulnerable to the Mini- Crits that will always hit him in this time. Cola Cans are in unlimited supply, but the Scout cannot drink again for a limited time. ************* *The Sandman* ************* Clip Size: 1 (Baseball). Carrying Capacity: N/A. Power: -Close Range (Bat): 24-46. -Mini Crit (Bat): 47. -Critical Hit (Bat): 105. -Ball: 5. -Mini Crit (Ball): 5. -Critical Hit (Ball): 15. Accuracy: N/A. Rate of Fire: Swing (fast). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: Launch Ball. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: Less Maximum Health. Can be acquired through: 16 Scout Achievements, Random Drop, Crafting, Mann Mart. Replaces: Baseball Bat. Level: 15. Saxton Hale also played Baseball, and didn't lose a single match! Wondering how he managed to maintain such a spree, the Scout went to Mann Co to find out. Instead of getting answers, he got the Sandman Bat, which was an answer in itself. Turns out that Mr. Hale threw Baseball Bats at his opponents in the field (at their heads, that is). The Sandman is a wooden Baseball Bat that throws a Baseball at a target whenever he wants to (right-click to launch a Ball). The Baseball is capable of stunning its victim for a second. Scouts with Sandman Bats have their maximum health reduced to 110. The farther the Ball is thrown at the victim, the longer the victim is stunned. Usually, stunned players will not be able to attack. Stunned players also move slower. If the Ball is thrown far enough, the player cannot move either. 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. *************** *Boston Basher* *************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Close Range: 24-46. -Mini-Crit: 47. -Critical Hit: 105. -Bleed Damage: 8 per second. Accuracy: N/A. Rate of Fire: Swing (fast). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Three-Rune Blade. Other Perks: Causes enemies to Bleed upon hit. Other Quirks: Misses damage user (idiot). Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Baseball Bat. Level: 25. The Boston Basher is not an easy weapon to hold, seeing as how many have been hurt by the spikes in tragic accidents. Upon hitting an enemy, it will apply a Bleeding Effect to the target as well as the bashing damage. If it doesn't hit an enemy, the Basher will turn around and hit the user instead. Idiot. ************ *Candy Cane* ************ Clip Size: N/A. Carrying Capacity: N/A. Power: -Close Range: 24-46. -Mini-Crit: 47. -Critical Hit: 105. Accuracy: N/A. Rate of Fire: Swing (fast). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Health Kits drop upon every kill. Other Quirks: Increased explosive damage taken. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Baseball Bat. Level: 25. Given by Old Nick himself, the Candy Cane will spawn extra Health Kits upon killing an enemy with the Cane. It makes the Scout more vulnerable to explosions though! **************** *Sun-On-A-Stick* **************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Close Range : 22-30. -Mini-Crit: 40. -Critical Hit: 79. Accuracy: N/A. Rate of Fire: Swing (fast). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: 100% Crits on burning targets. Other Quirks: None. Can be acquired through: Random Drop, Crafting, RIFT Pre-order. Replaces: Baseball Bat. Level: 10. After loads and loads of promotions, the Scout was considering ripping up his contract with TF Industries. That is, before he was introduced to the Sun-On-A- Stick, a Weapon that's deadlier against burning bad guys (in the form of Crits), but weaker against everything else. Those who pre-order RIFT before March 1, 2011 will get a special Genuine version, while others can craft regular ones afterwards. ************ *Fan O' War* ************ Clip Size: N/A. Carrying Capacity: N/A. Power: -Close Range: 2.4-4.6. -Mini-Crit: 5. -Critical Hit: 11. Accuracy: N/A. Rate of Fire: Swing (fast). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: All hits taken by target are Mini-Crits for 15 seconds. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart, Total War: Shogun 2 Pre-order. Replaces: Baseball Bat. Level: 25. The Fan O' War is likely the weakest Weapon in the game. However, it makes up for this wooden spoon notability for being able to mark a single target, causing the target to take Mini-Crits. Whack, and use a gun! -------------------- The Special Delivery -------------------- As well as delivering newspapers, insults, and headaches, the Scout was also known for the distribution of dairy products. With an urbanized selection of tools at his disposal, the Scout can easily be concealed as a mild-mannered milk-man while dispatching his adversaries. Wearing all four components of the Special Delivery Pack will boost the Scout's maximum health by 25%. *************** *The Shortstop* *************** Clip Size: 4. Carrying Capacity: 36. Power: -Close Range: 69-72. -Medium Range: 24-48. -Long Range: 6-12. -Mini Crit: 16/pellet. -Critical Hit: 24/pellet. Accuracy: Medium. Rate of Fire: Single. Range: Medium. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Faster firing speed, Faster reloads. Other Quirks: Uses Pistol ammunition. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Scattergun. Level: 1. The Shortstop was designed initially to be a hybrid of the pistol and shotgun designs, but soon became a unique weapon blueprint of its own; not only does it benefit from multiple pellets per shot and quick reloading at the same time, it's also capable of slowing down opponents. A Scout armed with a Shortstop can prove to be deadly against moving opponents, regardless of whether he is pursuing or being pursued. The shots have very little bullet spread, making it effective even at long ranges, and it has a faster reloading time than his other primary weapons. It's quite versatile on its own, and can make quick work of lonely enemies. Unfortunately, it uses the exact same bullet reserves as the regular Pistol. ********** *Mad Milk* ********** Purpose: Heals user 75% of damage done to affected target. Can put out fires. Weapon Slot: 2. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Pistol. Level: 5. Scouts often delivered Mad Milk as part of their daily routine. While it claims to be pure dairy, it's actually only 35% cow material. The other 65% is made up of either radiation, illegal drugs, and citrus, hence the harmful effect on the exterior. Jars of Mad Milk can be used to splash targets. Said targets will be covered in this unnatural substance, and anyone who hits the affected target will get a slight health replenishment. It can be used to put out fires and neutralize Cloaks, much like the more ancient Jarate. Bottles of Mad Milk will regenerate in the same fashion as Jarate as well. *************** *Holy Mackerel* *************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Close Range: 24-46. -Mini-Crit: 47. -Critical Hit: 105. Accuracy: N/A. Rate of Fire: Swing (fast). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Unarmed Combat. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Baseball Bat. Level: 42. It's a fish wrapped in a newspaper. Each hit is recorded in the UI as if it were a kill. That's how embarassing it is to get hit by a fish. ---------- The #1 Fan ---------- Heavily sponsered by Bonk! Punch, this set of weapons emphasizes on heavy bullet damage. Now the Scout can imitate The Flash! ************* *Soda Popper* ************* Clip Size: 2. Carrying Capacity: 32. Power: -Close Range: 85-105. -Medium Range: 10-40. -Long Range: 3-10. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Semi (fast). Range: Very Short. Reload Speed: Fast. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Faster reloads, Faster firing rates, Hype Meter enables Mini- Crits. Other Quirks: Excess shells in clip can be wasted, no random Critical Hits. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Scattergun. Level: 10. No, not even the Force-A-Nature lasts forever. But why waste a perfectly good weapon exterior? That's how the Soda Popper was made! The Crit-A-Cola attached under the barrels will build up "Hype" as the Scout runs around. When it's full, the Soda Popper can fire Mini-Crits (this will be activated automatically)! No regular Crits though. ******** *Winger* ******** Clip Size: 5. Carrying Capacity: 36. Power: -Close Range: 23-25. -Medium Range: 12-17. -Long Range: 9-10. -Mini Crit: 23. -Critical Hit: 52. Accuracy: Medium. Rate of Fire: Semi (fast). Range: Medium. Reload Speed: Fast. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Pistol. Level: 15. A handgun with more damage and less bullets. Make every shot count! ********** *Atomizer* ********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Close Range: 19-37. -Mini-Crit: 38. -Critical Hit: 84. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Grants third consecutive jump. Other Quirks: Slower swing speed, triple-jump deals 10 damage to user. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Baseball Bat. Level: 10 No way to Triple Jump with the Force-A-Nature without spending a shell? The Atomizer fixes that! The Bat itself is weaker and slower though, and the third jump kind of hurts. ------------------ The Curse-A-Nature ------------------ Because of his wraps around his arms, the Scout chose to be a Mummy for Halloween. Lots of cosmetic bandages, plus an ankh! ------------------------- Santa's Little Accomplice ------------------------- The Scout's costume during his detention duty and his run-in with Old Nick. Those boots are noisy! *************** *Wrap Assassin* *************** Clip Size: 1 (Baseball). Carrying Capacity: N/A. Power: -Close Range (Bat): 13-17. -Mini Crit (Bat): 17-23. -Critical Hit (Bat): 45. -Ball: 5. -Mini Crit (Ball): 5. -Critical Hit (Ball): 15. Accuracy: N/A. Rate of Fire: Swing (fast). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: Launch Ball. Medieval?: Yes. Reskins: None. Other Perks: Ball causes Bleed damage. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Baseball Bat. Level: 15. Baseballs aren't the only thing that can be launched for the sake of harm! The Wrap Asssassin launches easily-breakable baubles. The broken ornaments' sharp edges create an effective bleed. The wrapping tube isn't a very effective weapon on its own though. -------------- 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. All of the Soldier's unlockable weapons can enhance his performance (and the performance of his allies) on the battlefield. Default Maximum Health: 200. Default Maximum Overheal: 300. Default Speed: 80%. Suggested Players: 2-3. Item Sets: Tank Buster, General's Formals, Airborne Armaments, Dr. Grordbort's Victory Pack, Tin Soldier. Notable Soldiers: Stonewall Jackson, Bill Overbeck, Jane Doe, Rick Flair, Sun Tzu, Genghis Khan. 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. -Direct Contact: 112. -Splash Damage: 48. -Mini Crit: 122. -Critical Hit: 270. -Rocket-Jumping: 27-46. Accuracy: High. Rate of Fire: Semi (medium). Range: Short. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: The Original. The Soldier's favourite military division was the Tankbuster force. Naturally, the Bazooka was a frequent sight among the armed forces. The Rocket Launcher, being the successor to the Bazooka, would begin to stick with the Soldier ever since. The Rocket Launcher is of a Soviet design, but don't tell him that! 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 or Demoman aren'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. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. Along with the Rocket Launcher, Soldiers are often seen with standard-issue Casali Shotguns (supplied by TF Industries). Though it may have been more practical to bring M16 Rifles, the noisy, dirty battlefields prompted Soldiers to bring Shotguns instead. 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. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Frying Pan, Saxxy, Conscientious Objector. After his Nazi killing spree, the Soldier took a few of their Spades with him. Since he found no other Melee Weapon, he took a Spade in hopes of hastily joining an armed force. Some say he takes advice from the Spade, but the Soldier completely denies this. The Spade is the Soldier's fighting weapon (up close), and has pretty much the same capabilities of most other Melee Weapons. Disclaimer: The Soldier's Spade is not intended for digging, and cannot be used to find treasure. ************ *Direct Hit* ************ Clip Size: 4. Carrying Capacity: 20. Power: -Close Range: 131-140. -Medium Range: 63-113. -Long Range: 56-75. -Direct Contact: 140. -Splash Damage: 57. -Mini Crit: 153. -Critical Hit: 338. -Rocket-Jumping: 27-46. Accuracy: Very High. Rate of Fire: Semi (medium). Range: Medium/Long. Reload Speed: Varies Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Faster projectile speed, Mini-Crits against enemies thrown by explosions. Other Quirks: Smaller blast radius. Can be acquired through: 11 Soldier Achievements, Random Drop, Crafting, Mann Mart. Replaces: Rocket Launcher. Level: 1. Even the Soldier needs to sell out to corporations some time or another! It may not be a mistake, as he received a care-package in response. To keep him out of cross-team friendships, Mann Co. has given the Solder the privelege of using the Direct Hit Rocket Launcher. Nothing makes a Soldier feel better than when his Rockets hit the stomachs of weaklings. Now he can enjoy it more with the Direct Hit! With its faster Rocket velocities, the Direct Hit Rocket Launcher can really deal damage against targets! Of course, since it must travel faster, it must sacrifice its splash radius. Bonus points for hitting targets launched in mid-air by explosions (and that's not just for bragging rights!). ************* *Buff Banner* ************* Purpose: Enables Mini-Crits for all teammates within area. Weapon Slot: 2. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: 17 Soldier Achievements, Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 5. The Soldier also studied the duties of the Roman Centurion, a fierce officer who drilled discipline into his cohorts, no matter the situation. Motivation has always been boosted by the sound of a Horn boasting and the flags being raised. Now the Soldier acts as the flag-carrier of his team, leading them to their goal at last. Want everybody to feel the rush of adrenaline? Want to bring on the hurt on the enemy? Buy a Buff Banner today! The sound of the bugle and the raising of the colours is all that's needed to enable Mini Crits to the Soldier's comrades. Of course, he really needs to get into the mood to shout, so he'll have to kill some people and hurt some others in order to be able to motivate his team. Once the Soldier's Rage meter has been completely filled, he can initiate the benefits of his Buff Banner. He'll be able to shoot again after he's blown his horn. *************** *The Concheror* *************** Purpose: All teammates within affected area will heal themselves upon damaging targets. Weapon Slot: 2. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart, Total War: Shogun 2 Pre-order. Replaces: Shotgun. Level: 5. No Medics? No worry! The Concheror Banner can help teammates heal themselves by attacking targets! ********** *Gunboats* ********** Purpose: Decreases Rocket-Jumping damage by 60%. Weapon Slot: N/A. Alt-Fire: None. Medieval?: Yes (but don't bother). Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 10. Between the Soldier and the Demoman, the Soldier managed to overpower his opponent in order to receive this (not so impressive) item. Well, at least his Rocket-Jumping habits won't be so painful. What the description says. The Soldier and the Demoman were fighting over this weapon, and the Soldier won. *********** *Equalizer* *********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 33. -Below 121 HP: 65. -Below 100 HP: 73. -Below 50 HP: 93. -1 HP: 113. -Mini Crit: 45-153. -Critical Hit: 99-339. Accuracy: N/A. Rate of Fire: Swing (medium-fast). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Increased damage and movement speeds when hurt while active. Other Quirks: Cannot be healed by Medics when active. Can be acquired through: 5 Soldier Achievements, Random Drop, Crafting, Mann Mart. Replaces: Spade. Level: 10. The Soldier also managed to raid a few mines in his spree, and also took a few pickaxes on his trip home. Despite his bloodlust, the Soldier normally can't stand to see intense bladed violence, unless he's too distracted to notice (in that case, he'll become more and more vicious). Anyone trying to smack down a Soldier using an Equalizer better be careful; when the Soldier's Health goes down, the strength AND swinging speed of the Equalizer begins to increase! The running speed of the Soldier also increases. The effects of the running speed are only applied if the Soldier has it in his hand, and he cannot be healed by Medics while carrying it. ************ *Pain Train* ************ Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 59-72. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Increased capturing rate. Other Quirks: Increased bullet damage taken. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Spade. Level: 5. Along with the Gunboats, the Soldier was given the (pretty simplistic) Pain Train for not disobeying his company's contract. The Pain Train has no unique features as a weapon itself. However, it allows the user to become more efficient at Capturing Control Points and moving Payload Carts. In exchange, the user is 10% more vulnerable to bullets. *************** *Half-Zatoichi* *************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Replenishes Health to maximum upon kill, instant-kill against others using this weapon. Other Quirks: Cannot switch to another weapon until killing, instant-kill from others using this weapon. Can be acquired through: Random Drop, Crafting, Mann Mart, Total War: Shogun 2 Pre-order. Replaces: Spade. Level: 5. A Katana issued to frontline infantry, this blade is capable of restoring one's health and prosperity completely. It can also kill enemies who are also using the Zatoichi. Those who wield this sword must strike a kill before switching their weapon. Think carefully when using the Zatoichi! -------------- The Tankbuster -------------- Upon learning that there was a new and modernized Tankbuster division, the Soldier signed up immediately before anyone could say "hippie". Those who wear all three necessary components of this outfit benefit from Sentry damage resistance by 20%. *********** *Black Box* *********** Clip Size: 3. Carrying Capacity: 20. Power: -Close Range: 105-112. -Medium Range: 50-90. -Long Range: 45-60. -Direct Contact: 112. -Splash Damage: 48. -Mini Crit: 122. -Critical Hit: 270. -Rocket-Jumping: 27-46. Accuracy: High. Rate of Fire: Semi (medium). Range: Medium/Long. Reload Speed: Varies Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Replenishes Health upon hit. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Rocket Launcher. Level: 5. Products named "The Black Box" rarely make it out to shipping, but this Black Box defied even that tendency! A must-have in the Tankbuster outfit, the Black Box was created to replenish health lost by brave Soldiers confronting the nastiest of armoured vehicles. Its short size prevented the room for the usual four Rockets though. Soldiers armed with the Black Box now have a way of replenishing their Health; every time it hits a target, the Soldier's hit points are replenished by 15 units. Beware of Pyros attempting to reflect the Rockets; they will get the Health bonus instead! The health bonus is not proportional to damage; every hit regenerates 15 Health regardless, and it does not apply to Structures. ******************** *Battalion's Backup* ******************** Purpose: Protects teammates from Crits and blocks out 35% damage within area. Weapon Slot: 2. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 10. While the traditional Buff Banner increases the damage output dealt by its troops, the Battalion's Backup decreases the damage input dealt to its troops. What else is inverted? The one carrying the Battalion's Backup must take damage instead of dealing it in order to fill the Rage meter. The Battalion's Backup can prove handy against targets such as Sentries, Kritzkriegs, and other sorts of nasty threats. It protects nearby teammates against Critical hits, and decreases damage by 35%! Self-inflicted damage does not increase the Rage meter. --------------------- The General's Formals --------------------- Soldiers of the Soldier's Expeditionary Force! You are about to embark upon the Great Crusade, toward which we have striven these many months. The eyes of the world are upon you. The hopes and prayers of liberty-loving people everywhere march with you. Our Mantreads has seriously reduced their strength in the air and their capacity to wage war on the ground. Our Disciplinary Actions have given us an overwhelming superiority in weapons and munitions of war, and placed at our disposal great reserves of trained fighting men. We will accept nothing less than full Victory! Good luck! And let us beseech the blessing of Almighty God upon this great and noble undertaking! *********** *Mantreads* *********** Purpose: Decreases Knockback from enemies by 75%. Deals damage to enemies jumped on. Weapon Slot: N/A. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 10. Always tired of being pushed around by Airblasts and Explosions? The Mantreads take care of that problem! Landing on enemies deals a tremendous blow to their heads, so heed what's below when Rocket-Jumping! Land on something the Soldier hates! ********************* *Disciplinary Action* ********************* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 32-65. -Mini Crit: 66. -Critical Hit: 146. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Hitting an ally boosts speed for several seconds. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Spade. Level: 10. Teachers used to use Disciplinary Actions to get students to focus on their work. The Soldier's version is no different. Spanking an ally will cause both said ally and the Soldier to move faster temporarily. Not going to work as well on enemies. ------------------ Airborne Armaments ------------------ The paratrooper's finest weapons. Targets in the air or targets being approached from the air have no chance against these weapons! It's time to make landfall and attack! ****************** *Liberty Launcher* ****************** Clip Size: 3. Carrying Capacity: 20. Power: -Close Range: 105-112. -Medium Range: 50-90. -Long Range: 45-60. -Direct Contact: 112. -Splash Damage: 48. -Mini Crit: 122. -Critical Hit: 270. -Rocket-Jumping: 27-46. Accuracy: High. Rate of Fire: Semi (medium). Range: Medium/Long. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Faster projectile speed. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Rocket Launcher. Level: 25. A little bit like the Direct Hit, except that the clip size is shortened for the launching module inside rather than reduced explosive range and modified damage. Still good for direct hits though. ***************** *Reserve Shooter* ***************** Clip Size: 3. Carrying Capacity: 32. Power: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Faster weapon switch speed, Mini-Crits airborne targets briefly before switch. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 10. Jugglers love this one. Weapon switching is a bit faster, and shooting airborne targets (just after switching) will deal a lot more damage! Houses a smaller clip, so make those shots count. ***************** *Market Gardener* ***************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: 100% Critical Hit when Rocket-Jumping. Other Quirks: No random Critical Hits. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Spade. Level: 10. The Airborne threat works the other way too; the gardeneing spade will deal a guaranteed Critical Hit while Rocket-Jumping! There's no other way to make it do that. ------------ Victory Pack ------------ Many of the spacecraft (AKA Grockets) from the industrial world of Dr. Grordbort's Infallible Aether Oscillators managed to crash in the world of Team Fortress 2. Greedy as he is, the Soldier got to the rockets first, and hogged all the weapons and gear that came with it. ****************** *Cow Mangler 5000* ****************** Clip Size: 5 Shots. Carrying Capacity: N/A. Power: -Close Range: 96-101. -Medium Range: 45-81.. -Long Range: 41-43. -Splash Damage: 43. -Mini Crit: 109. -Rocket-Jumping: 27-46. -Against Buildings: 16. -Burn Damage: 3 per second. Accuracy: High. Rate of Fire: Semi (medium). Range: Medium/Long. Recharge Speed: Varies. Weapon Slot: 1. Alt-Fire: Charged Shot. Medieval?: No. Reskins: None. Other Perks: Larger "clip" size, Charged Shot disables Structures for four seconds. Other Quirks: No Critical Hits, Slightly slower reloads. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Rocket Launcher. Level: 30. A heavy artillery weapon primarily used to besiege enemy installations and nests. There's no need to reload this big gun; it runs entirely on renewable energy! In addition to conventional shots, they can be charged up, inflicting additional damage and instant combustion. Against buildings, it doesn't do much damage at all, but charged shots can disable them briefly. No random Crits, so charge up for additional damage! ***************** *Righteous Bison* ***************** Clip Size: 4 Shots. Carrying Capacity: N/A. Power: -Short Range: 17-63. -Medium Range: 11-42. -Long Range: 11-42. -Mini Crit: 14-31. -Critical Hit: 36-60. -Against Buildings: 4. Accuracy: High. Rate of Fire: Semi (fast). Range: Medium. Recharge Speed: Varies. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Shots penetrate through targets, Shots cannot be deflected. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 30. The Righteous Bison is an accurate weapon, capable of damaging enemies with a laser, even if they're cowardly enough to hide behind their teammates! The rail beams are able to light up Huntsman arrows too. As with the Cow Mangler, it doesn't work too well against Buildings, but at least it has a renewable supply of ammo. --------------- The Tin Soldier --------------- Sometimes the Soldier can be stiff and tight, but this just takes the cake! The Soldier, with a few boxes and other homemade materials, will steal American jobs with this machinery! ----------- 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 then prepare to have a plan to find some water! 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. The Air Blast can also be used against enemy Ubercharges and other Pyros, and can be used to extinguish fires on teammates. The Pyro's unlockable weapons enhance the Pyro's fighting skills in extremely close or far ranges. Default Maximum Health: 175. Default Maximum Overheal: 260. Default Speed: 100%. Suggested Players: 1-3. Item Sets: Gas Jockey, Infernal Imp. Notable Pyros: Abraham Lincoln, Trey Parker, Lady Gaga, Britney Spears. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Pyro Weapons: ************** *Flamethrower* ************** Clip Size: None. Carrying Capacity: 200. Power (per particle): -Short Range: 4.4-8.8. -Mini Crit: 5.9-11.9. -Critical Hit: 12.1-24.2. -Burn Damage: 5-6 per second. Accuracy: High. Rate of Fire: Automatic (very fast). Range: Very Short. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Air Blast. Medieval?: No. Reskins: None. What else makes a Pyro a Pyro? In the early stages of fire-starting, people began to note the weaknesses of the Riller Flamethrower; being vulnerable to explosives being too fast. The Air Blast was added in later productions of Flamethrowers, capable of reflecting large projectiles, as well as doing other things. 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 very effective. 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 20 Flamethrower cells (30 cells for the Backburner). The Compression Blast can also blow other players away, without doing damage, as well as certain projectiles and Ubercharged players. Projectiles repelled by the Air Blast turn into Mini- Crits. Whenever someone is on fire, they also glow as their colour on their team. This also applies to Disguised Spies, so be sure to Spy-Check whenever possible to reveal any traitors' true colours! ********* *Shotgun* ********* Clip Size: 6. Carrying Capacity: 32. Power: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. Pyros too are assigned Casali Shotguns, in case they find themselves forboding of fire. 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. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Saxxy, Conscientious Objector. The Pyro lied and claimed to be a firefighter to get a hold of this weapon. Naughty naughty! This is pretty much a simple fireman's tool to chop down doors (but not the ones in battlefields), as well as hostile foes. ************ *Backburner* ************ Clip Size: None. Carrying Capacity: 200. Power (per particle): -Short Range: 4.8-8.7. -Mini Crit: 6.5-13.1. -Critical Hit: 13.3-26.6. -Burn Damage: 5-6 per second. Accuracy: High. Rate of Fire: Automatic (very fast). Range: Very Short. Reload Speed: None. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: 100% Crits when attacking from behind. Other Quirks: No random Critical Hits, Airblast requires more fuel. Can be acquired through: 16 Pyro Achievements, Random Drop, Crafting, Mann Mart. Replaces: Flamethrower. Level: 10. The Backburner was not always a popular weapon; it lacked the Air Blast most Pyros revered in exchange for increased damaged to the rear. Though it at first allowed the Pyro to become more physically fit, the Pyro was unable to tell the difference in health between the two Flamethrowers, and denounced the Backburner completely. Now it does more firepower, bringing the Pyro to a debatable decision again. The Backburner increases the cost of the Compression Blast ability, but will always fire Critical Hits when using this weapon on a victim's back. With the Backburner, the Pyro must think more like a Spy. Also, the Backburner is NOT designed for any suicidal charges (even though it does more base damage than the Flamethrower). *********** *Flare Gun* *********** Clip Size: N/A. Carrying Capacity: 16. Power: -Base: 30. -Mini Crit: 41. -Critical Hit: 90. -Burn Damage: 5-6 per second. Accuracy: High. Rate of Fire: Single (slow). Range: Long. Reload Speed: Long. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: 100% Crits against burning enemies. Other Quirks: None. Can be acquired through: 10 Pyro Achievements, Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 10. The Pyro also lied and pretended to be a lifeguard. The Pyro got the Flare Gun as a result, using it to light enemies on fire from afar rather than signalling for help. When will the Pyro learn? 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. The Flare Gun deals more damage to those who are already on fire (in the form of a Critical Hit). If a Flare hits someone from far away, it's also a Critical Hit. *********** *Detonator* *********** Clip Size: N/A. Carrying Capacity: 16. Power: -Base: 30. -Mini Crit: 41. -Critical Hit: 90. -Burn Damage: 5-6 per second. -Explosion: 56. Accuracy: High. Rate of Fire: Single (slow). Range: Long. Reload Speed: Long. Weapon Slot: 2. Alt-Fire: Detonate Flare. Medieval?: No. Reskins: None. Other Perks: Mini Crits against burning enemies. Other Quirks: Increased explosion damage taken from self. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 10. This Flare Gun works just like the old one, except that Flares can be detonated at will! Detonated Flares will explode. Flares used by the Detonator only Mini- Crit against Burning baddies, and explosions made by the Pyro will be more dangerous to him/her/itself. Don't be careless with this or the Airblast! ***************** *Reserve Shooter* ***************** Clip Size: 3. Carrying Capacity: 32. Power: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Faster weapon switch speed, Mini-Crits airborne targets briefly before switch. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 10. Jugglers love this one. Weapon switching is a bit faster, and shooting airborne targets (just after switching) will deal a lot more damage! Houses a smaller clip, so make those shots count. ************** *Axtinguisher* ************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 23-43. -Mini Crit: 45. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Postal Pummeler. Other Perks: 100% Crits against burning enemies. Other Quirks: None. Can be acquired through: 22 Pyro Achievements, Random Drop, Crafting, Mann Mart. Replaces: Axe. Level: 10. In spare time, the Pyro added a few barbed wires to the Axe, somehow making it more powerful on lighted foes, but weaker against everything else! Even the Pyro doesn't know how that works. This special Axe only does half the damage the regular Axe does, but will always have Critical Hits on firey targets. Use this for ambushing. ************* *Homewrecker* ************* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range (Player): 42-55. -Short Range (Building): 130. -Mini Crit (Player): 66. -Mini Crit (Building): 176. -Critical Hit (Player): 146. -Critical Hit (Building): 392. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Maul. Other Perks: Can remove Sappers. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Axe. Level: 5. The Pyro imitated Ghallagher at one time too. That is all. The Homewrecker is an effective weapon against Engineer Structures, should the Pyro be in need of conserving ammo (which, in any case, the Pyro shouldn't be). However, its more important perk is that it can remove Sappers off of friendly Structures, much like the Engineer's Wrench. **************** *Back Scratcher* **************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 81. -Mini Crit: 109. -Critical Hit: 243. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: More Health obtained through Health Kits. Other Quirks: Less Health obtained through Dispensers and Mediguns. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Axe. Level: 5. The Back Scratcher is a nastier weapon than the Axe. It dishes out more damage. It also increases the efficiency of conventional medical devices included inside Health Packs. However, it also decreases the efficiency of experimental healing methods, such as those from Dispensers and Mediguns. If anyone asks, the Pyro got this as a farmer, not a gardener. **************************** *Sharpened Volcano Fragment* **************************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 34-70. -Mini Crit: 70. -Critical Hit: 156. -Burn Damage: 5-6 per second. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Lights people on fire. Other Quirks: None. Can be acquired through: Random Drop, Crafting, RIFT Pre-order. Replaces: Axe. Level: 10. Various pieces of a volcano have been scattered through the Earth for thousands of years. Only recently has it been discovered by pyromaniacs worldwide. The Fragment is capable of lighting enemies on fire, at the cost of less base damage. Those who pre-order RIFT before March 1, 2011 will get a special Genuine version, while others can craft regular ones afterwards. --------------------- The Gas Jockey's Gear --------------------- Pyros, whether they are cooking Moms or barbequeing Dads, often seek to be employed at the Gas Jockey service centres (few actually make it through the interview though). Wearing all three pieces of the gas attendant's uniform makes the user feel faster, but have an increased fear of bullets (both by 10%). *********** *Degreaser* *********** Clip Size: None. Carrying Capacity: 200. Power (per particle): -Short Range: 4.4-8.8. -Mini Crit: 5.9-11.9. -Critical Hit: 12.1-24.2. -Burn Damage: 2 per second. Accuracy: High. Rate of Fire: Automatic (very fast). Range: Very Short. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Air Blast. Medieval?: No. Reskins: None. Other Perks: Faster weapon switch speed. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Flamethrower. Level: 10. Pyros often complain about the fact that it takes far too long to switch between their Flamethrower and other weapons. The Degreaser attends to this dilemma, and decreases this switching time. Axtinguisher Pyros have never been happier with the results! Of course, the afterburn is not as effective. *********** *Powerjack* *********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 56-74. -Mini Crit: 101. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Replenishes 75 Health on kill. Other Quirks: Increased Melee damage taken. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Axe. Level: 5. Pyros also complain about how much Health they lose overtime, despite the fact that their suits protect them against such dangerous hazards as Fire. The Powerjack was created to quell these complaints; it replenishes 75 units of Health to the user upon each kill dealt by this weapon. The Pyro will be more vulnerable to melee attacks though. ---------------- The Infernal Imp ---------------- Inevitable, really. A few horns, wings, and a tail are all the Pyro needs to impress Lucifer! Don't worry; the horns may be installed on the eye sockets, but the Pyro can still see through the yellow slits. ----------- The Moonman ----------- Ever since getting that gask mask, the Pyro dreamed of going to the Moon, then torching it. The Moonman set brings the Pyro a little closer to that dream. The gear provided ensures the Pyro to be a little more active and aware on the front. ******************** *The Phlogistinator* ******************** Clip Size: None. Carrying Capacity: 200. Power: -Short Range: 6.2-3.7. -Mini Crit: 5-8. -Critical Hit: 11-19. -Burn Damage: 3 per second. Accuracy: High. Rate of Fire: Automatic. Range: Short. Reload Speed: None. Weapon Slot: 1. Alt-Fire: MMMPH! Medieval?: No. Reskins: None. Other Perks: None. Other Quirks: No Airblast, No Random Critical Hits. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Flamethrower. Level: 10. The Backburner plan had a backup model; the Phlogistinator. Rather than merely activating Critical Hits on the enemy's backside, the Critical power can be turned on at will, provided that enough damage has been dealt beforehand. The extra "MMMPH" also restores any lost health in the process. Activating said "MMMPH" requires the user to taunt before activation. The button to activate this replaces the Airblast trigger, and the weapon cannot have random Crits (much like any other balance excuse). ******************* *Manmelter 3600 ZX* ******************* Clip Size: N/A. Carrying Capacity: N/A. Power: -Base: 30. -Mini Crit: 41. -Critical Hit: 90. Accuracy: High. Rate of Fire: Semi. Range: Long. Reload Speed: None. Weapon Slot: 2. Alt-Fire: Extinguishing Airblast. Medieval?: No. Reskins: None. Other Perks: Shots cannot be deflected, Earn Crits for each teammate extinguished. Other Quirks: No Random Critical Hits. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 30. Based off of Flare Guns, the Manmelter has its own little Airblast soley designed to purge flames. To encourage the Pyro to undo his typical works, the weapon also stores Critical shots for each teammate saved from fire. As always, the Manmelter does not benefit from random Critical Hits. ************** *Third Degree* ************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 55-75. -Mini Crit: 101 -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Damage transfers to targets connected by medical beams. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Axe. Level: 10. Damage from this axe can spread to others via the medical beams provided by Mediguns. Here's a way to get that pesky Medic! -------------- 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. With his new unlockable gear, the Demoman can either choose to be a direct warrior, or a sneaky trapster. Default Maximum Health: 175. Default Maximum Overheal: 260. Default Speed: 93%. Suggested Players: 1-3. Item Sets: Expert's Ordinance, 1001 Demoknights, Swashbuckler's Swag, Highland Hound. Notable Demomen: Alfred Noble, Tavish Degroot, William Wallace, Martin Luther King. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Demoman Weapons: ****************** *Grenade Launcher* ****************** Clip Size: 4. Carrying Capacity: 16. Power: -Direct Hit: 81-111. -After Bouncing: 22-64. -Mini Crit Direct: 109-150. -Mini Crit After Bouncing: 30-86. -Critical Direct Hit: 280-300. -Critical Hit After Bouncing: 190. Accuracy: N/A. Rate of Fire: Semi (medium). Range: Short. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: Detonate Sticky Bombs. Medieval?: No. Reskins: None. Borrowed from the British Grenadier Squads, Demomen are issued M79 Grenade Launchers, suited for launching pipe bombs across a predictable arc. Though the Grenade Launcher holds six chambers, only four grenades can be held in the weapon at a time (Demomen say it's too heavy to lift it otherwise). 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-armoured 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. If the grenade does not hit a target during launch, the grenade simply rolls and explodes eventually. ********************** *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. -Mini Crit: 162. -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 (medium). Range: Varies. Reload Speed: Varies. Weapon Slot: 2. Alt-Fire: Detonate Sticky Bombs. Medieval?: No. Reskins: None. Though the M79 is the standard issued weapon of the Demoman, the Johnson Sticky Bomb Launcher stands among the rest in the Demoman's arsenal. While it was originally designed to secure and protect property, the nature of the Sticky Bomb allowed it to become a deadly offencive weapon. No Demoman is a true Demoman without the Sticky Bomb Launcher! 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. Simply use Alt-Fire to detonate the Sticky Bombs. 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 (whilist jumping). The Sticky Launcher is an excellent weapon for taking out enemy Sentries as well. Highly skilled Demomen are capable of using Sticky Bombs against almost every target by planting Sticky Bombs under or near their targets. Be warned as Sticky Bombs can be destroyed by bullets and Scottish Resistance Bombs. They can also be scattered by the Air Blast and explosions. Sticky Bombs also disappear if the Demoman who planted them gets killed. **************** *Scrumpy Bottle* **************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: Detonate Sticky Bombs. Medieval?: Yes. Reskins: Frying Pan, Saxxy, Scottish Handshake, Conscientious Objector. The Demoman is an alchoholic, and he's not afraid to admit that. However, his addiction to Rum, Whiskey, and Scrumpy has been reduced significantly due to the demanding focus of the battlefield. The Bottle is the only (default) 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. **************** *Chargin' Targe* **************** Purpose: Grants the Demoman 50% Fire resistance and 50% Explosion resistance. Alternate Fire causes the Demoman to charge in a line. Weapon Slot: N/A. Alt-Fire: Targe Charge. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: 5 Demoman Achievements, Random Drop, Crafting, Mann Mart. Replaces: Sticky Bomb Launcher. Level: 10. Given by TF Industries in response to an unwanted friendship, the Chargin' Targe was given to the Demoman for use in older types of combat. The Targe is powerful enough to withstand explosions and fire. The Chargin' Targe is akward to use, but it does give the Demoman substantial benefits towards Soldiers, Demomen, and Pyros. He can also charge in a straight line (not unlike Left 4 Dead 2's Charger), which can deal a bit of damage on its own (more so if more Heads from the Eyelander are obtained). Charging is best done with a Melee Weapon, as charging causes Melee Weapons to become more powerful moments after charging (that is, if the Demoman charged far enough). Charge wisely... ********************* *Scottish Resistance* ********************* Clip Size: 8. Carrying Capacity: 36. Power: -Close to Bomb: 47-90. -Very close to Bomb: 60-124. -Directly on top of Bomb: 74-153. -Mini Crit: 162. -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 (fast). Range: Varies. Reload Speed: Varies Weapon Slot: 2. Alt-Fire: Detonate Sticky Bombs. Medieval?: No. Reskins: None. Other Perks: Faster firing rate, Can detonate Stickies at will. Other Quirks: Detonation requires attention, slower bomb prime time. Can be acquired through: 17 Demoman Achievements, Random Drop, Crafting, Mann Mart. Replaces: Sticky Bomb Launcher. Level: 5. The Demoman considered moving to a brighter career, so his employers, wanting him to stay, gave him the Scottish Resistance Launcher, a weapon that requires more thinking and problem-solving skills. Though it shares the same design as the Johnson, it features a transparent laser, meant to designate selected Bombs for detonation. It even goes through walls! Demoman not defensive enough? Try using the ol' Scottish Resistance! The Demoman can plant up to 14 Sticky Bombs with this toy, and he can also pick which ones to detonate by simply looking at them! Of course, it takes a bit longer to prime these Bombs, but hopefully the Demoman is able to keep a good eye on each of the Sticky Bombs traps he planted! Stickies underneath the Demoman will also detonate. Additionally, the more powerful Scottish Resistance Bombs can detonate other enemy Sticky Bombs! The Scottish Resistance also happens to fire faster than the regular Sticky Launcher. *********** *Eyelander* *********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: Detonate Sticky Bombs/Targe Charge. Medieval?: Yes. Other Perks: Collection of Heads increase Maximum Health, Replenishes Health upon kill. Other Quirks: No random Critical Hits, Less Maximum Health. Reskins: Horseless Headless Horsemann's Headcutter, Nessie's Nine Iron. Can be acquired through: 11 Demoman Achievements, Random Drop, Crafting, Mann Mart. Replaces: Bottle. Level: 5. A cursed Sword, capable of stealing souls for Health. Yes, it's in the Demoman's hands, so watch out! It frequently demands heads on its own. Others pray for the Demoman not to fall under its control... Nothing beats a magical sword for chopping off people's heads! In addition to decapitating enemies, the Eyelander grants the Demoman increased maximum Health and Speed with every victim killed with the Eyelander (up to four heads). However, it does force the Demoman to sacrifice some of his armour in return for the mass of this weapon, and it is unable to have Critical Hits without the aid of the Chargin' Targe. When souls are devoured, the Demoman's eye will begin to glow... ************ *Pain Train* ************ Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Medieval?: Yes. Reskins: None. Other Perks: Increased capturing rate. Other Quirks: Increased bullet damage taken. Alt-Fire: Detonate Sticky Bombs/Targe Charge. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Bottle. Level: 5. The Demoman lost the feud with the Soldier, but at least he too got a Pain Train. Guess it's better than nothing... The Pain Train has no unique features as a weapon itself. However, it allows the user to become more efficient at Capturing Control Points and moving Payload Carts. In exchange, the user is 10% more vulnerable to bullets. *********************** *Scotsman's Skullcuter* *********************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 78. -Mini Crit: 105. -Critical Hit: 234. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: Slower movement speed. Alt-Fire: Detonate Sticky Bombs/Targe Charge. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Bottle. Level: 5. After being given the Eyelander and Chargin' Targe, the Demoman searched for alternative weapons to his McLeod Kit. He found an old battle axe, known as the Skullcutter. It's not cursed, but it sure is heavy! The Scotsman's Skullcuter is also capable of of chopping off heads, although the Skullcuter's not magical enough to grant the Demoman more power in doing so. It's more powerful than the Bottle, but it slows the Demoman down considerably. **************** *Claidheamh Mor* **************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: Detonate Sticky Bombs/Targe Charge. Medieval?: Yes. Reskins: None. Other Perks: Longer charge duration. Other Quirks: No random Critical Hits, Less Maximum Health. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Bottle. Level: 5. An ancient artifact left behind by the Degroot dynasty, the Claidheamh Mor functions much like the Eyelander. However, instead of collecting Heads, it increases the charging efficiency of the Charging Targe (is there any sword that DOESN'T require a shield?!). A little bit of armour must be removed though (but not as much for the Eyelander), and the sword still can't strike any random Critical Hits. *************** *Half-Zatoichi* *************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Replenishes Health to maximum upon kill, instant-kill against others using this weapon. Other Quirks: Cannot switch to another weapon until killing, instant-kill from others using this weapon. Can be acquired through: Random Drop, Crafting, Mann Mart, Total War: Shogun 2 Pre-order. Replaces: Bottle. Level: 5. A Katana issued to frontline infantry, this blade is capable of restoring one's health and prosperity completely. It can also kill enemies who are also using the Zatoichi. Those who wield this sword must strike a kill before switching their weapon. Think carefully when using the Zatoichi! ----------------- Expert's Ordnance ----------------- It is common knowledge that Demomen will often try to win their battles, even if they must die trying. The Expert's Ordnance Pack puts extra emphasis on the "Die trying" part. In addition, wearing these components will make the user 10% less vulnerable to fire damage. ************* *Loch-n-Load* ************* Clip Size: 2. Carrying Capacity: 16. Power: -Direct Hit: 114-129. -Mini Crit Direct: 198. -Critical Direct Hit: 388. Accuracy: N/A. Rate of Fire: Semi (medium). Range: Short. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: Detonate Sticky Bombs. Medieval?: No. Reskins: None. Other Perks: Faster projectile speed. Other Quirks: Bombs shatter against non-players, extra self-damage. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Grenade Launcher. Level: 10. After searching and searching for an appropriate alternate option for the old Grenade Launcher, the Demoman nearly gave up on hope before he ran into the Loch-n-Load. A far riskier option it may be, it proved to be capable in direct and dirty combat. The Direct Hit for the Demoman. Use this only in direct combat, as its grenades will shatter harmlessley if they touch anything that's not enemy skin. The grenades themselves deal out more damage, and they travel faster, but they also prove to be more dangerous to the Demoman himself also. **************** *Ullapool Caber* **************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 35. -Mini Crit: 43. -Critical Hit: 105. -Explosion: 149. -Explosion Mini Crit: 199. -Explosion Crit: 300. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: Detonate Sticky Bombs/Targe Charge. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: No random Critical Hits. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Bottle. Level: 5. After the tragic Quake convention of 1960, the Demoman had to find something to do with his collection of hand-grenades (as they were banned from conventional use from that point forward). After modifying his collected German stick grenades, the Demoman proposed that he used them as volatile melee weapons. The Geneva members approved, and the Demoman now seeks to modify his other Grenades accordingly. This odd Melee Weapon will dish out not only a mild whacking blow, but also a deadly explosion upon striking a solid object. The explosion will send the user flying high, as well as suffering 100 points of damage. To return this weapon to its initial state, simply go back to a Resupply Cabinet. It can't strike any random Critical Hits. -------------------------------- One-thousand and One Demoknights -------------------------------- Revisiting his Arabic side of his family, the Demoman can become more of a Knight than ever (in spite of other people's protests). All the equipment encourage the Demoman to get up and close. ***************** *Splendid Screen* ***************** Purpose: Grants the Demoman 25% Fire resistance and 20% Explosion resistance. Alternate Fire causes the Demoman to charge in a line. Weapon Slot: N/A. Alt-Fire: Targe Charge. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Sticky Bomb Launcher. Level: 10. A Targe made more for the Targe Charge itself rather than damage resistance. Said Charge can deal damage at any distance, and the Charge doesn't need Heads to be effective! It has different cosmetic styles. ******************* *Persian Persuader* ******************* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: N/A. Weapon Slot: 3. Alt-Fire: Detonate Sticky Bombs/Targe Charge. Medieval?: Yes. Reskins: None. Other Perks: All Ammo found becomes Health, increased Charge recovery. Other Quirks: No random Critical Hits. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Bottle. Level: 10. Thought the Claidheamh Mor and Eyelander were the biggest examples of Targe dependency? Think again! The Persian Persuader doubles the regeneration rate of Targe Charging! All Ammunition becomes Health. Better put that Grenade Launcher aside... ************************ *Ali Baba's Wee Booties* ************************ Purpose: Increases maximum Health and grants Charging control. Weapon Slot: N/A. Alt-Fire: Targe Charge. Medieval?: Yes. Reskins: Bootlegger. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Grenade Launcher. Level: 10. Really! The Demoman has gone too far with his swordsman fascination! The Booties give out a slight increase in Health, and allows the Targe Charge to turn whenever necessary. ------------------- Swashbuckler's Swag ------------------- Yargh! Nothin' but a buncha reskins in this bundle! Consists of the ol' Scottish Handshake, the Bootlegger, the Buccaneer's Bicorne, and the Wiff of the Old Brimstone! All of them certainly not matching at all save for piratey looks! ------------------ The Highland Hound ------------------ The hair of the dog's gone overboard here! The Demoman can howl to the moon when all the parts of this costume are put together! ------------------------ 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. The Heavy's unlockable equipment will make him more or less reliant on teammates, or force him to think quickly. Default Maximum Health: 300. Default Maximum Overheal: 450.. Default Speed: 77%. Suggested Players: 1-2. Item Sets: Hibernating Bear, Black Market Business, Frankenheavy. Notable Heavies: John Henry, Arthur Currie, Rasputin, Gabe Newell. 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. -Mini Crit: 15-58. -Critical Hit: 27-108. Accuracy: Low. Rate of Fire: Automatic (fast). Range: Medium. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Spin Minigun. Medieval?: No. Reskins: Iron Kurtain. Sasha and the Heavy have always been together, even during childhood. The pair have been best friends, and are now becoming soul mates to one another. Sasha has saved the Heavy's life numerous times, and the Heavy to Sasha's life just as often. One can wonder how one will react if one of them is to pass away... 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. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. In case of Minigun Ammo shortages, Heavies are given Casali Shotguns in such emergencies. The Casali is certainly not comparable to Sasha, so the Heavy is in no objection in carrying it (or at least from Sasha). 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. The Shotgun is also effective at longer ranges than the Minigun. ******* *Fists* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: Use right fist. Medieval?: Yes. Reskins: Saxxy, Conscientious Objector, Apoco-Fists. The Heavy was too lazy to find a Melee Weapon for himself (or he brought Weapons deemed illegal to the sign-up office, no one remembers), so he offered to use his bare hands instead. No one objected after he threw a violent fit. 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, where he performs a right-handed upper-cut. 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. -Mini Crit: 10-48. -Critical Hit: 18-72. Accuracy: Low. Rate of Fire: Automatic (fast). Range: Medium. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Spin Minigun. Medieval?: No. Reskins: None. Other Perks: Slows enemies on hit. Other Quirks: Longer rev time. Can be acquired through: 16 Heavy Achievements, Random Drop, Crafting, Mann Mart. Replaces: Sasha. Level: 5. Even the Heavy must meet new individuals. After a single night out, the Heavy encountered Natascha, a lovely German beauty. Of course, Sasha is not pleased at this, reviving the hatred between Slavics and Germanics once again. 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). The effects of Natascha can stack on enemy targets. ********** *Sandvich* ********** Purpose: Replenishes 300 HP. Weapon Slot: 2. Alt-Fire: Throw Sandvich. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: 10 Heavy Achievements, Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 1. Mom always made good Sandwiches for lunch, but the Heavy's mother always had a secret recepie. The recepie turned into a life-saving meal years later, when the Heavy began to pack it when his Medic friend was too occupied to help him. Loaded with Lettuce, Ham, and Cheese! 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 Heavy will have to wait for 30 seconds if he wants to eat again. The Heavy can also drop the Sandvich for others to eat. To regain the Sandvich, the Heavy must use a Health Kit when he is already at full health, or return to a Resupply Locker. A dropped Sandvich is capable of giving the receiver 50% of his maximum health. Try not to let the Sandvich fall into the wrong hands! ************** *Dalokohs Bar* ************** Purpose: Replenishes 60 HP, increases Heavy Health capacity to 350 for 30 seconds. Weapon Slot: 2. Alt-Fire: None. Medieval?: Yes. Reskins: Fishcake. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 1. TF Industries also sports a candy factory, and the Heavy is a frequent visitor. Their Chocolate Dalokohs Bar can give one the energy to take a little bit more than usual. If the Heavy needs to increase his Health capacity, he can take a bite out of a Dalokohs Bar. It doesn't replenish as much as a healthy Sandvich though. Bars cannot be dropped. Also, it doesn't increase the potential of the Heavy's Overheal. At least it doesn't have a cooldown. *********** *The K.G.B* *********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (slow) Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: Use right fist. Medieval?: Yes. Reskins: None. Other Perks: 100% Critical Hits for 5 seconds upon kill. Other Quirks: None. Can be acquired through: 22 Heavy Achievements, Random Drop, Crafting, Mann Mart. Replaces: Fists. Level: 7. Heavies know that their Fists were not enough for fighting in the midst of guns and explosions, so they brought Boxing Gloves for extra firepower! Someone may need to ring the bell soon... The Heavy now has Boxing Gloves, named "The Killing Gloves of Boxing" to honour 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. *********** *The G.R.U* *********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 29-35. -Mini Crit: 43. -Critical Hit: 96. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: Use right fist. Medieval?: Yes. Reskins: None. Other Perks: Faster movement speed while active. Other Quirks: Health drain while active. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Fists. Level: 10. The Gloves of Running Urgently are an alternative to the KGB, and essentially acts as its opposite. Running speed is increased at the price of Health degeneration (when in use) and lower fighting power. Heavies have not dared to try this experimental device until recently... **************** *Fists of Steel* **************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: Use right fist. Medieval?: Yes. Reskins: None. Other Perks: Increased non-melee damage resistance when active. Other Quirks: Increased melee damage taken when active, slower weapon switch speeds. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Fists. Level: 10. A pair of metal gauntlets, the Fists of Steel are designed for those who wish to get up close and dirty. A Heavy wielding these are twice as vulnerable to melee attacks, but more resistant to other types of harm. It takes a bit of time to switch weapons when carrying these babies though. *************** *Holiday Punch* *************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 0. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: Use right fist. Medieval?: Yes. Reskins: None. Other Perks: Crits causes target to laugh (regular hits do the same to those also wearing the Holiday Punch), Always Crit from behind. Other Quirks: Crits do no damage! Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Fists. Level: 10. Ho ho, uh oh! Even though these gloves can't do massive damage upon a Critical Hit, the alternative effect is no laughing matter! A laughing target is a defenseless target! Punching an enemy who is also wearing these will always make them laugh upon every hit. ---------------- Hibernating Bear ---------------- Even the Heavy is known for being a bit unpredictable. The Hibernating Bear Pack gives him various options of staying behind to hold the line, or to rush up to his enemies to give them a big beating. Arming all the components will make the Heavy 5% more resistant to Critical Hits. The Scout wasn't joking when he called the Heavy a "Big Shaved Bear that hates people". ***************** *The Brass Beast* ***************** Clip Size: None. Carrying Capacity: 200. Power: -Short Range: 60-65. -Medium Range: 6-36. -Long Range: 6-12. -Mini Crit: 18-70. -Critical Hit: 32-130. Accuracy: Low. Rate of Fire: Automatic (fast). Range: Medium. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Spin Minigun. Medieval?: No. Reskins: None. Other Perks: None. Other Quirks: Slower rev time, slower movement speed when deployed. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Sasha. Level: 5. One of the few machine guns the Heavy hasn't given a proper name, the Brass Beast was imported all the way from England. Like the British, it was clearly designed with emphasis on defence. It's deadly, but it's slow. The Brass Beast is made for Heavies who like to sit near Dispensers for a long time. Though it does a lot of damage, it takes much longer to rev up, and due to its weight, it's harder to carry around, so moving and shooting is a little slower and less effective than normal. *************** *Buffalo Steak* *************** Purpose: Increases Heavy's move speed, increases damage given and taken, and restricts Heavy to use only Melee Weapons for 15 seconds. Weapon Slot: 2. Alt-Fire: Throw Steak. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 1. A sharp contrast to the Brass Beast, the Buffalo Steak Sandvich pumps the Heavy's adrenaline to the extent of granting him Mini-Crits, both given and taken, as well as increasing his movement level dramatically. He can only use his fists in this state, however. He didn't need the buns. In addition to a bit of adrenaline, this can also be dropped on the floor. It functions like a regular Sandvich in this state. ****************** *Warrior's Spirit* ****************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 73-97. -Mini Crit: 112. -Critical Hit: 250. Accuracy: N/A. Rate of Fire: Swing (medium). Reload Speed: None. Weapon Slot: 3. Alt-Fire: Use right fist. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: Less Maximum Health. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Fists. Level: 10. Bear hands are always more deadly than human hands. Thanks to the sharp claws, the Warrior's Spirit dishes out more damage. Unfortunately, it decreases the user's maximum Health capacity. --------------------- Black Market Business --------------------- The United States wasn't the only nation to experience massive criminal activity around the depression. Russians did whatever they did to salvage food rations, even if they had to resort to various acts of crime and murder. The Black Market Business houses a set of lighter, faster weapons. ************************** *Tomislav the Machine Gun* ************************** Clip Size: None. Carrying Capacity: 200. Power: -Short Range: 50-54. -Medium Range: 5-30. -Long Range: 5-10. -Mini Crit: 15-58. -Critical Hit: 27-108. Accuracy: Low. Rate of Fire: Automatic (fast). Range: Medium. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Spin Minigun. Medieval?: No. Reskins: None. Other Perks: Faster rev time. Other Quirks: Slower firing rate. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Sasha. Level: 5. A more masculine gun, Tomislav is almost certainly prepared for any unwanted surprises. Getting him ready is nearly instantaneous, and he's completely silent! Of course, being based on the mere submachine-gun model, it cannot spew out bullets faster than Mama Sasha. ********************* *The Family Business* ********************* Clip Size: 8. Carrying Capacity: 32. Power: -Short Range: 68-77. -Medium Range: 9-26. -Long Range: 3-9. -Mini Crit: 7/pellet. -Critical Hit: 15/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 10. Sometimes it's effective to use projectiles to incite fear rather than pain, and that's how the Family Business was designed! Made for imtimidating people as much as possible without reloading, it houses more ammo, but deals less damage. Those who have a hard time hitting may benefit from this gun. ***************** *Eviction Notice* ***************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 17-35. -Mini Crit: 35. -Critical Hit: 78. Accuracy: N/A. Rate of Fire: Swing (fast). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: Use right fist. Medieval?: Yes. Reskins: None. Other Perks: Faster swing rate. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Fists. Level: 10. Strangely, the Eviction Notice knuckles deal less damage than the Heavy's own bony ones. Fortunately, the Eviction Notice will prevent the Heavy's hands from wearing out as fast, so he can swing and punch a bit more liberally! ---------------- The Frankenheavy ---------------- Created by the mad-scientist Medic, the Frankenheavy lives again! Recycled from corpses of other Heavies, the stitches are enough to allow the Heavy to fight again. --------------- 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. He also hates the Middle Ages, calling it "superstitious" and "illogical". Engineers truly define Defence (although they shouldn't be forsaken on Offence either). 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 offence, as his Teleporters and Dispensers can prevent most trips to and from the resupply area, and their Sentries can pin down any Defenders. Recently, TF Industries granted the Engineer the ability to move his Structures. Go figure! Default Maximum Health: 125. Default Maximum Overheal: 185. Default Speed: 100%. Suggested Numbers: 2-3. Item Sets: Brundle Bundle. Notable Engineers: Nikola Tesla, Dell Conagher, Roy Brown, Billy Bishop. 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. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Casali Shotguns are in plentiful Supply, although use of them has been diminishing over the years. The spares were given to Engineers for self- defence, giving them hope in direct combat. Unlike most Classes, the Shotgun is the Engineer's Primary Weapon. He may need to use this when he catches a Spy "Sappin' his Sentry/Dispenser/Teleporter". He can also use this to give support to fellow teammates. Most of the time, though, he uses this for self-defence. ******** *Pistol* ******** Clip Size: 12. Carrying Capacity: 200. Power: -Close Range: 20-22. -Medium Range: 10-15. -Long Range: 8-9. -Mini Crit: 20. -Critical Hit: 45. Accuracy: Medium. Rate of Fire: Semi (fast). Range: Medium. Reload Speed: Fast. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: Lugermorph. The Pistol was offered to be as a sidearm as well, and the Engineer didn't object. Though he'd rather have a Revolver, the Pistol was much more plentiful. Thanks to his toolbox, he can carry loads of Pistol rounds, capable of lasting him decades. 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. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Golden Wrench, Saxxy. A mechanic always needs his tools to fix his machines. The Engineer is so smart, however, that he only needs to simply whack a Structure to repair and maintain it. Uhlman Wrenches are fully supported by TF Industries. The Wrench is the most important Melee Weapon, the other being the Spy's Knife. It can repair, re-equip, and upgrade existing Structures. 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 structures; a careless Engineer is a worthless Engineer! ****************** *Construction PDA* ****************** Purpose: Builds Sentry Guns, Dispensers, and Teleporter Entrances/Exits. Weapon Slot: 4. Alt-Fire: Rotate Structure. Medieval?: No. Reskins: None. The Construct PDA was designed to quickly erect a Structure at the touch of a button. It also functions as a mobile phone. No Engineer is allowed to participate without one! 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. ***************** *Destruction PDA* ***************** Purpose: Destroys existing Sentry Guns, Dispensers, and Teleporter Entrances/ Exits. Weapon Slot: 5. Alt-Fire: None. Medieval?: No. Reskins: None. The Destruction PDA delivers a self-destruction message to any Structure already built. It can also act as a game system. Like the Construction PDA, the keys are the same. Detonate the structure when out of usable sight. ********************************* *Sentry Mechanical Firing Device* ********************************* Health: 150, 180, 216. Cost: 130 Metal (200 Metal per Upgrade). Carrying Capacity: 100-144 Bullets, 20 Rockets (when available). Power: -Bullet: 14-18. -Rocket: Up to 100. Scrap Value: 60. Medieval?: No. Reskins: None. Even the latest Turrets had one weakness in common; no gunner, no firepower! TF Industries came up with the best remedy: Artifical Intelligence, but just for a gun. The Sentry can identify obvious foes within an obvious range, and will shoot on sight accordingly. It can hold a machine gun, dual gattling cannons, and a rocket launcher. The Sentry is a lethal man stopper; the knockback caused by this weapon alone can cause havoc on its targets. The damage dispersed by this device can quickly kill the target before it can put the knockback into consideration! Upgrade the Sentry for extra firepower. Sentries aren't too smart however; they are easily fooled by Disguises, and don't know what to do when facing Ubercharges, long- range attacks, or other indirect attacks! *********************** *Dispense-O-Matic 9000* *********************** Health: 100, 180, 216. Cost: 100 Metal (200 Metal per Upgrade). Scrap Value: 50. Medieval?: No. Reskins: None. Batallions often complain about the lack of medical attention and dwindling Ammo caches in longer struggles. The Dispenser was designed like a miniature fridge to hold Ammo and Medical supplies. It even manages to create some on its own! Don't ask how it works; it's a secret! The Dispenser provides teammates with all the Health, Ammo, and Metal they need. While Health and Ammo are in unlimited supply, the Dispenser can only give out as much Metal as it has in stock. Teammates can be provided with all the things they need simultaneously from a single Dispenser. Dispensers can be upgraded in order to provide more provisions. **************** *Telemax Portal* **************** Health: 100, 180, 216. Cost: 125 Metal (200 Metal per Upgrade). Scrap Value: 60. Medieval?: No. Reskins: None. Mankind has always wanted to create a Teleporter, but only the mercenaries of RED and BLU are authorized to use real Teleporters! The information above applies to both the Entrance and Exit of Teleporters. Teleporters are quite valuable for lonely Engineers. Upgrade the Teleporter to decrease the recharge time. If one part of the Teleporter is damaged, the other end will feel the same pain, and so on. ****************** *Frontier Justice* ****************** Clip Size: 3. Carrying Capacity: 32. Power: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: When Sentry is destroyed, earn 100% Crits for each Kill and Assist from Sentry. Other Quirks: No random Critical Hits. Can be acquired through: 5 Engineer Achievements, Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 5. Sick and tired of being sick and tired of his Sentries always going to waste, the Engineer came up with the Frontier Justice (well, his ancestor certainly did!). Though it cannot hold as many Shells as the Casali Shotgun, it has a powered connection to the Sentry; if it is destroyed, the Frontier will charge its battery, causing the Bullets to become hotter. Contrary to belief, its so-called scope is actually a battery to add firepower to the Shotgun's buckshot. The Frontier Justice can't fire any Critical Hits normally, and its clip size is much smaller than the standard Shotgun. However, for Engineers who hate to see their precious Sentry go to waste, the Frontier Justice can put the Engineer's Sentry kills to further use; every kill and assist that his Sentry once obtained will grant the Engineer Revenge Crits in his shells. The Engineer can hold up to 35 Revenge Shots at a time. ************ *Widowmaker* ************ Clip Size: N/A. Carrying Capacity: 200 units of Metal. Power: -Short Range: 80-90. -Medium Range: 10-30. -Long Range: 3-10. -Mini Crit: 8/pellet. -Critical Hit: 18/pellet. Accuracy: Low. Rate of Fire: Pump. Range: Short. Reload Speed: None. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: None. Other Quirks: Uses Metal for Ammo. Can be acquired through: Random Drop, Crafting, Mann Mart, Deus Ex: Human Revolution Pre-order. Replaces: Shotgun. Level: 5. From Sarif Industries, this prototype Shotgun uses Metal rather than shells, so there's no need to reload. Unfortunately, each shot consumes 30 units of it, so spend it wisely! Damaging enemies replenishes Metal depending on how much damage it deals. ********** *Wrangler* ********** Purpose: Grants Engineer control of Sentry. Weapon Slot: 2. Alt-Fire: Fire Rockets. Medieval?: No. Reskins: None. Other Perks: Sentry gains shield when in manual control. Other Quirks: Sentry becomes briefly inactive when Wrangler is turned off. Can be acquired through: 17 Engineer Achievements, Random Drop, Crafting, Mann Mart. Replaces: Pistol. Level: 5. Another work of the Engineer's grandpa, the Wrangler directs the Sentry's focus to certain locations (though laser technology). The Wrangler also features dual triggers for the Sentry's different weapons. A Japanese Company would later invest in this technology for entertainment purposes. All thanks to Mr. Conagher! The Wrangler can increase a Sentry's effectiveness dramatically, as the Engineer can use his Wrangler laser-pointer to direct the Sentry's attacks! Of course, the Engineer will have to make his Sentry vulnerable for three seconds should he switch to a different weapon. While using the Wrangler, the primary trigger will fire bullets, while the secondary fires rockets. Oh, and the Engineer can't pick up his Structures with the Wrangler active. *************** *Short Circuit* *************** Clip Size: N/A. Carrying Capacity: 200 units of Metal. Power: -Electrical Field: 5. Accuracy: Rate of Fire: Range: Reload Speed: None. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: EMP blast destroys projectiles. Other Quirks: Uses Metal for Ammo, No random Critical Hits. Can be acquired through: Random Drop, Crafting, Mann Mart, Deus Ex: Human Revolution Pre-order. Replaces: Pistol. Level: 5. The Short Circuit can instantly destroy projectiles with its EMP blast, as well as stinging any enemies too stupid to stand close to the field. Firing costs 35 units of Metal, and it can't score any random Critical Hits. ************ *Gunslinger* ************ Clip Size: N/A. Carrying Capacity: 200 units of Metal. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Increased Maximum Health, Critical Hit on third consecutive punch. Other Quirks: No random Critical Hits. Can be acquired through: 11 Engineer Achievements, Random Drop, Crafting, Mann Mart. Replaces: Wrench. Level: 15. A more drastic invention of the grandfather, the Gunslinger is a robotic arm designed to become more solid on triple hits. It also has instructions imbedded inside on how to build a Mini Sentry. It doesn't go over one's hand, it IS one's hand! Perfect for those who have amputated right hands. The Gunslinger also doesn't register for random Critical Hits. But that's the least of the Engineer's concerns, as the Gunslinger now gives him extra Health, as well as the ability to have a guaranteed Critical Hit every time he hits the same target three times! The Gunslinger is required to construct Mini-Sentries. ********************** *Southern Hospitality* ********************** Clip Size: N/A. Carrying Capacity: 200 units of Metal. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Causes enemies to Bleed on hit. Other Quirks: No random Critical Hits, Increased fire damage taken. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Wrench. Level: 20. A simplistic modification to the Uhlman Wrench, the aptly named "Southern Hospitality" has spiked fisticuffs attatched, for scratching and bleeding purposes. The Southern Hospitality can cause enemies to Bleed. It cannot swing with Critical Hits, and it renders the Engineer more vulnerable to Fire. ***** *Jag* ***** Clip Size: N/A. Carrying Capacity: 200 units of Metal. Power: -Short Range: 42-55. -Mini Crit: 66. -Critical Hit: 146. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Faster manual construction rate. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Wrench. Level: 15. The Jag, despite its strange design, actually builds much faster than conventional Wrenches (for manual construction that is). It doesn't do as much damage though, so bring a Shotgun for killing. ******************** *Mini Sentry Device* ******************** Health: 100. Cost: 100 Metal. Carrying Capacity: 100 Bullets. Power: -Bullet: 7-9. Scrap Value: 28. Medieval?: No. Reskins: None. Other Perks: Faster deployment. Other Quirks: Cannot be fixed nor upgraded. Can be acquired through: Gunslinger. Replaces: Sentry. The blueprints for the Mini Sentry are only found in the Gunslinger. Even the likes of the Engineer can't memorize the details, so he'll always have to bring it to build one. The Mini Sentry is the regular Sentry's baby brother; it costs less and deploys much faster, yet it cannot be upgraded, nor repaired (but can still be reloaded with the Gunslinger). It's also weaker than the weakest regular Sentry. Ideal for Arena and King of the Hill modes. ------------------ The Brundle Bundle ------------------ A freak teleporter accident caused the Engineer's first item set to become a bit buzzy. The Engineer's voice will become higher as a result. ------------ Braniac Pack ------------ As an apology to neglecting the Engineer, Dr. Grordbort offered a few, far more useful technologies to the hard-working hardhat. These new weapons offer the Engineer a standing chance against his worst enemies, as well as some sort of advantage in Medieval Mode. ************* *Pomson 6000* ************* Clip Size: 4 Shots. Carrying Capacity: N/A. Power: -Short Range: 17-63. -Medium Range: 11-42. -Long Range: 11-42. -Mini Crit: 14-31. -Critical Hit: 36-60. Accuracy: High. Rate of Fire: Pump. Range: Short. Reload Speed: Varies. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Penetrates targets, Projectiles cannot be deflected, Target loses 10% Ubercharge and 20% Cloak. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Shotgun. Level: 10. Perfecting the design on the Righteous Bison resulted in the heavier Pomson rifle. Though it may not deal as much damage up close, the Pomson is shockingly accurate and very deadly against the more specialized targets. People carrying batteries should watch out for this lethal gun! *************** *Eureka Effect* *************** Clip Size: N/A. Carrying Capacity: 200 units of Metal. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: Teleport back to spawn. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: Cannot carry Buildings. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Wrench. Level: 20. The signature line from Archimedes (not the Medic's bird) popped up in the Engineer's mind when he realized he depended on his respawn locker more than anyone else. He then came up with the idea of a personal teleporter set to the locker rooms for easier trips. Of course, the teleporter makes it next to impossible to carry large equipment, so it's a good idea to plan out where to put that base in advance. ------------ 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 free injections. 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. Another unique trait to the Medic is that he can heal over time when not in combat (very slowly). The best teams always have a Medic. The Medic's unlockable gear enhances his fighting ability, and can also enhance the firepower of his teammates (in exchange for their invulnerability). Default Maximum Health: 150. Default Maximum Overheal: 225. Default Speed: 107%. Suggested Numbers: 1-3. Item Sets: Medieval Medic, Clinical Trial, Mad Doktor. Notable Medics: Sigmund Freud, Albert Einstein, Stephen Hawking, Stephen Colbert. 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. -Mini Crit: 14. -Critical Hit: 30. Accuracy: Medium. Rate of Fire: Automatic (medium). Range: Short. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Syringe Guns, thought to be banned in the second Geneva Convention of 1955, are a Medic's standard weapon. It fires much like a Submachine Gun, though Syringes are not as fast as bullets. The Syringes themselves are filled with nothing but air. 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-defence. ********* *Medigun* ********* Purpose: Heals other friendly Players, as well as activating Invulnerable Ubercharge at 100%. Heals at 24 HP/sec. Weapon Slot: 2. Alt-Fire: Activate Ubercharge. Medieval?: No. Reskins: None. Most Medics despise the dirty work of surgical digging and bandaging bonding. To increase the life expectancy of other employees, Medics are given (or make themselves) Panzer Mediguns. Mediguns are capable of Healing grevious wounds without the need of finding bullets in the flesh. In addition, it can also render one invulnerable. 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. By default, the Medic must hold the trigger to keep healing people with the Medigun. An option in the options menu allows the Medic to choose his target, and simply click once to heal constantly. To stop healing, switch weapons or get out of range of the healing target. ********* *Bonesaw* ********* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Saxxy, Conscientious Objector. Bonesaws weren't too short in supply. Of course, morgues and slaughterhouses always found themselves robbed requently during the TF recruitment era. 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. -Mini Crit: 14. -Critical Hit: 30. Accuracy: Medium. Rate of Fire: Automatic (medium). Range: Short. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Replenishes Health on hit. Other Quirks: Decreased passive regeneration rate. Can be acquired through: 10 Medic Achievements, Random Drop, Crafting, Mann Mart. Replaces: Syringe Gun. Level: 5. Though Syringes by default are filled with nothing but air, Medics began to consider filling them to increase their effectiveness in battle. What turned out to be, though, was a drug that held vampiric properties; it could suck the life out of the patient. Though it was almost instantly outlawed for normal Medical uses, the drug became an asset in combat. Of course, the one consuming the drug also had to lower their passive regenerative properties. The Blutsauger is the first of the Medic's unlockable weapons. In exchange for decreasing the Medic's default self-healing rate, 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 keeping the Medic alive when in combat (but makes the Medic unable to patch up as quickly when out of combat). ************ *Kritzkrieg* ************ Purpose: Heals other friendly Players, as well as activating Full-Crit Ubercharge at 100%. Weapon Slot: 2. Alt-Fire: Activate Ubercharge. Medieval?: No. Reskins: None. Other Perks: Increased Ubercharge rate. Other Quirks: No invulnerability. Can be acquired through: 16 Medic Achievements, Random Drop, Crafting, Mann Mart. Replaces: Medigun. Level: 8. Panzer Mediguns, though mighty and able to render one unstoppable, lacked the ability for one to actually kill faster. Pesky Pyros and excruciating explosions could easily render an Ubercharge useless. Known for lighting- combat, the Kritzkrieg dramatically increased the firepower of patients, allowing them to deal with such obstacles with ease. 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. The Kritzkrieg's Ubercharge will gain power 25% faster than the Medigun. Taunting with this weapon will replenish 10 points of Health for the Medic. ********* *Ubersaw* ********* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (slow). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Generates Ubercharge on hit. Other Quirks: Slower swing rate. Can be acquired through: 22 Medic Achievements, Random Drop, Crafting, Mann Mart. Replaces: Bonesaw. Level: 10. Dr. Frankenstein went a bit too far in his tools. A little bit of adjusting and sadism brought the Ubersaw into the world. It is feared by many, and not just because of its bloodied, sharp edge. 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. ********** *Vita-Saw* ********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Preserves portion of Ubercharge on death. Other Quirks: Less Maximum Health. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Bonesaw. Level: 5. Medics truly hate it when they die just after reaching a complete Ubercharge. After begging the Mann Co to take evasive action, they received Vita-Saws for consolation. Though it may decrease the Medic's own Health (and his health records), the Vita-Saw contains a preservation device designed to conserve 20% of one's lost Ubercharge. -------------- Medieval Medic -------------- After years of neglect since his first delivery of weapons, the Medic finally got what he wanted; another set of combat gear. They don't hinder the Medic's primary task though, as they help to heal his teammates in alternate ways. Using all the components will slightly increase the Medic's self-regeneration rate. ********************* *Crusader's Crossbow* ********************* Clip Size: 40. Carrying Capacity: 150. Power: -Short Range: 38. -Medium Range: 56. -Long Range: 75. -Mini Crit: 51-101. -Critical Hit: 113-225. Accuracy: Medium. Rate of Fire: Bolt. Range: Medium. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Heals allies on hit. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Syringe Gun. Level: 15. The Crusader's Crossbow is a long-range weapon designed not only to puncture enemies, but also to heal targeted teammates. Each arrow contains a serum that will either harm or heal the target, depending on its affilation. The longer the arrow travels, the more damage or healing it will cause. *********** *Amputator* *********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Taunting heals allies. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Bonesaw. Level: 15. Before the use of Mediguns and medicine, doctors had to resort to using other methods of healing in the old ages, such as prayer and music. The Amputator's Taunt will heal any friendlies in a large radius (as long as they are visible to the Medic in the process). ------------------ The Clinical Trial ------------------ A set of prototypes and a statue. The Clinical Trial experiments with speed and hastiness, and doesn't make too much waste. ********** *Overdose* ********** Clip Size: 40. Carrying Capacity: 150. Power: -Short Range: 9-14. -Medium Range: 5-9. -Long Range: 5. -Mini Crit: 13. -Critical Hit: 37. Accuracy: Medium. Rate of Fire: Automatic (medium). Range: Short. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Faster movement rate depending on Ubercharge. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Syringe Gun. Level: 5. The Overdose's performance varies on the Medic's current Ubercharge; he'll run faster if it's filled up sufficiently. The needles aren't as sharp, so use flight rather than fight! *********** *Quick-Fix* *********** Purpose: Heals other friendly Players, as well as activating Quick Immunity Ubercharge at 100%. Weapon Slot: 2. Alt-Fire: Activate Ubercharge. Medieval?: No. Reskins: None. Other Perks: Increased Ubercharge rate. Other Quirks: No invulnerability, cannot Overheal. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Medigun. Level: 8. Designed for getting injured allies back on their feet; the Quick-Fix's Ubercharge allows the Medic to almost instantly heal people, and grants immunity against movement impairing effects. By default, it still heals faster than a regular Medigun, and charges the Ubercharge a bit more quickly. As always, it has drawbacks; it cannot Overheal subjects, and the Ubercharge doesn't make people completely invulnerable. **************** *The Solemn Vow* **************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Enemy Health levels are visible. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Bonesaw. Level: 10. A bust of Hippocrates. It allows the Medic to examine enemy Health levels. It's not too easy to obtain though! -------------- The Mad Doktor -------------- The Mad Doktor takes every element of insane scientists up to eleven. ------------- 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. The Sniper's alternate set of equipment allow him to fare better at shorter (but still relatively long) ranges, and even provides him a way to help out his teammates. Default Maximum Health: 125. Default Maximum Overheal: 185. Default Speed: 100%. Suggested Numbers: 1-2. Item Sets: Croc-o-Style, Lawrence of Australia, Camper Van Helsing. Notable Snipers: Davy Crockett, Mundy, Steve Irwin, Hugo Weaving, Isaac Brock, Robin Walker. Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Sniper Weapons: ************** *Sniper Rifle* ************** Clip Size: None. Carrying Capacity: 25. Power: -100% Charged Body Shot: 128-172. -1% to 99% Charged Body Shot: 43-57. -100% Charged Headshot: 450. -1% to 99% Charged Headshot: 150. -Mini Crit: 68-203. -Critical Hit: 150. Accuracy: Very High. Rate of Fire: Single (slow). Range: Long. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Scope. Medieval?: No. Reskins: None. What else could define a Sniper other than the long-ranged Robin Rifle? Many Snipers complained about dealing with reloading and bolt-action pains while searching for "cherries". The Robin design dealt with the latter, having a single, 25 bullet chamber. It takes quite a while to replace the chamber itself, so most Snipers don't bother bringing an extra clip (they'd rather go back to a Locker Room and reload in peace). It also features a telltale laser to indicate the accuracy one has for firing. 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! A fully charged Headshot will kill even the toughest of all targets. **************** *Submachine Gun* **************** Clip Size: 25. Carrying Capacity: 75. Power: -Short Range: 8-12. -Medium Range: 4-6. -Long Range: 4-5. -Mini Crit: 11. -Critical Hit: 24. Accuracy: Medium. Rate of Fire: Automatic (medium). Range: Medium. Reload Speed: Fast. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. Oddly in the thick of combat, the Sniper noticed that he was the only person in his group that armed the all-so-common Mauser M40 Submachine Gun. Though most Snipers carried a lighter pistol with them, the Sniper wanted a little more firepower up close. He's considering getting an Assault Rifle nowadays... 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, or to finish off opponents that have been impaled with arrows. ******* *Kukri* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Saxxy, Conscientious Objector. No longer used to cut bushes and plants more than human flesh, the Kukri was the Sniper's Melee entry. He'd be outraged for anyone to call it a 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. ****************** *The Huntsman Bow* ****************** Clip Size: 1. Carrying Capacity: 12. Power: -100% Charged Body Shot: 108-132. -1% to 99% Charged Body Shot: 50-60. -100% Charged Headshot: 360 . -1% to 99% Charged Headshot: 165. Accuracy: High. Rate of Fire: Single (medium). Range: Medium-Long. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: Cancel Bow shot. Medieval?: Yes. Reskins: None. Other Perks: Arrows can be lit on fire from Pyros, Righteous Bisons, and torches. Other Quirks: None. Can be acquired through: 5 Sniper Achievements, Random Drop, Crafting, Mann Mart. Replaces: Sniper Rifle. Level: 10. Some consider wooden bows and arrows to be too primitive to be used in the modern fight. Not the Sniper. Although the Huntsman is indeed nothing more than wood and string, its unique design allows its projectiles to go right through armour without penalty! Shoot at them and they will stick to the wall and die. The Huntsman is a bow that charges faster than the Sniper Rifle, and works better at shorter ranges than the Sniper Rifle. The Sniper also moves faster when charging his shot for the Huntsman than charging with the Sniper Rifle, and the Huntsman does not emit a laser that can compromise the Sniper's presence. Huntsman Arrows can also be lit by friendly Pyros or by braziers, allowing the Sniper to light his targets on fire. The Sniper can only keep charging the Huntsman for so long until his aim becomes unsteady and inaccurate. To charge with the Huntsman, simply hold fire (Left-Click) and release to fire. To cancel a shot, Right-Click. ********* *Machina* ********* Clip Size: None. Carrying Capacity: 25. Power: -100% Charged Body Shot: 160-185. -1% to 99% Charged Body Shot: 43-57. -100% Charged Headshot: 518. -1% to 99% Charged Headshot: 150. -Mini Crit: 68-233. -Critical Hit: 150. Accuracy: Very High. Rate of Fire: Single (slow). Range: Long. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Scope. Medieval?: No. Reskins: None. Other Perks: Fully charged shots penetrate through targets. Other Quirks: Cannot fire without scope active, shots have tracers. Can be acquired through: Random Drop, Crafting, Mann Mart, Deus Ex: Human Revolution Pre-order. Replaces: Sniper Rifle. Level: 5. This futuristic rifle imported from Sarif Industries has many more benefits from fully-charged shots. Not only does it do a bit more damage (redundant as it may be), said shots can penetrate through multiple enemies (but not through Buildings). It is impossible to fire without the scope activated, and the shots are much more visible due to the necessary tracers. ******** *Jarate* ******** Purpose: Can be splashed on enemies to make them 35% more vulnerable to damage for a period of time. Jarate can also extinguish fires. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: 11 Sniper Achievements, Random Drop, Crafting, Mann Mart. Replaces: Submachine Gun. Level: 5. First conceived as a joke, the Jarate program gave the Sniper enlarged kidneys to support enough Urine to create jars of piss. Though one of the first ads promoted demoralization and nightmares, it also forgot to mention vulnerabilities and fire-extinguishing abilities. No one wants to mention being saved by Jarate, understandably. Jarate was founded by Saxton Hale himself, simply by kicking a chair. Jarate can be used against enemies in order to make them more vulnerable to damage. Jarate can also be used to extinguish fires, whether it be on the Sniper or on his friends. The effects of Jarate can be quickly removed by jumping into water. Jarate also obscures the vision of the target. Much like Sandman Balls, Jarate can be regained by either heading back to a Resupply Cabinet, or it will regenerate on its own. Anyone hit by Jarate will be dripping with pee, including Spies attempting to cloak (causing them to be clearly visible). *************** *The Razorback* *************** Purpose: Shocks any Spies that try to Backstab the Sniper, preventing them from using their Knife and from switching weapons for a short period of time. The Razorback breaks upon any Backstab. Weapon Slot: N/A. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: Can only be regained through Resupply Cabinets. Can be acquired through: 17 Sniper Achievements, Random Drop, Crafting, Mann Mart. Replaces: Submachine Gun. Level: 10. Well, the Sniper had to make use of that African tribe shield. Too bad he can't use it for the front. The Razorback is a bit of cheap insurance for the Sniper against enemy Spies. The Razorback can only counter one Backstab, as it will be destroyed thereafter. To regain the Razorback, head back to the Resupply Cabinet (the other way is to die and respawn). ************* *Tribal Shiv* ************* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 21-43. -Mini Crit: 44. -Critical Hit: 98. -Bleed Damage: 8 per second. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Causes enemies to Bleed on hit. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Kukri. Level: 5. The Sniper felt cheated after he foolishly picked the Razorback over the Tribal Shiv before (and after he got shot and was taunted by the Spy). He stole the Shiv and understood its unique power; it can cause damage over time not unlike the Pyro's flames. However, its base damage is weaker, so try hitting different targets for maximum effectiveness! ---------------- Croc-o-Style Kit ---------------- Stuff stuff stuff stuff, actually, we're going to put some effort into this description this time! Once upon a time, the Sniper was stranded in the middle of an ambiguious rainforest. With only a few supplies left to survive, the Sniper had to improvise. After wrestling a crocodile to death, he made use of the beast's skin, as well as using a few more renewable materials for his weaponry. When he wears all of this gear, he'll become immune to one-hit Headshots! **************** *Sydney Sleeper* **************** Clip Size: 1. Carrying Capacity: 12. Power: -100% Charged Shot: 130-160. -75% to 99 % Charged Shot: 90-110. -50% to 74% Charged Shot: 70-80. -1% to 49% Charged Shot: 45-50. -Mini Crit: 68-203. -Critical Hit: 150-450. Accuracy: High. Rate of Fire: Single (slow). Range: Long. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: Scope. Medieval?: No. Reskins: None. Other Perks: Covers enemies in Jarate on hit, Faster charge rate. Other Quirks: Does not register Headshots. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Sniper Rifle. Level: 1. Anyone can use darts instead of bullets within firearms. However, only the best Snipers are capable of making darts filled with Jarate that hit targets instantly and pierce through others! That is the true sign of a true Sniper! The Sydney Sleeper is a suitable weapon for those who would prefer to bodyshot. Charging Shots is more important when using the Sydney Sleeper. It's capable of covering enemies with Jarate when it is charged beyond 49%. Charging process is slightly faster with the Sydney Sleeper. It can't tell the difference between bodyshots and Headshots, though. ************************ *Darwin's Danger Shield* ************************ Purpose: Boosts the Sniper's maximum Health by 25. Weapon Slot: N/A. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Submachine Gun. Level: 10. Though he felt cheated by the stunning atrocity caused by the Razorback, the Sniper had a feeling he could modify it to make it better; he still doesn't know if he was right or wrong. What he does know, is that the Darwin's Danger Shield was the ultimate result. It increased his stamina slightly, allowing him to take more hits against certain threats. Whether he named it after the evolutionist Charles Darwin or the city of Darwin is still not known to this day... *********** *Bushwacka* *********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 43-87. -Mini Crit: 88. -Critical Hit: 195. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Mini-Crits become Critical Hits. Other Quirks: Increased fire damage taken. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Kukri. Level: 5. The Bushwacka Bowie Knife is a little nastier than the Tribal Shiv and Kukri combined, as it is capable of bringing Critical blows where it would normally deal a mere Mini Crit. Of course, it's not very fire-resistant either, and the Sniper will die 20% faster from flames. --------------------- Lawrence of Australia --------------------- Due to his experience in the Australian barrens, the Sniper wanted a bigger challenge of endurance. For that, he found himself hunting livestock and people in the Middle East. **************** *Bazaar Bargain* **************** Clip Size: None. 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. -Mini Crit: 68-203. -Critical Hit: 150. Accuracy: Very High. Rate of Fire: Single (slow). Range: Long. Reload Speed: None. Weapon Slot: 1. Alt-Fire: Scope. Medieval?: No. Reskins: None. Other Perks: Charge rate increases with Headshots (Headshots are tallied). Other Quirks: Slower starting charge rate, Bodyshots and misses decrease tally. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Sniper Rifle. Level: 10. Those who score many Headshots shall benefit greatly from this Rifle. Though it starts off with a slower charge, it can be increased every time with a Headshot. Shooting the or missing entirely decreases the bonus (when scoped). ************ *Shahanshah* ************ Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range (Healthy): 32-65. -Short Range (Hurt): 54-109. -Mini Crit (Healthy): 66. -Mini Crit (Hurt): 110. -Critical Hit: 146. -Critical Hit: 244. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: None. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Kukri. Level: 5. Similar to the Equalizer, the Shahanshah is more menacing in the hands of a hurt Sniper than it is from a healthy Sniper. Time to get reckless! ------------------ Camper Van Helsing ------------------ Mercenaries aren't the only things the Sniper hunts. He's prepared for any kind of supernatural threat, from werewolves to vampies. The occult don't stand a chance! ---------- 2.29 >Spy< ---------- The French 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 defence, 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: The Cloak. The Spy's newest gadgets allow the Spy to use different tactics getting in or out of combat, as well as another way to pick off his targets. Default Maximum Health: 125. Default Maximum Overheal: 185. Default Speed: 100%. Suggested Numbers: 1-2. Item Sets: Saharan Spy, Man of Honor, Invisible Rogue. Notable Spies: Fu Manchu, Charles de Gaulle, Jean Chretien. 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. -Mini Crit: 54. -Critical Hit: 120. Accuracy: High. Rate of Fire: Semi (medium). Range: Medium. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: Big Kill. Every agent needs a pistol, and the Colt Revolver is just that. A simple, black gun that the Spy needs for simple killing. Though he used to have a Tranquilizer for long-ranged harassment, the Spy got rid of it, claiming it to be "useless". The Revolver is the Spy's Primary and only ranged Weapon. The Revolver is quite powerful and versatile, 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 fairly accurate, which can kill enemies at long ranges. **************** *Electro-Sapper* **************** Purpose: Saps an Engineer's Structure. The Spy does not lose his disguise while placing a Sapper, and can place more than one. Weapon Slot: 2. Alt-Fire: None. Medieval?: No. Reskins: None. After ditching Grenades after his latest related accident, the Spy had to come up with a new way to spite enemy Engineers. A little radio combined with a car battery gave birth to the Electro Sapper, disabiling any Structure and damaging it overtime. The process of installing a Sapper is so quiet that it does not compromise one's Disguise. As explained above, the Sapper is what usually angers Engineers. The Sapper, when planted, prevents the structure affected by the Sapper from doing its normal task and receives 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. Sappers placed on Teleporters will affect the Entrance and Exit simultaneously. Similarily, the Engineer can remove Sappers on both ends by removing a Sapper on one side. 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 (assuming the structures are at full health). ******* *Knife* ******* Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 28-54 -Mini Crit: 54. -Critical Hit: 120. -Backstab: 450. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Saxxy, Sharp Dresser. Through the neck, the back, or on the head, the Knife is the rogue's answer to assassination. Though cutting the throat of the small and thrusting the Knife downward through the spine of the big are common, the Spy just does the latter with all of his victims and moves on. The Knife is, like the Engineer's Wrench, one of the two 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. Try not to use the Knife from the front. ****************** *Spytron 3000 Kit* ****************** Purpose: To Select Disguises, as either part of the enemy or of the friendly teams. Weapon Slot: 4. Alt-Fire: None. Medieval?: Yes. Reskins: None. One of Spytech's first infiltration technologies, the Spytron allows the ability to select an identity to imitate, as well as complete ventriloquism and voice similarity, all within what looks to be a cigarette case. The Spytron 3000 (or 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 the "-" key to switch from Hostile or Friendly uniforms. 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 as a Spy with a mask over his face. The Spy is engulfed in a cloud of smoke when he puts on a Disguise. When the Spy puts on his Disguise, the weapon his Disguise will be holding will always start as the primary weapon for that Disguise (A Sniper Rifle for the Sniper Disguise, etc). To change the weapon the Disguise is holding, simply change weapons, and press "Redisguise" (the "B" key by default). The weapon the Disguise is holding is indicated below the type of Disguise the Spy is using. Revolver: Primary Weapon. Sapper: Secondary Weapon. Knife: Melee Weapon. In short, the Spy can wield any fake weapons as their according class except for the Construction/Destruction PDAs, the Sapper, and the Disguise Kit. The weapon the Spy is using in Disguise is displayed in the bottom-left corner of the screen, along with the name he is using. *************** *Spytech Watch* *************** Purpose: Renders the Spy invisible. Weapon Slot: N/A. Alt-Fire: Activate Cloak. Medieval?: Yes. Reskins: Enthusiast's Timepiece. One of the most well-known contraptions Spytech Industries has built, the Watch allows the Spy to sneak past his foes in enemy territory. Simply use the Special Ability command (Right-Click) to activate the Cloak. The Watch recharges overtime, but can also be recharged even faster by picking up Ammunition or using Dispensers. The Spy cannot reload his Revolver when Cloaked, nor can he attack nor place Sappers. Beware! The Cloak does not allow Spies to pass through walls or enemies, so try not to bump into anyone! The Cloak also begins to lose effect when bumping into enemies, or when being fired at. The Spy must also wait for around half a second for the Cloak to fully activate upon use. Cloaks are essentially useless for Spies that are on fire/dripping with pee. **************** *The Ambassador* **************** Clip Size: 6. Carrying Capacity: 24. Power: -Short Range: 46-56. -Medium Range: 31-37. -Long Range: 15-19. -Mini Crit: 46. -Headshot: 102. Accuracy: Very High/Low. Rate of Fire: Semi (slow). Range: Medium/Long. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Crits on Headshot, Perfect Accuracy outside cooldown. Other Quirks: Slower firing rate, No random Critical Hits, Has cooldown after shooting that decreases accuracy. Can be acquired through: 5 Spy Achievements, Random Drop, Crafting, Mann Mart. Replaces: Revolver. Level: 5. Nothing Mann-lier for the likes of a Spy than the Ambassador, the Ambassador is a large Revolver, sporting a carving of a woman on the barrel (implied to be one's mother). It also has a golden trigger, and claims to be a hand cannon. The Ambassador is a silver variant of the Revolver. The Ambassador also has more accuracy than the Revolver on its first shot (comparable to that of the Sniper Rifle), but will become much poorer during the short period after shooting. Also like the Sniper Rifle, the Ambassador also benefits from Headshots. The Ambassador, by default, has a slower firing rate than the regular Revolver, and can only benefit from the Headshot bonus if the gun's accuracy is stable (the crosshair is about halfway shrunk). ************* *Diamondback* ************* Clip Size: 6. Carrying Capacity: 24. Power: -Short Range: 46-56. -Medium Range: 31-37. -Long Range: 15-19. -Mini Crit: 46. -Headshot: 102. Accuracy: High. Rate of Fire: Semi (medium). Range: Medium. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Critical Hit earned for each Structure destroyed from Sappers. Other Quirks: No random Critical Hit. Can be acquired through: Random Drop, Crafting, Mann Mart, Deus Ex: Human Revolution Pre-order. Replaces: Revolver. Level: 5. Not to be confused with the Confederate prototype hover tank from Tarsonis, the Diamondback borrows a bit of wiring and batteries from the Frontier Justice; every Building destroyed with a Sapper attached to it will grant a guaranteed Critical Hit. It doesn't do as much base damage, and can't receive random Critical Hits otherwise. ****************** *Conniver's Kunai* ****************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 28-54 -Mini Crit: 54. -Critical Hit: 120. -Backstab: 450. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Steals enemy Health upon Backstab. Other Quirks: Less Maximum Health. Can be acquired through: Random Drop, Crafting, Mann Mart, Total War: Shogun 2 Pre-order. Replaces: Knife. Level: 1. The Shinobi were even more fragile than the Spy, but they managed to get the upper hand by leeching off their victims. As such, their Kunais allowed them to suck the enemy's Health out dry, and use it for themselves. It's a real gambit to equip the Conniver's Kunai! ********** *Spycicle* ********** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 28-54 -Mini Crit: 54. -Critical Hit: 120. -Backstab: 450. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Backstabs are Silent, Become fireproof for 2 seconds when hit by fire. Other Quirks: Must be regenerated in 15 seconds when hit by fire. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Knife. Level: 1. Proof that icicles are a dangerous hazard. This natural knife will turn Backstab victims into ice, shutting their screams. The Spycicle is more notable in its firey countermeasures. Being hit by fire will melt the Spycicle, cooling body temperatures of the user significantly. It takes a long time to regenerate though! ********************** *Cloak & Dagger Watch* ********************** Purpose: Renders the Spy invisible. Weapon Slot: N/A. Alt-Fire: Activate Cloak. Medieval?: Yes. Reskins: None. Other Perks: Battery regenerates when stationary. Other Quirks: Battery drains when moving, Ammo does not replenish Battery. Can be acquired through: 11 Spy Achievements, Random Drop, Crafting, Mann Mart. Replaces: Spytech Watch. Level: 5. People like Washington always regret not being able to be permanently invisible. However, with the Cloak and Dagger, it IS possible, so far as one doesn't move. Its battery is movement-sensitive, so those who like to take their time and move from place to place are deadliest with the Cloak and Dagger. The Cloak & Dagger Watch only uses its battery power when the Spy moves, allowing the Spy to remain invisible forever as long as he stays perfectly still. The amount of power drained depends on how fast the Spy moves, making it suitable for ambushes and monitoring. ******************* *Dead Ringer Watch* ******************* Purpose: Renders the Spy invisible when shot at with Watch out. Weapon Slot: N/A. Alt-Fire: Bring out Watch. Medieval?: Yes. Reskins: None. Other Perks: Decreased damage taken when active, increased regeneration rate. Other Quirks: Decloaking always takes Battery down to 40%, Ammo to Battery replenishment decreased, loud Decloak noise. Can be acquired through: 17 Spy Achievements, Random Drop, Crafting, Mann Mart. Replaces: Spytech Watch. Level: 5. Sometimes a Spy needs another life to live, because he's often being busted by trigger-happy guards and explosions. With the Dead Ringer Pocket Watch, he can fake his own death (without having to act as the body) and make an escape, or even a further push into enemy territory! The Dead Ringer Pocket Watch allows the Spy to feign his death upon getting hit, and automatically Cloaks the Spy for up to 7 seconds (as long as he is using the watch like the Spytech Watch upon being hit), as long as the Spy has it out upon being hit. The hit will only do 10% of its normal damage. After being hit, the Spy cannot use the Dead Ringer again until its batteries are 100% charged once more. The Spy cannot use the Dead Ringer to cloak manually; it will only cloak the Spy once he gets hit. Emerging from a Dead Ringer Cloak will consume a bit of the watch's power. Much like the Spytech Watch, the Dead Ringer recharges overtime, or can be recharged through Ammunition (but less so than the Spytech Watch). If the Dead Ringer is deactivated before its batteries are completely drained, the deactivation process only takes up 40% of the entire battery capacity. -------------- Saharan Sleuth -------------- Those who roam in zee desert must look their best. Made from ancient civilizations and zee underground market, Spies can benefit from the respected combat arts of the Saharans. Zis pack, when combined together, allow even quieter cloaking noises, at the expense of slightly longer cloaking transitions. ************ *L'etranger* ************ Clip Size: 6. Carrying Capacity: 24. Power: -Short Range: 44-48. -Medium Range: 28-36. -Long Range: 16-20. -Mini Crit: 43. -Critical Hit: 96. Accuracy: High. Rate of Fire: Semi (medium). Range: Medium. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: Replenishes Cloak on hit. Other Quirks: None. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Revolver. Level: 5. Even with the abundance of ammunition spread throughout the fields, the Spy still believes his Cloak runs out of energy too soon! With The Stranger (L'etranger), the Spy can replenish his Cloak with the bullets of this pistol (15% upon each hit). It doesn't do as much damage though. **************** *Eternal Reward* **************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 28-54 -Mini Crit: 54. -Critical Hit: 120. -Backstab: 450. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: Wanga Prick. Other Perks: Automated Disguises through Backstabbing, Backstabs are discrete. Other Quirks: No Disguise Kits. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Knife. Level: 1. As the years of war went on, the Spy's various Disguises grew less and less effective, as victims often screamed in pain after being stabbed in the spine (and of course, alerting guards). Spies giving their victims their "Eternal Reward", however, do it silently, hastily removing the body and quickly Disguising as their most recent victim in the process. Those who equip the Eternal Reward immediately discard their Spytron 3000 Kit. ------------ Man of Honor ------------ The United States wasn't the only nation to experience massive criminal activity around the depression. The French preferred to steal what little supplies they could get their hands on. Upon being caught, they would resort to these trusty weapons in their haste to escape. ************** *The Enforcer* ************** Clip Size: 6. Carrying Capacity: 24. Power: -Short Range: 66-72. -Medium Range: 42-54. -Long Range: 24-30. -Mini Crit: 65. -Critical Hit: 144. Accuracy: High. Rate of Fire: Semi (medium). Range: Medium. Reload Speed: Medium. Weapon Slot: 1. Alt-Fire: None. Medieval?: No. Reskins: None. Other Perks: None. Other Quirks: Increased Cloak preparation. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Revolver. Level: 5. A small pistol that packs a big punch! The Enforcer houses bigger caliber bullets than the standard .357s of the Revolver. Due to the energy it requires, holding this sidearm will slightly increase the amount of time it takes to toggle the Cloak. **************** *The Big Earner* **************** Clip Size: N/A. Carrying Capacity: N/A. Power: -Short Range: 28-54 -Mini Crit: 54. -Critical Hit: 120. -Backstab: 450. Accuracy: N/A. Rate of Fire: Swing (medium). Range: Melee. Reload Speed: None. Weapon Slot: 3. Alt-Fire: None. Medieval?: Yes. Reskins: None. Other Perks: Replenishes Cloak on kill. Other Quirks: Less Maximum Health. Can be acquired through: Random Drop, Crafting, Mann Mart. Replaces: Knife. Level: 1. The Eternal Reward steals identities. The Conniver's Kunai steals Health. And the Big Earner replenishes Cloaking energy. In order to compensate for the extra Cloak regeneration, the Spy must sacrifice a bit of his own armour (at least it's not as costly as the Kunai's requirement!). --------------- Invisible Rogue --------------- Like the Pyro, the Spy can have his entire body covered, showing no skin at all! Don't worry; unlike the Invisible Man, the Spy will still become fully invisible upon cloaking! --------------------- 2.30 >Voice Commands< --------------------- Voice Commands are a quick and effective way with communicating with teammates. Some voice commands show up on the dialogue box while others don't. Voice Commands with the * on them show on the dialogue 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. Some classes have more lines than others, such as the Scout, who likes to act like Vince Offer when he's having a good time. -------------------------------------------------------- 2.40 >Differences between Computer 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. Here are the details that make Console Versions different: -The game is not free to play regardless. -There are NO Class Unlockables, Hats, nor Achievements. -If Class Updates do come out, they'll be at a price. -The Main Menu is different (and less exciting). -Servers only support up to 16 players each. -There are no sprays. -There are no bots. -Only Sentries are upgradeable. -Patches are infrequent. -The controls are different (and terrible). -The only Voice Commands are "Medic" and Taunts. -Taunts cannot kill. -There are fewer taunts in the game. -There are fewer vocal lines and responses in the game. -There's no "Party Mode". -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). -The community is scarce. -There's no such thing as Crafting, Trading, Mann Mart, Replays, etc. -There's no Medieval Mode. -Saxton Hale uses Consoles as cheap paperweight. -Redmond AND Blutarch Mann stated that they don't approve of "cheap computers that only play cliche'd games". -Zepheniah Mann secretly haunts those who play TF2 on consoles. -Silas Mann violently hunts down those who play TF2 on consoles. -Australia eats consoles for breakfast. Basically, Valve "heavily dislikes" consoles. They don't hate Macs as much, as they've started to release games for the polarizing white computer too recently. ------------------ 2.50 >The Loadout< ------------------ The Loadout contains all the information on one's stats and inventory in TF2. The Loadout tab provides the details of all the weapons currently armed for each Class, and how many obtainable Items they have available. It also contains the Backpack, which is a storage area for all Items collected. The Backpack has two pages of room available. Unneeded Items can be deleted in the Backpack. The Stats page shows one's stats in one's total gameplay. From most Kills in one life to most amount of time spent alive, these stats can tell one's favourite classes. In order to safely record stats, it's recommended to disconnect from the server and then quit the game (be sure NOT to quit the game without disconnecting!). Also, it is said that one should die before disconnecting and quitting (for the sake of obtaining an item at the last minute). The Backpack, much like the universe, is constantly expanding. However, for those who don't want to wait for more space, a Backpack Expander can be purchased at the Mann Mart to increase the capacity by 1000 spaces! Duplicate items can be hidden when changing loadouts. ------------------------ 2.51 Hats & Accessories< ------------------------ This is the Hat list for each class. Most Class-specific Hats can only be randomly obtained during gameplay (3% of all drops are Hats!). Exceptions are listed as noted. Miscellaneous Items occupy a certain part of the body, and depending on the Items, more than one can be worn. Some Hats use these parts of the body though. * These can only be obtained through special means. They cannot be crafted or obtained through a random drop, nor can they be purchased at the Mann Mart. % These can be obtained through conventional means, but Genuine versions can also be obtained through special means. # These are a part of a special pack that often grants unique abilities when put together. $ These can only be purchased at the Mann Mart; they cannot be found anywhere else! @ These can only be purchased at the Mann Mart, and for a limited time only! + These items can be painted. = These items have different styles, and can be changed anytime. & These items can have decals applied to them. ! These can only be worn on limited occasions. ***************** *Hats & Headgear* ***************** Scout: -Homerunner's Helmet + -Bonk Punch Helm + -Ye Olde Baker Boy + -Troublemaker's Tossle Cap += -Whoopie Cap + -Bombing Run + -Flipped Trilby + -Backwards Ballcap + -Hermes + -Hot Dogger -The Milkman # -Wrap Battler #%! -Big Elfin' Deal #+ -Baseball Bill's Sports Shine -Superfan * -Hero's Tail * -Planeswalker Goggles *+ -El Jefe %+ Soldier: -Soldier's Stash + -Tyrant Hagard's Helm + -Stainless Cooking Pot -Killer's Kabuto + -Sergeant's Drill Hat + -Chieftan's Challenge -Stout Shako + -Dr's Dapper Topper + -Exquisite Rack + -Defiant Spartan + -Honcho's Headgear + -Team Captain -Furious Fukaamigasa + -Hat with no Name + -Salty Dog + -Infernal Impaler -Grenadier's Softcap # -Armored Authority # -Jumper's Jeepcap # -Lord Cockswain's Pith Helmet # -Idiot Box #%! -Lumbricus Lid * -Hero's Hachimaki * -Stahlhelm * -Brain Bucket % Pyro: -Babyish Beanie + -Brigade Helm + -Respectless Rubber Glove + -Triboniophorus Tyrannus + -Vintage Merryweather + -Old Guadalajara + -Napper's Respite + -Handyman's Handle + -Madame Dixie + -Pyromancer's Mask += -Prancer's Pride -Hottie's Hoodie + -Connoisseur's Cap + -Stately Steel Toe -Birdcage + -Flamboyant Flamenco + -Little Buddy + -Headwarmer + -The Attendant # -Blazing Bull #%! -Bubble Pipe # -Dead Cone % Demoman: -Awesome Afro + -Glengarry Bonnet + -Scotsman's Stove Pipe += -Hustler's Hallmark + -Tippler's Tricone + -Sober Stuntman + -Carouser's Capotain + -Prince Tavish's Crown + -Reggaelator + -Tam O' Shanter + -Private Eye -Tavish Degroot Experience + -Scotch Bonnet # -Sultan's Ceremonial # -Buccaneer's Bicorne #+ -Hair of the Dog #%! -Conjurer's Cowl *+ -The Samur-Eye % -Mask of the Shaman %+ Heavy: -Football Helmet + -Ultimatum's Ushanka + -Tough Guy's Touque + -Hound Dog Wig + -Heavy Duty Rag + -Pugilist's Protector + -Hard Counter + -Cadaver's Cranium -Coupe D'isaster + -Magnificient Mongolian + -Team Captain -Copper's Top + -Gym Rat + -One-man Army + -Outdoorsman + -Big Chief # -Capo's Capper #+ -Can Opener #%! -Dealer's Visor *+ -Pilotka * -War Head * -Storm Spirit's Jolly Hat * -The Dread Knot % -Dragonborn Helmet % Engineer: -Luminous Light -Texas Ten Gallon + -Conductor's Cap + -Hotrod -Safe & Sound + -Industrial Festivizer -Buckaroos Hat + -Big Country + -Professor's Peculiarity + -Western Wear -Old Geezer + -Pencil Pusher -Virtual Reality Headset + -Texas Slim's Dome Shine -Buzz Killer #%! -Braniac Hairpiece # -Hetman's Headpiece * -Clockwerk's Helm * Medic: -Prussian Pickelhaube + -Townsfolk's Tyrolean + -Otolaryngologist's Mirror -Ze Goggles -Gentleman's Gatsby + -German Gonzila + -M43 Mountain Cap + -Grimm Hatte -Team Captain -Doctor's Sack -Private Eye -Surgeon's Stalhelm + -Berliner's Bucket Helm # -Einstein #%! -Planeswalker Helm * -The Geisha Boy % Sniper: -Tooth Trophy Belt + -Professional's Panama -Jarate Yellow Belt + -Shooter's Sola Topi + -Bloke's Bucket + -Larrikin Robin -Crocleather Slouch + -Ol' Snaggletooth # -Desert Marauder # -Holy Hunter #%! -Swagman's Swatter + -Your Worst Nightmare + -Ricky Rick's Hair Shine -The Anger %+ Spy: -Fancy Fedora + -Backbiter's Billycock + -Magistrate's Mullet + -Frenchman's Beret + -Detective Noir + -Private Eye -Charmer's Chapeau + -Counterfeit Billycock + -L'Inspecteur + -Familiar Fez # -Cosa Nostra Cap #+ -Under Cover #%! -Janissary Ketche *+ -Dashin' Hashashin * -Nanobalaclava % Generic: -Cheater's Lament * -Ghastly Gibus *+= -Mildly Disturbing Halloween Mask *! -Bill's Beret *+ -Modest Pile of Hat -Noble Amassment of Hats -Towering Pillar of Hats -Max's Severed Head *+ -Alien Swarm Parasite *+ -Mann Co. Cap $+ -Ellis' Hat * -Horseless Headless Horsemann's Head *! -Horrific Headsplitter +! -Spine-Chilling Skull @+! -Voodoo Juju *$+! -Halloween Mask *! -Saxton Hale Mask * -Bounty Hat * -Treasure Hat *= -Hat of Undeniable Wealth and Respect *+= -A Rather Festive Tree -World Traveler's Hat $+ -Athletic Supporter * -Wiki Cap *+ -Humanitarian's Hachimaki @ -Benefactor's Kanmuri @ -Magnanimous Monarch @ -Aperture Labs Hard Hat *+= -Frontline Field Recorder * -Spiral Sallet * -Lo-Fi Longwave *+ -Proof of Purchase * -Summer Hat @ -Company Man % -Party Hat *+ -Killer Exclusive %+ -Manniversary Paper Hat % -Seal Mask *! -MONOCULUS *! -Point and Shoot * -BMOC + -Brown Bomber + -Ebenezer + -Full Head of Steam * -Holiday Headcase **************** *Badges & Chest* **************** Soldier: -Pocket Medic -Ornament Armament + -Gentle Manne's Medal * Pyro: -Cremator's Conscience -Ornament Armament + -Jingle Belt + Demoman: -Ornament Armament + -A Whiff of Old Brimstone # Heavy: -Pocket Medic Medic: -Couvre Corner + Sniper: -Silver Bullets #%! Spy: -The Made Man #+ Generic: -Primeval Warrior * -Grizzled Veteran * -Soldier of Fortune * -Modest Mercenary * -Polycount Pin * -Bronze Dueling Badge * -Silver Dueling Badge * -Gold Dueling Badge * -Platinum Dueling Badge * -License to Maim * -Resurrection Associate Pin * -SpaceChem Pin * -Dr. Grordbort's Gold Crest $ -Dr. Grordbort's Silver Crest $ -Dr. Grordbort's Copper Crest $ -ETF2L Badge * -GWJ Badge * -UGC Badge * -Photo Badge & -Clan Pride & -Bombinomicon -Mark of the Saint * ******** *Beards* ******** Soldier: -All-Father + -Lord Cockswain's Novelty Mutton Chops and Pipe # Pyro: -Whiskered Gentleman + Heavy: -Big Steel Jaw of Summer Fun -All-Father + Medic: -Physician's Procedure Mask + Sniper: -Villain's Veil += Spy: -Camera Beard + ******* *Masks* ******* Scout: -Bonk Boy # Pyro: -Foster's Facade *+ -Apparition's Aspect -Last Breath Demoman: -Scottish Snarl #%! Heavy: -Large Luchadore += -Cold War Lunchadore * Medic: -Blighted Beak += -Dr. Gogglestache #%! Spy: -Le Party Phantom -The Noh Mercy % ********* *Glasses* ********* Scout: Stereoscopic Shades + Pyro: -Sight for Sore Eyes Demoman: -Dangeresque, Too? *+ Heavy: -Security Shades + Engineer: -Googly Gazer += -Braniac Goggles # Sniper: -Sniper's Snipin' Glass Spy: -Spectre's Spectacles + -Griffin's Gogs #%! Generic: -Professor Speks * -Summer Shades *+ -Deus Specs % ******* *Shoes* ******* Scout: -Flip Flops @ -Futankhamun #%! -Bootie Time #+ -Essential Accessories * -Ball-Kicking Boots *+ Soldier: -Shoestring Budget #%! Demoman: -Pickled Paws #%! Heavy: Steel-Toed Stompers #%! Engineer: -Prairie Heel Biters -Legend of Bugfoot #%! ****** *Neck* ****** Scout: -Sign of the Wolf's School *+ Pyro: -Stockbroker's Scarf * Heavy: -Soviet Stitch-Up #%! Medic: -Surgeon's Stethoscope + -Doctor Whoa + Sniper: -Crocodile Smile Spy: -Doctor Whoa + Generic: -Merc's Pride Scarf * ********* *Sleeves* ********* Scout: -B-ankh #%! Soldier: -Steel Pipes #%! Heavy: -Purity Fist % Engineer: -Pip-Boy % *********** *Backpacks* *********** Scout: -Lucky # 42 @ Pyro: -Fallen Angel #%! -Moonman Backpack # Engineer: -Frontier Flyboy #%! Medic: -Emerald Jarate #%! ******** *Shirts* ******** Soldier: -Kringle Collection -Fancy Dress Uniform # Sniper: -Outback Intellectual + Spy: -Rogue's Col Roule -Intangible Ascot #%! ****** *Belt* ****** Heavy: -Sandvich Safe Engineer: -Teddy Roosebelt -Builder's Blueprints + -Itsy-Bitsy Spyder -Wingstick % -Stocking Stuffer + ******* *Other* ******* Pyro: -Tail from the Crypt #%! Sniper: -Garlic Flank Stake #%! Generic: -iPod Earbuds * -Flair! & So how does the random drop system work? When playing, the system determines when someone is able to get an item. It used to roll whether or not someone got an item every 25 minutes, but now it simply rolls for how much time must be spent in order to get a new item. There's also a limit to how much time can be spent to get drops per week (they restart every Thursday). Items can also be found within Mann Co. Crates (but only by the lucky ones who have Keys). ------------------------- List of Promotional Items ------------------------- Here's a list of cross-refence titles that provide bonus content for Team Fortress 2. Most of them require pre-ordering, while others require actually playing the game. The list keeps on growing! ***************** *Team Fortress 2* ***************** Hats: Cheater's Lament, Wiki Cap, Frontline Field Recorder, Proof of Purchase. Accessories: Gentle Manne's Medal, Primeval Warrior, Grizzled Veteran, Soldier of Fortune, Modest Mercenary, Polycount Pin, Professor Speks, Party Hat. Weapons: Golden Wrench, Saxxy, Tournament Badges. Tools: None. Exterior Bonuses: ERROR. Due Date: Various. *********** *Mann Mart* *********** Hats: Mann Co. Cap, World Traveler's Hat. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: ERROR. Due Date: None. ***************** *Halloween Haunt* ***************** Hats: Ghastly Gibus, Mildly Disturbing Halloween Mask, Horseless Headless Horsemann's Head, Spine-Chilling Skull, Voodoo Juju, Halloween Mask, Saxton Hale Mask. Accessories: None. Weapons: Horseless Headless Horsemann's Headcutter. Tools: Haunted Scrap Metal, Various Noisemakers. Exterior Bonuses: ERROR. Due Date: After Halloween. **************** *Summer Special* **************** Hats: Summer Hat. Accessories: Flip Flops, Lucky # 42, Summer Shades. Weapons: None. Tools: Fireworks Noisemakers. Exterior Bonuses: Prize Lottery Tickets. Due Date: July 11, 2011. *********** *Kritzkast* *********** Hats: Lo-Fi Longwave. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: Kritzkast Membership. Due Date: June 14, 2011. *************** *Left 4 Dead 2* *************** Hats: Bill's Beret, Ellis' Cap. Accessories: None. Weapons: Frying Pan. Tools: None. Exterior Bonuses: None. Due Date: November 19, 2009, October 7, 2010 (supposedly). ********************************** *Sam & Max: The Devil's Playhouse* ********************************** Hats: Max's Severed Head. Accessories: None. Weapons: Lugermorph, The Big Kill. Tools: None. Exterior Bonuses: None. Due Date: April 26, 2010. ****** *iMac* ****** Hats: None. Accessories: Earbuds. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: August 16, 2010. ************* *Alien Swarm* ************* Hats: Alien Parasite. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: None. ***************** *Worms: Reloaded* ***************** Hats: Lumbricus Lid. Accessories: None. Weapons: Holy Hand Grenade Kamakazie. Tools: None. Exterior Bonuses: None. Due Date: August 26, 2010. ****************************** *Poker Night at the Inventory* ****************************** Hats: Dealer's Visor. Accessories: License to Maim, Dangeresque Too? Weapons: Lugermorph, Iron Curtain, Enthusiast's Timepiece. Tools: None. Exterior Bonuses: None. Due Date: November 22, 2010 (Hat only). ********************* *Steam Treasure Hunt* ********************* Hats: Bounty Hat, Treasure Hat, Hat of Undeniable Wealth and Respect. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: Prize Lottery Tickets. Due Date: January 11, 2011. *************** *Killing Floor* *************** Hats: Foster's Facade. Accessories: Stockbroker's Scarf. Weapons: None. Tools: None. Exterior Bonuses: Pyro Character. Due Date: January 4, 2011. ********************* *Monday Night Combat* ********************* Hats: Superfan, Athletic Supporter. Accessories: Essential Accessories. Weapons: None. Tools: None. Exterior Bonuses: Various Hats and Accessories. Due Date: February 1, 2011. ****** *RIFT* ****** Hats: None. Accessories: None. Weapons: Sun-On-A-Stick, Sharpened Volcano Fragment. Tools: None. Exterior Bonuses: Well-Spun Hat. Due Date: March 1, 2011. *********** *Homefront* *********** Hats: Hero's Hachimaki. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: March 15, 2011 ********************* *Total War: Shogun 2* ********************* Hats: Samur-Eye, Dread-Knot, Geisha Boy, Noh Mercy. Accessories: None. Weapons: Fan O' War, Concheror, Half-Zatoichi, Conniver's Kunai. Tools: None. Exterior Bonuses: None. Due Date: March 15, 2011 (can still be obtained via drop). ********************** *Japan Charity Bundle* ********************** Hats: Humanitarian Hachimaki, Benefactor's Kanmuri, Magnanimous Monarch. Accessories: None. Weapons: None. Tools: Various Noisemakers. Exterior Bonuses: The benefit of mankind. Due Date: April 6, 2011. ********************** *Portal 2/Potato Sack* ********************** Hats: Aperture Labs Hard Hat Accessories: Ressurection Associate Pin. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: April 5, 2011/April 19, 2011. ********************************** *Mount & Blade: With Fire & Sword* ********************************** Hats: Hetman's Headpiece, Janissary Ketche. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: May 3, 2011. ************ *Space-Chem* ************ Hats: None. Accessories: SpaceChem Pin. Weapons: Fishcake. Tools: Moustachium Bar, Fish, Spacemetal Scrap. Exterior Bonuses: Special levels. Due Date: None. ******************* *Plants vs Zombies* ******************* Hats: Brain Bucket, Dead Cone. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: May 5, 2011. *********************************** *The Witcher 2: Assassins of Kings* *********************************** Hats: Hero's Tail. Accessories: Sign of the Wolf's School. Weapons: Three-Rune Blade. Tools: None. Exterior Bonuses: None. Due Date: May 17, 2011. ***************** *Magicka: Nippon* ***************** Hats: Conjurer's Cowl. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: June 5, 2011. ************************* *Red Faction: Armageddon* ************************* Hats: None. Accessories: None. Weapons: Maul. Tools: None. Exterior Bonuses: None. Due Date: June 6, 2011. ************************************************** *Magic: The Gathering: Duels of the Planeswalkers* ************************************************** Hats: Planeswalker Goggles & Helm. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: June 15, 2011. **************** *Spiral Knights* **************** Hats: Spiral Sallet. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: A funny letter. Due Date: None. *********************************************** *Dr. Grordbort's Infallible Aether Oscillators* *********************************************** Hats: Lord Cockswain's Pith Helmet, Lord Cockswain's Novelty Mutton Chops and Pipe. Accessories: Dr. Grordbort's Crest. Weapons: Cow Mangler 5000, Righteous Bison. Tools: None. Exterior Bonuses: Dr. Grordbort's Victory Pack. Due Date: None. *********** *From Dust* *********** Hats: Mask of the Shaman. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: August 17, 2011. ***************** *Red Orchestra 2* ***************** Hats: Stahlhelm, Pilotka. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: Killing Floor characters. Due Date: Auguest 30, 2011. ********** *Quake IV* ********** Hats: None. Accessories: None. Weapons: The Original. Tools: None. Exterior Bonuses: None. Due Date: August 7, 2011. ************************* *Elder Scrolls V: Skyrim* ************************* Hats: Dragonborn Helmet. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: August 7, 2011. ******* *Brink* ******* Hats: Anger. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: August 7, 2011. ******************** *Fallout: New Vegas* ******************** Hats: Pip-Boy. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: August 7, 2011. ****** *RAGE* ****** Hats: Wingstick. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: August 7, 2011. *************************** *Deus Ex: Human Revolution* *************************** Hats: Nanobalaclava, Company Man. Accessories: Purity Fist, Deus Specs. Weapons: Widowmaker, Short Circuit, Machina, Diamondback. Tools: None. Exterior Bonuses: None. Due Date: August 22, 2011. *********** *Tropico 4* *********** Hats: El Jefe. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: September 1, 2011. ********** *PC Gamer* ********** Hats: Killer Exclusive. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: September 29, 2011. *********************** *Football Manager 2012* *********************** Hats: None. Accessories: Merc's Pride Scarf, Ball-Kicking Boots. Weapons: None. Tools: Various Noisemakers. Exterior Bonuses: None. Due Date: October, 2011. *********************** *Saints Row: The Third* *********************** Hats: None. Accessories: Cold War Lunchadore, Mark of the Saint. Weapons: Apoco-Fists. Tools: None. Exterior Bonuses: None. Due Date: November 15, 2011. ********* *Trine 2* ********* Hats: Point and Shoot, War Head. Accessories: None. Weapons: None. Tools: None. Exterior Bonuses: None. Due Date: December 6, 2011. ******************************* *Assassin's Creed: Revelations* ******************************* Hats: Dashin' Hashashin. Accessories: None. Weapons: Sharp Dresser Tools: None. Exterior Bonuses: None. Due Date: December 1, 2011. ------------ 2.52 >Tools< ------------ There are various Tools available in the game, some of them designed to compliment other Items, or otherwise. This portion also covers ingredients. ************ *Paint Cans* ************ Purpose: Paints a Hat a certain colour. Obtained Through: Random Drop, Mann Mart, Uncrate. Equippable?: No. Uses: 1. Paint Cans are used to paint things. They can only be used once, so pick wisely! Certain Paint Cans can only be found inside Crates. A coat of Paint can be undone, but there will be no refund! Here's a list of all the colours! -A Deep Commitment to Purple -A Distinctive Lack of Hue @ -Aged Moustache Grey -An Extraordinary Abundance of Tinge @ -Australium Gold -Bitter Taste of Defeat and Lime @ -Colour of a Gentlemann's Business Pants @ -Colour No. 216-190-216 -Colour Similar to Slate @ -Dark Salmon Injustice @ -Drably Olive @ -Indubitably Green -Mann Co. Orange -Muskelmannbraun -Noble Hatter's Violet -Peculiarly Drab Tincture -Pink as Hell @ -Radigan Conagher Brown -Ye Olde Rustic Color -Zephaniah's Greed -Team Spirit @ -An Air of Debonair $ -Balaclavas are Forever $ -Cream Spirit $ -Operator's Overall $ -The Value of Teamwork $ -Waterlogged Lab Coat $ @ These can only be purchased at the Mann Mart or obtained through opening Crates; they cannot be found for free. $ These can only be purchased at the Mann Mart. *********************** *Mann Co. Supply Crate* *********************** Purpose: Contains an item when opened by a Mann Co. Supply Key. Obtained Through: Random Drop. Equippable?: No. Uses: 1 (or none at all). Worthless, worthless Crates that can only be opened by precious, precious Keys. Crates often contain junk (or something cool), but they also have a small tendency to contain an Unusual Hat! Contents of certain Crates will vary between type. There were also Festive Winter Crates and Summer Cooler Crates that could only be opened by special Keys. Most Crates nowadays often contain Strange Weapons. *************************** *Mann Co. Supply Crate Key* *************************** Purpose: Opens a Mann Co. Crate. Obtained Through: Mann Mart. Equippable?: No. Uses: 1. Precious, precious Keys that open up otherwise worthless, worthless Crates. Since they can only be obtained through the Mann Mart (or, by some miracle, through Trading), Keys are in high (I'm not kidding) demand! As mentioned before, there are special types of Keys that can open "special" Crates. ********** *Name Tag* ********** Purpose: Renames an Item. Obtained Through: Random Drop, Mann Mart. Equippable?: No. Uses: 1. A Name Tag renames a Weapon or Headgear. The name itself will always have quotes surrounding it to separate it from genuine Item names. Naming a Regular Item (a Weapon that's part of the default loadout) will result in creating a duplicate with a different name. ***************** *Description Tag* ***************** Purpose: Renames an Item's description. Obtained Through: Random Drop, Mann Mart. Equippable?: No. Uses: 1. The same as the Name Tag, except with the small description on the Weapon's detail. ******* *Decal* ******* Purpose: Applies an image onto an applicable item. Obtained Through: Random Drop, Mann Mart. Equippable?: No. Uses: 1. Customization has been taken to a new level! ANY Image (jpg, bmp, tga, or vtf formats are a requirement though) can be applied to Items that support Decals. The Conscientious Objector is a rare example of a Weapon supporting Decals. A common medal can be turned into a snowflake in the collection! ********************************* *Secret Saxton and Pile o' Gifts* ********************************* Purpose: Gives a free Item to a person, or to the entire server. Obtained Through: Mann Mart. Equippable?: Yes. Uses: 1. It takes a real heart to purchase these. Simply use it to give a person a free gift! Gifts can be purchased at the Mann Mart. Please note that items obtained in gifts cannot be traded by default (much like purchased items), and the Mann Co. will not listen to anyone demanding a refund. *************** *Gift Wrapping* *************** Purpose: Wraps up the Item in a Gift Box. Obtained Through: Mann Mart. Equippable?: No. Uses: 1. A way to trade otherwise untradeable Items. Certain Items still cannot be used with Gift Wrapping. ************** *Dueling Game* ************** Purpose: Challenge a Player to a Duel! Obtained Through: Random Drop, Mann Mart. Equippable?: Yes. Uses: 5. If both players agree to fight to a Duel, it's on! It's pretty much a less- stressful and a more-or-less permanent version of the Nemesis system. Simply kill each other more than each other (in a round) to win a duel. A draw will result in the Dueling Game refunded. People can win medals for winning (and even playing) duels! Dueling can be fought with any class, or by a certain class chosen by both players (in order to see who is truly better!). ************ *Noisemaker* ************ Purpose: Plays a noise. Obtained Through: Mann Mart, Pre-Orders. Equippable?: Yes. Uses: Various. Exactly what it says on the tin. Noise types will vary by type. Only the birthday Noisemaker has an infinite amount of uses. ******************* *Director's Vision* ******************* Purpose: Uses the Director's Vision Taunt. Obtained Through: Star of my own Show Achievement. Equippable?: Yes. Uses: Infinite. Pressing the Action Key will result in this special Taunt. It's merely a guesture of the paparazzi. **************** *Meet the Medic* **************** Purpose: Uses the Meet the Medic Taunt. Obtained Through: Random Drops, Mann Mart. Equippable?: Yes (Medic only). Uses: Infinite. A heroic pose, to remind people of the importance of Medics. So of course, only the Medic can shower this glory. *************** *Schadenfruede* *************** Purpose: Uses the Schadenfruede Taunt. Obtained Through: Random Drop, Mann Mart. Equippable?: Yes. Uses: Infinite. A taunt that triumphs over all other taunts. Laugh and point, if it's personal! *********** *High Five* *********** Purpose: Uses the High Five Taunt and initiates a proposal to High Five a teammate. Obtained Through: Random Drop, Mann Mart. Equippable?: Yes. Uses: Infinite. A toned-down version of the hugs in Portal 2. Only one person needs this item to initiate a good old cheer. The partner doesn't need one to participate (use the Taunt Button when prompted). Naturally, things need to be not in the way. ******************* *Backpack Expender* ******************* Purpose: Increase Backpack size by 1000. Obtained Through: Mann Mart. Equippable?: No. Uses: 1. Is the default size of the Backpack still not big enough? Purchase this, and space shortages will be a thing of the past! --------------- 2.53 >Crafting< --------------- Remember how all those duplicate items found during battles were nothing but excuses for annoying notices and pointless collecting? Now in the Crafting age, that's only a bad memory! Introducing Crafting, the best way to put all those extra items to use! ------------- >Ingredients< ------------- Ingredients required for Crafting. ************* *Scrap Metal* ************* Value: 2 Weapons. Requires: 2 Identical Weapons/2 Class Weapons/1Reclaimed Metal. Common Metal. Often used for low-end Weaponry. ***************** *Reclaimed Metal* ***************** Value: 6 Weapons. Requires: 3 Scrap Metal/3 Tokens. Metal more valuable than Scrap Metal. Often needed for high-end Weaponry. *************** *Refined Metal* *************** Value: 18 Weapons. Requires: 3 Refined Metal. The most valuable type of Metal of all! Often required for Hat-making. ********************* *Haunted Scrap Metal* ********************* Value: Unusual. Requires: Gored! Achievement. A valuable type of mineral that can only be obtained once per account. Striking the Horseless Headless Horsemann will likely have him drop his obsessive scraps. This Metal can be used to create a duplicate of his horrifying Headtaker, or to be used in an equally freaky Hat. ***************** *Moustachium Bar* ***************** Value: Unusual. Requires: SpaceChem Achievements. Elements derived from the Australium breed. Only obtainable through obtaining certain Achievements in SpaceChem. ************* *Class Token* ************* Value: 3 Weapons. Requires: 3 Class Weapons. Class Tokens are used to specify which kind of Hat or Weapon to be created in the process of Crafting (Class-Specific, and unfortunately, it cannot be any more precise than that). ************ *Slot Token* ************ Value: 3 Weapons. Requires: 3 Slot Weapons. Slot Tokens are used to specify which kind of Weapon to be created in the process of Crafting. The four types are Primary, Secondary, Melee, and PDA. Sticky Bomb Launchers and the Chargin' Targe will create Primary Tokens, Grenade Launchers will create Secondary Tokens, and Invisibility Watches will create PDA Tokens. ****** *Fish* ****** Value: Unusual. Requires: SpaceChem Achievement. A Fish Fossil only obtainable through a certain SpaceChem Achievement. ****************** *Spacemetal Scrap* ****************** Value: Unusual. Requires: SpaceChem Achievement. A small fragment used to create a SpaceChem Pin. Only acquirable through a SpaceChem Achievement. ------------ >Blueprints< ------------ Metal Creation: -Smelt Identical Weapons: 2 Identical Weapons = 1 Unit of Scrap Metal. -Smelt Class Weapons: 2 Class Weapons = 1 Unit of Scrap Metal. -Smelt Tokens: 3 Tokens = 1 Unit of Reclaimed Metal. -Combine Scrap Metal: 3 Units of Scrap Metal = 1 Unit of Reclaimed Metal. -Combine Reclaimed Metal: 3 Units of Reclaimed Metal = 1 Unit of Refined Metal. -Break Down Refined Metal: 1 Unit of Refined Metal = 3 Units of Reclaimed Metal. -Break Down Reclaimed Metal: 1 Unit of Reclaimed Metal = 3 Units of Scrap Metal. Token Creation: -Create Class Token: 3 Class Weapons = 1 Class Token. -Create Slot Token: 3 Slot Weapons = 1 Slot Token. -Change Class Token: Class Token and 1 different Class Weapon = 1 different Class Token. -Change Slot Token: Slot Token and 1 different Slot Weapon = 1 different Slot Token. Hat Making: -Fabricate Hat/Misc: 3 Units of Refined Metal = 1 Random Hat/Misc. -Fabricate Specific Hat/Item: 4 Units of Refined Metal and a Class Token = 1 Class Hat. -Change Hat: 2 Hats/Misc = 1 different Hat. -Fabricate Bonk Helm: 1 Batter's Helmet and 2 Bonk! Atomic Punch = Bonk Helm. -Fabricate Set Hat: 4 Units of Refined Metal and a Set Weapon = 1 Set Hat. -Fabricate Halloween Hat: 4 Refined Metal and Haunted Metal Scrap = Halloween Hat. -Fabricate Saxton Hale Mask: All 9 different Halloween Masks = Saxton Hale Mask. -Fabricate SpaceChem Pin: 3 Moustachium Bars and Spacemetal Scrap = SpaceChem Pin. Weapon Making: -Fabricate Weapon: A Class Token, a Slot Token, and 1 Unit of Scrap Metal = 1 Class Slot Weapon. -Fabricate Crit-A-Cola: Kritzkrieg and Bonk! Atomic Punch = Crit-a-Cola. -Fabricate Boston Basher: Sandman and Tribal Shib = Boston Basher. -Fabricate Candy Cane: Kritzkrieg and Pain Train = Candy Cane. -Fabricate Sun-On-A-Stick: Boston Basher and 2 Units of Reclaimed Metal = Sun- On-A-Stick. -Fabricate Fan O'War: Mad Milk and 1 Unit of Scrap Metal = Fan O'War. -Fabricate Short Stop: Force-A-Nature and 1 Unit of Reclaimed Metal = Short Stop. -Fabricate Mad Milk: Jarate and 1 Unit of Reclaimed Metal = Mad Milk. -Fabricate Holy Mackerel: Sandman and 1 Unit of Reclaimed Metal = Holy Mackerel. -Fabricate Soda Popper: Force-A-Nature, Bonk! Atomic Punch, and 1 Unit of Reclaimed Metal = Soda Popper. -Fabricate Winger: Short Stop and 1 Unit of Reclaimed Metal = Winger. -Fabricate Atomizer: Sandman and Bonk! Atomic Punch, and 1 Unit of Reclaimed Metal = Atomizer. -Fabricate Original: 1 Unit of Reclaimed Metal and 2 Units of Scrap Metal = Original Rocket Launcher. -Fabricate Gunboats: Chargin' Targe and Razorback = Gunboats. -Fabricate Concheror: Battalion's Backup and 1 Unit of Reclaimed Metal = Concheror. -Fabricate Pain Train: Sandman and 1 Unit of Scrap Metal = Pain Train. -Fabricate -Fabricate Half-Zatoichi: Two Eyelanders and 1 Unit of Reclaimed Metal = Half- Zatoichi. -Fabricate Black Box: Direct Hit and 1 Unit of Reclaimed Metal = Black Box. -Fabricate Battalion's Backup: Buff Banner and 1 Unit of Reclaimed Metal = Battalion's Backup. -Fabricate Mantreads: Gunboats and 1 Unit of Refined Metal = Mantreads. -Fabricate Disciplinary Action: Pain Train and 2 Units of Reclaimed Metal = Disciplinary Action. -Fabricate Liberty Launcher: Black Box and 2 Units of Reclaimed Metal = Liberty Launcher. -Fabricate Reserve Shooter: Frontier Justice and 2 Units of Reclaimed Metal = Reserve Shooter. -Fabricate Market Gardener: Pain Train, Gunboats, and 1 Unit of Reclaimed Metal = Market Gardener. -Fabricate Cow Mangler: Black Box and 1 Unit of Reclaimed Metal = Cow Mangler. -Fabricate Righteous Bison: Battalion's Backup and 1 Unit of Reclaimed Metal = Righteous Bison. -Fabricate Detonator: Flare Gun and 2 Units of Reclaimed Metal = Detonator. -Fabricate Homewrecker: Equalizer and 1 Unit of Scrap Metal = Homewrecker. -Fabricate Back Scratcher: Axtinguisher and Scotsman's Skullcutter = Back Scratcher. -Fabricate Sharpened Volcano Fragment: Degreaser and 2 Units of Reclaimed Metal = Sharpened Volcano Fragment. -Fabricate Degreaser: Backburner and 1 Unit of Reclaimed Metal = Degreaser. -Fabricate -Fabricate Power Jack: Axtinguisher and 1 Unit of Reclaimed Metal = Power Jack. -Fabricate Scotsman's Skullcutter: Jarate and Axtinguisher = Scotsman's Skullcuter. -Fabricate Horseless Headless Horsemann's Headtaker: 1 Unit of Refined Metal, Haunted Metal Scrap, and Skullcutter = Horseless Headless Horsemann's Headtaker. -Fabricate Claidheamh Mor: Homewrecker and Chargin' Targe = Claidheamh Mor. -Fabricate Loch-n-Load: Scottish Resistance and 1 Unit of Reclaimed Metal = Loch-n-Load. -Fabricate Ullapool Caber: Pain Train and 2 Units of Scrap Metal = Ullapool Caber. -Fabricate Splendid Screen: Chargin' Targe and 2 Units of Reclaimed Metal = Splendid Screen. -Fabricate Persian Persuader: 2 Half-Zatoichis and 1 Unit of Reclaimed Metal = Persian Persuader. -Fabricate Wee Booties: Gunboats and Mantreads = Ali Baba's Wee Booties. -Fabricate Dalokohs Bar: Sandvich and 1 Unit of Scrap Metal = Dalokohs Bar. -Fabricate Fishcake: 3 Moustachium Bars and 1 Fish = Fishcake. -Fabricate GRU: KGB and 2 Units of Scrap Metal = GRU. -Fabricate Fists of Steel: KGB and 1 Unit of Scrap Metal = Fists of Steel. -Fabricate Brass Beast: Natascha and 1 Unit of Reclaimed Metal = Brass Beast. -Fabricate Buffalo Steak: Sandvich and 1 Unit of Reclaimed Metal = Buffalo Steak. -Fabricate Warrior's Spirit: GRU and 1 Unit of Scrap Metal = Warrior's Spirit. -Fabricate Tomislav: Brass Beast and 2 Units of Reclaimed Metal = Tomislav. -Fabricate Family Business: Frontier Justice, Homewrecker, and 1 Unit of Reclaimed Metal = Family Business. -Fabricate Widowmaker: L'etranger and 2 Units of Reclaimed Metal = Widowmaker. -Fabricate Short Circuit: Gunslinger, 1 Unit of Reclaimed Metal, and 1 Unit of Scrap Metal = Short Circuit. -Fabricate Southern Hospitality: Ambassador and 1 Unit of Scrap Metal = Southern Hospitality. -Fabricate Jag: Southern Hospitality and 1 Unit of Scrap Metal = Jag. -Fabricate Vita-Saw: Ubersaw and 2 Units of Scrap Metal = Vita-Saw. -Fabricate Crusader's Crossbow: Huntsman and 2 Units of Scrap Metal = Crusader's Crossbow. -Fabricate Amputator: Vita-Saw and 1 Unit of Scrap Metal = Amputator. -Fabricate Overdose: Crusader's Crossbow, GRU, and 1 Unit of Reclaimed Metal = Overdose. -Fabricate Quick-Fix: Kritzkrieg, Mad Milk, and 1 Unit of Reclaimed Metal = Quick-Fix. -Fabricate Solemn Vow: 8 jars of Jarate and 1 Unit of Reclaimed Metal = Solemn Vow. -Fabricate Machina: Sydney Sleeper, Righteous Bison, and 1 Unit of Reclaimed Metal = Machina. -Fabricate Shiv: Dead Ringer and Huntsman = Tribal Shiv. -Fabricate Sydney Sleeper: Huntsman and 1 Unit of Reclaimed Metal = Sydney Sleeper. -Fabricate Darwin's Danger Shield: Razorback and 1 Unit of Reclaimed Metal = Darwin's Danger Shield. -Fabricate Bushwacka: Eyelander and 1 Unit of Reclaimed Metal = Bushwacka. -Fabricate Bazaar Bargain: Sydney Sleeper, Eyelander, and 1 Unit of Reclaimed Metal = Bazaar Bargain. -Fabricate Shahanshah: Bushwhacka, Amputator, and 1 Unit of Reclaimed Metal = Shahanshah. -Fabricate Diamondback: Frontier Justice, Dead Ringer, and 1 Unit of Reclaimed Metal = Diamondback. -Fabricate Conniver's Kunai: Eternal Reward and 1 Unit of Scrap Metal = Conniver's Kunai. -Fabricate L'etranger: Dead Ringer and 1 Unit of Reclaimed Metal = L'etranger. -Fabricate Eternal Reward: Cloak & Dagger and 1 Unit of Reclaimed Metal = Eternal Reward. -Fabricate Enforcer: L'etranger, 1 Unit of Reclaimed Metal, and 1 Unit of Scrap Metal = Enforcer. -Fabricate Big Earner: Conniver's Kunai, L'etranger, and 1 Unit of Reclaimed Metal = Big Earner. The results of what type of Token is being made all depend on what's being used to Craft them. The results of what type of Hat or Weapon all depend on what Tokens are being used to Craft them (unless Changing Hats or making a Random Hat). ********************** *What's best to Craft* ********************** This goes pretty much without saying, but: -Weapons with odd levels in them (it's easier to select different Weapons in the Loadout, trust me). -Weapons for disliked Classes. -Duplicate Weapons. -Duplicate Hats. -Crappy Weapons (such as Razorbacks and Kunais). *********************** *What can't be Crafted* *********************** -Items that can only be obtained exclusively. -Default Items. -Paint Cans. -Tags. -Keys. -Crates. -Dueling Games. -Taunts. -Gifts. -------------------------- 2.54 >Training & Coaching< -------------------------- Now with what we have learned, it's time to put these skills to the test. Captain Soldier is refreshing himself on the basics of Team Fortress 2. He'll start off with practicing a few shots in the target range before moving onto a demonstration of Dustbowl. During the Dustbowl phase, he'll receive reminders on objectives, Medics, Engineers, and how to deal with enemy Sentries. Though this tutorial hardly gives the most thorough information, it'll get trainees on the right track. Notes will appear from below to provide information. Press the Space Bar to continue. There are also lessons that Midshipman Demoman, Corporal Engineer, and Agent Spy can take to refresh themselves on their line of duty. These lessons will explain the basics of grenade-lobbing, construction, and sabotage respectively. During offline practicing, bots will fill in and perform their roles accordingly. Please note that bots cannot use Unlockable Weapons. Bots can only function in Dustbowl, Mann Manor, KOTH Maps, Payload Maps, or maps that have a nav.file within (and even some of those may not work too well!). There's also the simple shooting range where one can test out weapons. Still not enough practice? Try finding a mentor online! A Coach will provide instructions in-game, and will always seek to improve the new breed. -------------------------- 2.55 >Mann Mart & Trading< -------------------------- Ever wanted to spend real-life cash for products made by TF Industries and Mann Co.? Fantasize no longer! With credits invested in the Steam Wallet, they can be used to purchase items made by various TF Industry companies, as well as different games on the Steam network! Marketing breakthroughs have allowed the transaction of items obtained in-game amongst friends. Items purchased through the Mann Mart cannot be Traded nor Crafted though. To trade with someone, open the trading menu. Players can trade with their friends or with other players on the same server, but nowhere else. It's easy! Just hope the other person on the line is cooperative and/or honest enough! Trading Maps and servers can be used exclusively for this, along with Achievement servers. ------------------- 2.56 >Item Quality< ------------------- A quick overview of what Item Qualities mean in the world of Team Fortress 2. Items tend to come in various forms, sizes, and levels. Item levels are pretty much meaningless; they are cosmetic, and for Hats, they are completely random. Item Quality, however, depends on how the item was obtained. *************** *Regular Items* *************** Rarity: Common. Obtained Through: Available at start. Text Colour: Grey. Default Weapons beloning to Classes, and are the Weapons each Class started out with since launch. They cannot be deleted, and they do not take up space in the Backpack. ****************** *Unlockable Items* ****************** Rarity: Common. Obtained Through: Random Drop, Achievements, Crafting, Mann Mart. Text Colour: Yellow. Items that can be obtained through the Drop System, Achievements, Crafting, or the Mann Mart. They are the regular run-of-the-mill Items. *************** *Vintage Items* *************** Rarity: Uncommon. Obtained Through: Random Drop, Achievements, Crafting. Text Colour: Blue. Items that were obtained before a certain period where they were more valuable. Other than having a "Vintage" prefix and blue text, they are no different from other Weapons. *************** *Genuine Items* *************** Rarity: Uncommon. Obtained Through: Pre-Orders. Text Colour: Dark Green. TRUE and HONEST Items, obtained by means not described in this section (usually by pre-ordering a game). *************** *Strange Items* *************** Rarity: Uncommon. Obtained Through: Uncrate. Text Colour: Orange. Weapons that keep a kill count. Obtaining a certain amount of kills renames the weapon's rank. *************** *Festive Items* *************** Rarity: Uncommon. Obtained Through: Uncrate. Tetxt Colour: Yellow/Orange. Weapons wrapped with blinking lights. They can only be obtained through opening those black, naughty crates. Some of them may even be Strange! *************** *Haunted Items* *************** Rarity: Rare. Obtained Through: Gifts in Underworld. Text Colour: Purple. Haunted Items can only be found in Eyeaduct's Underworld, where Gift boxes are uncommonly placed. The contents inside will become "Haunted", all the more rare! *************** *Unusual Items* *************** Rarity: Rare. Obtained Through: Crate-opening. Text Colour: Purple. Most Unusual Items (Hats) are found by opening the otherwise worthless Mann Co. Crates. They're hard to find, but they have a nice, special effect added to them to make the user more distinguishable and respectable. *************************** *Community/Self-Made Items* *************************** Rarity: Exclusive. Obtained Through: Making a TF2 contribution. Text Colour: Light Green. Even Valve can't do everything themselves. Some people contribute things to be added in Team Fortress 2, be it handy websites, new models, or new maps. Community Items have a nice sparkle added to them. Self-Made Items are modelled after Items the author has made. ************* *Valve Items* ************* Rarity: Non-obtainable. Obtained Through: Being a Valve employee. Text Colour: Deep Purple. For making such a successful game, Valve had to pat themselves on the back somehow. All Valve Items have cool-looking effects, so be jealous! ================== 3.00 >Multiplayer< ================== Here's some more Strategies when actually being in the Battlefields of TF2. ------------ 3.10 >Modes< ------------ Here are the styles of gameplay in TF2. ----------------------------- 3.11 >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. Should the Intelligence be captured, the team who captured it will be granted with ten seconds of critical shots! Maps: -2Fort -Doublecross -Sawmill -Turbine -Well ------------------------------ 3.12 >Control Point Push (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: -Badlands -Cold Front -Fastlane -Foundry -Freight -Gorge -Granary -Gullywash -Well -Yukon --------------------------------- 3.13 >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. Some Control Points can only be captured when BLU has captured other certain Control Points (in most cases, the Control Points must be captured consecutively). Maps: -Dustbowl -Egypt -Gorge -Gravelpit -Junction -Mann Manor -Mountain Lab -Steel ------------------------------- 3.14 >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 ------------------- 3.15 >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. If BLU doesn't get to the cart before the time indicated on the cart runs out, the cart will begin to move backwards slowly. Maps: -Badwater Basin -Barn Blitz -Frontier -Goldrush -Hoodoo -Thunder Mountain -Upward ------------------------- 3.16 >Payload Race (PLR)< ------------------------- Like Payload, this alternative involves the advance of a Cart towards the enemy base to gain victory. However, both teams must push their respective Cart to the enemy base while preventing the enemy team from getting their Cart to the base (which means there are two separate sets of tracks). Although neither Cart will automatically move backwards when its according team members do not try to push it soon enough, the Carts will fall down ramps rather quickly if not pushed. Winning in one round allows the Cart to have a head start over the other at the start of the next round. Maps: -Hightower -Nightfall -Pipeline -------------------- 3.17 >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: -Badlands -Granary -Lumberyard -Nucleus -Offblast -Ravine -Sawmill -Watchtower -Well ------------------------------ 3.18 >King of the Hill (KOTH)< ------------------------------ The objective of King of the Hill is to hold out a certain area for three minutes. The Control Point starts out neutral, so it's up for the taking of both teams! Each team has a timer that they need to tick by holding the Point. Should the Control Point fall under the control of a different team, that team's timer will start ticking and the other team's will freeze. When the Control Point becomes contested near the end of the round, the Announcer may become so excited that she'll keep saying "Overtime!". Maps: -Badlands -Eyeaduct -Harvest -Lakeside -Nucleus -Sawmill -Viaduct ---------------- 3.19 >Modifiers< ---------------- These are other modifiers that can be applied to most maps, while the main goal will depend on the map. ---------- Highlander ---------- Highlander can be applied to all maps. What it does is limit the Class cap to 1, and pit teams of up to 9 against each other. There can only be one! ---------------- Medieval Madness ---------------- Clash thy sword against thy foes in ye Medieval Madness mode! Only Melee Weapons and a few other items can be used here! Maps: -Degroot Keep --------------- Halloween Haunt --------------- Boo! Things become even more frantic in the Halloween Haunt! Gifts and treats are often given out, but more obstacles are also present! Often, there is a boss that dwells within these realms. Maps: -Eyeaduct -Harvest -Mann Manor ----------- 3.20 >Maps< ----------- This is the (always incomplete) list of maps for TF2. -------------------- 3.21 >Official Maps< -------------------- These maps are always included in the game. Expect to see many servers using these 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. -------- 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. Like Well, the majority of layout in this map has changed drastically from its predecessor in TFC. -------------- Badwater Basin -------------- Like Goldrush, Badwater Basin is another Payload map, except this map only has one phase, and is more open than Goldrush. With its many turns, who will win this fight? ---------- Barn Blitz ---------- Nothing but barns in this rural, snowy Payload campaign! BLU will need to push the bomb from barn to barn, towards the centre of the farmland. ---------- Cold Front ---------- The chilliest Push Map yet! RED and BLU must capture a lonely cabin before they can advance to each others' Warehouses and Home Bases. A Map now included in the official Map set! ------------ Degroot Keep ------------ RED must defend this large and ancient Degroot artefact from the BLU raiders. Braziers on the wall will increase the efficiency of longbows, and the castle walls are ideal for holding off a large invasion. There are two Control Points located outside of the castle that must be captured in order to gain access to the inner courtyard. The courtyard itself must be captured to ensure BLU's victory. Should BLU fail to capture the courtyard in time, the gates will close and they must secure the outer perimeter again. ----------- Doublecross ----------- The bridge is the only thing standing between RED and BLU in this CTF map (minus the track underneath). There are multiple entrances to the insides of both bases, and there's more than one way to actually reach the bases. -------- 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! ----- 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. Egypt also has a lot of vertical action, giving Soldiers, Demomen, and Scouts an advantage. Now an official map as of the Scout Update. -------- Fastlane -------- A custom map turned into an official map, this is a wide push CP map with many hills, twists, turns, and pathways. ------- Foundry ------- With its exclusive Achievements in high demand, industry in the Foundry just became a lot bigger! This Control Point region houses several warehouses and forges, as well as a train yard in the middle, and a cauldron inside each main headquarters. ------- Freight ------- More trains! In this map, however, the tracks are much longer, and span throughout the entire map! The trains are capable of running over anyone's plans, so watch out! Meanwhile, RED and BLU must battle their way into their enemies' warehouse for victory. -------- 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. There are tons of buildings to the sides of the rails. At the end, the locomotive will simply fall into the pit below the tracks and into the RED base. -------- Goldrush -------- The first Payload map, the areas around the tracks are very linear. Like Dustbowl, this map consists of three phases. There's plenty of alternate ways around the track, but certainly not enough! It's a difficult assault for BLU! ----- Gorge ----- A simple map in the middle of the forest. In the shorter mission, BLU team must take this small outpost from RED by seizing its two Control Points. In the longer version, both teams must overwhelm the enemy and capture all five Control Points. Features many twists, turns, and open areas. ------- 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 centre 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! --------- Gullywash --------- Usually in this universe, there's hardly any excuse for these battlefields. Not here. RED and BLU are fighting over the only water source in this county. Because of its nominal importance (or because its gameplay balance), this territory is often used for tournament matches. ------- Harvest ------- Boo! Ghosts, Pumpkins, and a creepy sense doesn't stop RED and BLU from fighting in this farmland! Sometimes, during the night hours of this map, the ghost of Zepheniah Mann may appear throughout the area to scare a few RED and BLU members! It is also a popular place to steal Gibus Hats and obtaining Halloween masks. Beware of those explosive pumpkins! --------- Hightower --------- Push the Cart towards the enemy base before the enemy does the same! Of course, there's going to be a bit of crossing between both Carts within the game! Reach the Hightower first and ride the elevator to victory! The fighting area is tight and vertical-oriented. There are no other sections in the map, making victory all the more important! ------ Hoodoo ------ First as a homemade custom Payload map, the BLU team must move the Cart though some formerly fertile farmland, through buildings, all the way to the RED HQ, a garage. Hoodoo has its share of twists, turns, and the usual gore and violence. ----- 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. -------- 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. -------- Lakeside -------- For many years, this site has once been a quiet and respectable graveyard for the Oasis Pharoahs. Now, generations later, it has become an open battlefield for brainless mercenaries. Don't worry, they won't be offended. ---------- Lumberyard ---------- A forest with three cabins, this place is anything but cozy!. ------------ Mountain Lab ------------ Another violent uprising in the once peaceful forest lands. BLU must seize all three Control Points in the field leading to the RED mountain lab. ---------- Mann Manor ---------- Redmond Mann thought it was a good idea to model off some personal classy grounds based off his mountain lab. He was wrong. Not only are the BLU forces on the march against his estate, the region is also haunted by the wicked soul of the late Silas Mann, now going by the name of the Horseless Headless Horsemann! The dangerous Halloween Treats and Explosive Pumpkins don't make the situation much better --------- Nightfall --------- Not too far away from the local sawmill, the two teams must (like in other Payload Race maps) push their own cart to the enemy lines. Each rail can be reached by various hallways and arenas, all of them wide enough to prevent unnecessary trapping. ------- Nucleus ------- A base with a doomsday device, and a bottomless pit below. The Arena's Control Point is located beneath the core of the device. This truly defines Arena and King of the Hill mode! -------- Offblast -------- Another former community-made map, Offblast is located at the peak of a mountain. A secret compound is located within the mountain, and there's no getting back up the edges of the cliffs! -------- Pipeline -------- The first Paylaod Race map. Dark and gloomy, the Pipeline railroad is divided into three sections. The first two involve the Carts moving in opposite directions. The last phase involve both Carts moving up a steep ramp up to the final destination. ------ Ravine ------ A dry Arena map, has a tower and two tight areas. ------- Sawmill ------- A sawmill on a stormy mountain, there's also a secret underground base, (along with two leaky underground rooms in CTF). Watch out for the sawblades! ----- 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. It's an evil genius' base come true! ---------------- Thunder Mountain ---------------- Another madcap Payload assault! Along with the usual pushing and shoving, BLU must also deal with other obstacles (not including RED) to accomplish their mission, such as lowering the bridge for the Cart to get across. There's a lot of things to spot within the spawn rooms too! ------- Turbine ------- Another custom map turned official, this CTF Map takes place completley indoors, and has many vents, and tight spots. ------ Upward ------ A single-stage scenario where the BLU Cart moves along the track located on a dangerous mountain. As the name suggests, the BLU team must push the Cart upward to the RED base. Don't fall off the edges, and watch out for ambushes in the tunnels! ------- Viaduct ------- A snowy hill with a base on top, each team must rush to the hill and seize it from the enemy! Try not to freeze to death! -------- Eyeaduct -------- Thought it would be safer to visit the Viaduct before winter? Wrong! Not only are there Ghosts and traps set around the fields, Monoculus wreaks havoc on anyone audacious enough to bring battle here! The Underworld can also be accessed at this time, which consists of a frantic run to the portal leading back home, and Loot Island, which contains the sacred Bombinomicon. ---------- 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. ---- 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. There's also various canals, and many hallways to ambush victims in. In the CTF version, the Intelligence Case is located in each of the bases. ----- Yukon ----- Set in an abandoned coal mine near the calm forests, this Push map contains plenty of tunnels, logs, and the like! Recently awarded with the "Valve certificate of excellence". Camera Beards do not make people invisible. ---------------------- 3.22 >Unofficial Maps< ---------------------- A few other servers may use these maps (and more) instead. Found a good custom map? Report it to me! ---------- 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). There are many versions of this map. --------- Cashworks --------- The mines at the infamous Hellion Hills have not been in use for some time, until now. Upon realizing the value of the site, RED and BLU raced to see who would get it first. Naturally, RED got there first. BLU now intends to send a bomb-on-rails against the RED installation, hoping to rob the enormous vault that has been hidden in the mines for centuries... ------ 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. ------------- Furnace Creek ------------- In the midst of the local badlands, RED has begun constructing a deadly weapon, known as Solar Laser Unbuilding Gun. While RED must defend their prototype at all costs, BLU intends to thwart their newest scheme by capturing the outer perimeter, then assaulting the SLUG itself. Only time will tell who will become victorious! -------- Landfall -------- Located far in the alpine forests, this former campground and scouts visiting centre has transformed into a zany battlefield between RED and BLU, where each team must steal the enemy building plans. There's a big lesson about height advantage to be taught here. ------ 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. -------- Meridian -------- Somewhere in the caribbean isles, RED and BLU hope to boot each other off the local colonies by stealing each others' dirty secrets and revealing them to the locals. Sections included in this Territorial Control map include a town, a submarine bay, a volcano, and the HQs of each team. --------- Moonshine --------- Fighting in the deep south regions of Louisiana, RED and BLU attempt to seize control of what appears to be the local bayou shipping house. Multiple paths lead towards the bayou docks, and there are many catwalks for sharpshooters to assault or secure the bay. -------- Orange X -------- A push 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. ---------- Swiftwater ---------- BLU has been profiting from the local rivers and lakes in the peaceful hills. Unfortunately, RED caught on and is now poisoning the waters with their chemical plant in order to sabotage BLU's funding. BLU, creative as they are, hope to send a present to RED on the tracks... ------- Walkway ------- Training mode at its finest. Walking targets will move from one end of the map to the other, providing any trainees with some fantastic ways to improve their fighting skills. Factors of the map can be modified by the buttons on the wall. ----- Waste ----- A variant of the Payload Race mode, both teams must push a single cart to the enemy base. There's only one cart and one set of rails, so expect both teams to be fighting Sumo-style! ---- 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. ------------------- 3.30 >Achievements< ------------------- This is the list of all of the rewards in TF2 when completing a certain task. Class-specific Achievements can only be obtained when playing as that class. General: -Dynasty: Win 20 Games. -Escape the Heat: Jump into water while on Fire. -Flamethrower: Set five enemies on fire in 30 seconds. -Grey Matter: Get 25 Headshots as a Sniper. -Hardcore: Get a total of 1000 kills. -Hard to Kill: Get five kills in a row without dying. -Head of the Class: Play a complete round with every Class. -Impenetrable Defense: Defend Dustbowl without giving up a Capture. -Impossible Defense: Defend Gravelpit without giving up a Capture. -Lightning Offense: Win Well in less than 5 Minutes. -Master of Disguise: Trick an opposing Medic into Healing a Spy. -Nemesis: Get Five Revenge Kills. -Powerhouse Offense: Win 2Fort with a Shutout. -Ready for Duty: Complete all Training lessons. -Relentless Offense: Win Hydro without giving up a Capture. -Riftwalker: Kill an enemy within 5 seconds of using an Engineer's Teleporter. -Sentry Gunner: Kill 10 people with a single Sentry Gun. -Team Doctor: Accumulate 25000 Heal Points as a Medic. -Valve Gift Grab 2011: Collect 3 gifts dropped by opponents. -With Friends Like these...: Play with 8 Friends on the Friends List in one server. -World Traveler: Play a complete Game on every Map. Scarechievements: -Attack o' Lantern: Cause the deaths of 5 players by exploding nearby pumpkin bombs. -Candy Coroner: Collect 20 Halloween pumpkins from dead players to unlock the Mildly Disturbing Halloween Mask. -Costume Contest: Kill a Spy disguised as your current class. -Dive into a Good Book: Get to Loot Island and claim the Bombinomicon. -Ghastly Gibus Grab: Dominate a player wearing the Ghastly Gibus to earn your own. -Gored!: Collect the Horseless Headless Horsemann's Haunted Metal (by hitting him with a Melee Weapon shortly before his death). -Masked Mann: Collect the Haunted Halloween Gift in Mann Manor. -Optical Defusion: Make a finishing blow to Monoculus. -Sackston Hale: Craft the Saxton Hale Mask. -Scared Stiff: Kill a player scared by a ghost. -Sleepy Holl0WND: Make a finishing blow to the Horseless Headless Horsemann. Foundry Achievements: -Cap Trap: Kill an enemy capturing a Control Point with a Critical Hit. -Claim Jumper: Capture a Control Point within 12 seconds after exiting a Teleporter. -Classassin: Get at least one kill as all nine Classes in a single round. -Dead Heat: Play a game that went through 15 consecutive Control Point captures. -Five the Fast Way: Capture the final Control Point within five seconds of the previous Control Point being captured. -Foundry Force Five: Play a round with 5 friends on the friends list. -Raze the Roof: Kill two people standing on the central Control Point's roof in one life. -Real Steel: Win a round in which the enemy team tried to capture your final Control Point. -Terminated, Too: Push a player into the cauldron fire. -The Crucible: Win 137 rounds on Foundry. -Two Minute Warning: Win a round within two minutes. Replay Achievements: -That's A Wrap: Save a Replay. -Star Of My Own Show: Edit a Replay. -Time For Your Close-Up, Mr. Hale: Render a Replay into a Movie. -We Can Fix It In Post: Enter the Replay Editor. -Home Movie: Achieve 100 Youtube views for a Movie. -Local Cinema Star: Achieve 1,000 Youtube views for a Movie. -Indie Film Sensation: Achieve 10,000 Youtube views for a Movie. -Blockbuster: Achieve 100,000 Youtube views for a Movie. Scout: -A Year to Remember: Get 2004 lifetime kills as a Scout. -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: Stop 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 units of damage in one life. -Moon Shot: Completely Stun an enemy 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: Bat an enemy 25 meters (Kill an enemy with the Sandman Taunt). -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 kilometres. -Retire the Runner: Kill a Scout while they are under the effects of Crit-A- Cola. -Round Tripper: Capture the enemy Intelligence 25 times. -Set the Table: Initiate 10 point Captures that ultimately succeed. -Side Retired: Capture the last Control Point in a CP map. -Stealing Home: Start capping a Control Point within a second of it becoming available. -Strike Zone: Kill or help kill 50 enemies while they are Stunned. -The Big Hurt: Stun 2 Medics ready to deploy an Ubercharge. -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. Soldier: -Ain't Got Time to Bleed: Kill 3 players with the Equalizer in a single life without being healed. -Backdraft Dodger: Kill a Pyro who has Airblasted one of your Rockets in the last 10 seconds. -Banner of Brothers: Buff 5 Steam Friends at once with a Battle Banner. -Bomb Squaddie: Destroy 10 Sticky Bombs with the Shotgun in a single life. -Brothers in Harms: Kill 10 enemies while assisting or being assisted by another Soldier. -Crockets Are Such B.S: Shoot two non-boosted Crit Rockets in a row. -Death from Above: Rocket Jump and kill 2 enemies before landing. -Death From Below: Kill 10 opponents who are airborne with the Direct Hit. -Dominator: Dominate 3 people in a single life. -Duty Bound: While Rocket Jumping kill an enemy with the Equalizer before or shortly after landing. -Engineer to Eternity: Kill an Engineer as he repairs his Sentry Gun while it's under enemy fire. -For Whom the Shell Trolls: Bounce an opponent into the air with a Rocket and then kill them with the Shotgun before they land. -Frags of our Fathers: Gib 1000 people. -Geneva Contravention: Kill 3 helpless enemies after a single match has ended. -Gore-a! Gore-a! Gore-a!: Provide the enemy with a freezecam of you Taunting over 3 of their body parts. -Guns of the Navar0wned: Destroy 5 Engineer Sentries while standing outside of their range. -Hamburger Hill: Defend a Control Point 30 times. -Medals of Honor: Finish a round as an MVP on a team of 6 or more players 10 times. -Mutually Assured Destruction: Kill an enemy Sniper with a Rocket getting killed by him. -Near Death Experience: Kill 20 enemies with the Equalizer while having less than 25 health. -Out, Damned Scot!: Kill 500 enemy Demomen. -Ride of the Valkartie: Ride the cart for 30 seconds. -Screamin' Eagle: Kill 20 enemies from above. -Semper Fry: Kill 20 enemies while on fire. -S*M*A*S*H: Blast 5 enemies within a single Ubercharge. -Spray of Defeat: Kill an enemy with the Equalizer Taunt. -The Boostie Boys: Buff 15 teammates with a Battle Banner in a single life. -The Longest Daze: Kill 5 Stunned players. -Trench Warfare: Kill a Nemesis with the Spade. -Tri-Splatteral Damage: Kill 3 enemies with a single Critical Rocket. -War Crime and Punishment: In a single life, kill 3 enemies who have damaged a Medic that is healing you. -War Crime Spybunal: Kill a Spy who just Backstabbed a teammate. -Where Eagles Dare: Get the highest possible Rocket Jump using jump and crouch. -Wings of Glory: Kill an enemy Soldier while both you and the Soldier are airborne. -Worth a Thousand Words: Provide the enemy with a freezecam of your 21 gun salute. Pyro: -Arsonist: Destroy 50 Engineer buildings. -Attention Getter: Ignite 100 enemies with the Flare Gun. -Baptism by Fire: Force 10 burning enemies to jump into water. -BarbeQueQ: Cause a Dominated player to leave the server. -Burn Ward: Ignite 3 Medics that are ready to deploy an Uber-charge. -Camp Fire: Kill 3 enemies in a row, all within the same area. -Clearcutter: Kill 6 people with an Axe or Hammer in one life. -Combined Fire: Use the Shotgun to kill any enemies that have been lit on fire. -Controlled Burn: Ignite 50 enemies Capturing a friendly Control Point. -Cooking the Books: Ignite 5 enemies carrying your Intelligence. -Dance Dance Immolation: Kill 3 enemies while they're Taunting. -Dead Heat: Kill an enemy in the same second that he kills you. -Firefighter: Kill 500 enemies as a Pyro. -Firewall: Ignite 5 Spies who have a Sapper on a friendly building. -Firewatch: Ignite 10 Snipers while they are zoomed in. -Fire and Forget: Kill 15 players while you're dead. -Fire Chief: Kill 1000 enemies as a Pyro. -Freezer Burn: Provide enemies with freezecam shots of all three Taunts. -Got A Light?: Ignite an enemy Spy while he's flicking a cigarette. -Hotshot: Kill a Soldier with a reflected Critical Rocket. -Hot on your heels: Kill 50 enemies from behind. -Hot Potato: Reflect 100 projectiles. -I Fry: Ignite 10 Disguised Spies. -Lumberjack: Kill 3 people with an Axe or Hammer in one life. -Makin' Bacon: Kill 50 Heavies with a Flamethrower. -Next of Kindling: Ignite an enemy, and the Medic healing him. -OMGWTFBBQ: Kill an enemy with the Shotgun/Flare Gun Taunt. -Pilot Light: Ignite a Rocket-Jumping Soldier while he's in midair. -Plan B: Kill 10 enemies while you're both underwater. -Pyrotechnics: Kill 3 enemies in a single Ubercharge. -Pyromancer: Do 1 million points of total fire damage. -Second Degree Burn: Kill a burning enemy who was ignited by another Pyro. -Spontaneous Combustion: Ignite 10 Cloaked Spies. -Trailblazer: Ignite 10 enemies that have recently used a Teleporter. -Weenie Roast: Have 2 enemy Scouts on fire at the same time. Demoman: -Beat Me Up, Scotty: Use a full charge Critical swing with the Eyelander to kill 5 enemy players. -Blind Fire: Destroy an Engineer Building that you can't see with a direct hit from the Grenade Launcher. -Bloody Merry: Provide an enemy player with a freeze cam of your smiley face. -Brainspotting: Decapitate 50 enemy players. -Bravehurt: Kill 25 players defending a Control Point or Cart. -Caber Toss: Bounce an enemy into the air and kill them before they land. -Cry Some Moor!: Destroy 50 Engineer Buildings. -Double Mauled Scotch: Kill 2 people in a single Sticky jump. -Glasg0wned: Kill 25 Scouts and Pyros with the Grenade Launcher. -He Who Celt It: Use the Sticky Launcher to kill an enemy player via environmental damage. -Highland Fling: Sticky jump a really long way... -Kilt in Action: Kill 500 enemy Soldiers. -Laddy Macdeth: Kill 50 enemies with direct hits from the Grenade Launcher. -Left 4 Heads: Decapitate 4 players with only 10 seconds between each kill. -Loch Ness Bombster: Kill an enemy player with Sticky Bombs within 5 seconds of them teleporting. -Pipebagger: Kill at least three players with a single detonation of Sticky Bombs. -Robbed Royal: Destroy 100 Sticky Bombs with the Scottish Resistance. -Scotch Guard: Kill 3 enemies capping or pushing a Cart in a single Stickybomb detonation 3 separate times. -Scotch Tap: Kill an enemy with the Eyelander Taunt. -Second Eye: Provide an enemy player with a freeze cam of you shaking your rump. -Shorn Connery: Decapitate a Cloaked Spy. -Slammy Slayvis Woundya: Behead an enemy Soldier who is brandishing the Equalizer. -Something Stickied This Way Comes: Kill 30 players with air burst Sticky Bombs. -Spynal Tap: Kill 20 Spies within 5 seconds of them sapping a friendly Building. -Sticky Thump: Using the Scottish Resistance, kill 3 players in separate explosions without placing new Sticky Bombs. -Tam O'Shatter: Destroy 5 enemy Engineer Buildings during a single UberCharge. -Tartan Spartan: Do 1 million points of total blast damage. -The Argyle Sap: Blow up an Engineer, his Sentry Gun, and his Dispenser with a single Sticky Bomb detonation. -The High Road: Sticky jump onto a Control Point and capture it. -There Can Be Only One: Decapitate your Nemesis. -The Scottish Play: Get a melee kill while Sticky Jumping. -The Targe Charge: Charge and kill someone with a shield bash. -The Stickening: Kill 3 Heavies from full health with a single Sticky Bomb detonation. -Three Times a Laddy: Dominate three Engineers. -Well Plaid!: Kill 10 enemies while assisting or being assisted by another Demoman. Heavy: -0wn the Means of Production: Remove 20 Sticky Bombs by killing the Demomen who produced them. -Borscht Belt: Kill 10 Heavies with Boxing Gloves. -Class Struggle: Work with a friendly Medic to kill an enemy Heavy & Medic pair. -Communist Mani-Fisto: Kill an enemy with a Critical Punch. -Crime and Punishment: Kill 10 enemies carrying the Intelligence. -Crock Block: Survive a direct hit from a Critical Rocket. -Division of Labor: Kill 10 enemies with a Medic nearby without getting killed or losing the Medic. -Don't Touch Sandvich: Kill 50 Scouts using Natascha. -Factory Worker: Kill 20 enemies while being recharged by a Dispenser. -Five Second Plan: Kill an enemy in the first 5 seconds after exiting a Teleporter. -Gorky Parked: Kill 25 enemies while standing on a friendly Control Point. -Heavy Industry: Fire $200,000 worth of minigun rounds in a single life (1000 rounds). -Icing on the Cake: Get 20 kills on Dominated players. -Iron Kurtain: Take 1000 points of damage in a single life. -Kollectivization: Get 1000 assists as a Heavy. -Konspicuous Konsumption: Eat 100 times. -Krazy Ivan: Kill 50 enemies while underwater. -Lenin A Hand: Help 5 teammates get Revenge on their Nemeses. -Marxman: Kill 10 enemies in mid-air with a Minigun. -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 a Minigun. -Photostroika: Provide an enemy with a freezecam shot of a Taunt while invulnerable. -Purge: Kill 15 enemies capturing a friendly Control Point. -Pushkin the Kart: Get 50 caps on Payload maps. -Rasputin: In a single life, get shot, burned, bludgeoned, and receive explosive damage. -Rationing: Kill an enemy with the Shotgun while out of Minigun Ammo. -Redistribution of Health: Heal 1000 damage with med-kits in a single life. -Red Oktoberfest: Earn a domination for a Medic. -Show Trial: Kill an enemy with the Fists Taunt. -Soviet Block: While invulnerable, block an invulnerable enemy Heavy's movement. -Soviet Union: Get 25 kills while either assisting or being assisted by another Heavy. -Stalin the Kart: Block the enemy from moving the Payload Cart 25 times. -Supreme Soviet: Get Ubered 50 times. -Vanguard Party: Be the first one on the team to start capturing a Control Point in a round. Engineer: -Battle Rustler: Teleport 100 team members into battle. -Best Little Slaughterhouse in Texas: Rack up 5000 kills with Sentry Guns. -Breaking Morant: Kill 10 Snipers with a Sentry Gun under the control of your Wrangler. -Building Block: Have a Sentry shielded by the Wrangler absorb 500 damage without being destroyed. -Built to Last: Help a single building take over 2000 damage without being destroyed. -Circle the Wagons: Repair 50,000 damage to friendly buildings constructed by other players. -Death Metal: Pick up 10,000 pieces of waste Metal from destroyed buildings. -Deputized: Get 10 assists with another Engineer where a Sentry Gun was involved in the kill. -Doc Holiday: Have a Dispenser heal three teammates at the same time. -Doc, Stock and Barrel: Repair a Sentry Gun under fire while being healed by a Medic. -Drugstore Cowboy: Have Dispensers you created dispense a combined amount of 100,000 health over your career. -Fistful of Sappers: Destroy 25 Sappers on buildings built by other Engineers. -Frontier Justice: Within 10 seconds, have your Sentry kill the enemy that just killed you. -Git Along!: Manage to get to, and then remove, a Sapper placed on your building while you were several metres away. -Honky Tonk Man: Smash an enemy player's head in with your guitar. -How the Pests was Gunned: Destroy 50 enemy Sticky Bombs lying in range of friendly buildings. -Land Grab: Help a team member construct a building. -If You Build It, They Will Die: Haul a level 3 Sentry Gun into a position that achieves a kill shortly after being redeployed. -No Man's Land: Use a Sentry Gun to kill 25 enemy players trying to capture a point. -(Not So) Lonely Are the Brave: Keep a Heavy healed with your Dispenser while he makes 5 kills. -Patent Protection: Destroy an enemy Engineer's Sentry Gun with a Sentry under control of your Wrangler. -Pownd on the Range: Kill 10 enemies outside the normal Sentry Gun range using the Wrangler. -Quick Draw: Kill a Spy and remove two Sappers within 10 seconds. -Revengineering: Use a Revenge Crit to kill the enemy player that destroyed your Sentry Gun. -Rio Grind: Perform 50 repairs and/or reloads on a Sentry Gun being Wrangled by another Engineer. -Search Engine: Kill 3 Cloaked Spies with a Sentry Gun under control of your Wrangler. -Silent Pardner: Upgrade 50 buildings built by other team members. -Six String Stinger: Provide an enemy player with a freeze cam of your guitar playing skills. -Texas Two Step: Use your Shotgun to finish off an enemy recently damaged by your Sentry Gun. -Texas Ranger: Haul buildings for one kilometre over your career. -The Extinguished Gentleman: Have Dispensers you built extinguish 20 burning players. -The Wrench Connection: Kill a Disguised Spy with a Wrench. -Trade Secrets: Kill 20 players carrying the Intelligence. -Uncivil Engineer: Provide an enemy player with a freeze cam of you and the Sentry that just killed them. -Unforgiven Kill three enemies with Revenge Crits without dying. Medic: -Autoclave: Assist in burning five enemies with a single Ubercharge on a Pyro. -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. -Big Pharma: Assist a Heavy in killing 10 enemies where neither of you die. -Blast Assist: Assist in blasting five enemies with a single Ubercharge on a Soldier. -Blunt Trauma: Assist in punching two enemies with a single Ubercharge on a Heavy. -Chief of Staff: Accumulate one million total healing points. -Consultation: Assist a fellow Medic in killing 3 enemies in a single life. -Doctor Assisted Homicide: Assist in killing 20 Nemeses. -Does It Hurt When I Do This?: Kill 50 Scouts with a Syringe Gun. -Double Blind Trial: Deploy an Ubercharge within eight seconds of a nearby enemy Medic deploying his. -Family Practice: Ubercharge 5 Steam Community Friends. -First Do No Harm: Play a full round without killing any enemies and score the highest on a team of six or more players. -FYI I am a Medic: Use a Saw to kill a Spy who has been calling for a Medic. -Grand Rounds: Heal 200 teammates after they have called for Medic. -Group Health: Work with two other Medics to deploy three simultaneous Ubercharges. -House Call: Join a game with a Steam friend and then deploy an UberCharge on him. -Hypocritical Oath: Kill an enemy Spy that you have been healing. -Infernal Medicine: Extinguish one hundred burning teammates. -Intern: Accumulate 7000 healing points in a single life. -Medical Breakthrough: Assist in destroying five enemy Engineer Buildings with a single Ubercharge on a Demoman. -Medical Intervention: Prevent a falling teammate from dying on impact. -Midwife Crisis: Heal an Engineer as he repairs his Sentry Gun while it's under enemy fire . -Peer Review: Kill 10 Medics with a Saw. -Placebo Effect: Kill 2 enemies in a single life, while having an Ubercharge ready but undeployed. -Play Doctor: In a team with no Medics, be first to switch to Medic after a teammate calls Medic and heal 500 health. -Preventative Medicine: Block the enemy from Capturing a Control Point with an Ubercharged teammate. -Quadruple Bypass: Heal a teammate who is taking fire form four enemies at once. -Sawbones: Hit enemies with a Saw five times in a row without dying or missing. -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). -Specialist: Accumulate 10000 healing points in a single life. -Surgical Prep: Have an Ubercharge ready before the set up phase ends. -Trauma Queen: Deploy 3 Ubercharges in less than five minutes and assist in 5 kills during that time. -Triage: Deploy an Ubercharge on a teammate less than a second before they are hit by a Critical explosive. -Ubi Concordia, Ibi Victoria: Assist in defending a Control Point 3 times in a single life. -You'll Feel a Little Prick: Assist in killing 3 enemies with a single Ubercharge on a Scout. Sniper: -Australian Rules: Dominate an enemy Sniper. -Be Efficient: Get 3 kills with a Sniper Rifle without missing a shot. -Be Polite: Provide an enemy with a freezecam shot of you doffing your hat. -Beaux and Arrows: Kill a Heavy & Medic pair with the bow. -Consolation Prize: Get Backstabbed 50 times. -Dead Reckoning: Kill an enemy with an arrow while you're dead. -De-sentry-lized: Destroy 3 enemy Sentry Guns. -Dropped Dead: Kill a Scout in midair with a Sniper Rifle or the Huntsman. -Enemy at the Gate: Kill an opponent within the first second of a round. -Friendship is Golden: Extinguish a burning teammate with Jarate. -Have a Plan: Capture the Intelligence. -Jarate Chop: Kill 3 enemies that are doused by Jarate with a Kukri. -Jarring Transition: Use Jarate to reveal a cloaked Spy. -Jumper Stumper: Kill a Rocket or Grenade-jumping enemy in midair with a Sniper Rifle or the Huntsman. -Kill Everyone You Meet: Kill 1000 enemies. -Kook the Spook: Kill 10 Spies with the Kukri. -My Brilliant Career: Top the scoreboard 10 times on teams of 6 or more players. -Not a Crazed Gunman, Dad: In a single life, kill 3 enemies while they are achieving an objective. -Number One Assistant: Score 5 assists with Jarate in a single round. -Parting Shot: Headshot an enemy player the moment his invulnerability wears off. -Pincushion: Hit an enemy with 3 arrows, without killing them. -Rain on Their Parade: Spray Jarate on an enemy and the Medic healing him. -Robbin’ Hood: Take down an Intelligence carrier with a single arrow. -Rode Hard, Put Away Wet: Spray Jarate on an enemy that you're Dominating. -Saturation Bombing: Spray Jarate on 4 enemy players with a single throw. -Self-destruct Sequence: Score a Headshot on 10 enemy Snipers. -Shafted: Stab an enemy with an arrow (Kill an enemy with the Huntsman Taunt). -Shock Treatment: Kill a spy whose Backstab attempt was blocked by your Razorback. -Shoot the Breeze: Kill a fully invisible Spy in a single hit. -Socket to Him: Score a Headshot on an enemy Demoman. -The Last Wave: Provide an enemy with a freezecam shot of you waving to them. -Triple Prey: In a single round, kill the same enemy with 3 different weapons. -Trust Your Feelings: Get 5 kills with a Sniper Rifle without using the scope. -Uberectomy: Kill a Medic that is ready to deploy an UberCharge. -William Tell Overkill: Pin an enemy Heavy to the wall via his head. Spy: -A Cut Above: Kill a gun-wielding Spy with a Knife. -Agent Provocateur: Backstab your Steam Community friends 10 times. -Burn Notice: Survive 30 seconds after being ignited while cCloaked. -Come in From the Cold: Get a Revenge kill with a Backstab. -Constructus Interruptus: Kill an Engineer who is building a Sentry. -Counter Espionage: Backstab a Disguised Spy. -Deep Undercover: While using the Cloak and Dagger, kill the same enemy 3 times, all within the same area in a single life. -Die Another Way: Kill a Sniper after your Backstab breaks his Razorback. -Diplomacy: Kill 50 enemies with the Ambassador. -Dr. Nooooo: Backstab a Medic that is ready to deploy an UberCharge. -For Your Eyes Only: Provide an enemy with a freezecam shot of you flicking a cigarette onto their corpse. -FYI I am a Spy: Backstab a Medic who has healed you in the last 5 seconds. -High Value Target: Backstab an enemy who is Dominating 3 people. -Identity Theft: Backstab the enemy that you're currently Disguised as. -Insurance Fraud: Kill an enemy while you're being healed by an enemy Medic. -Is It Safe?: Backstab 50 enemies who are capturing objectives. -Joint Operation: Sap an enemy Sentry within 3 seconds of a teammate Sapping another. -May I Cut In?: Backstab an enemy and the Medic healing him within 10 seconds of each other. -On Her Majesty's Secret Surface: Start capping a Control Point within a second of it becoming available. -Point Breaker: Kill 15 enemies who are standing on a Control Point they own. -Sap Auteur: Destroy 1000 Engineer buildings with Sappers. -Sapsucker: Sap an enemy building, then Backstab the Engineer who built it within 5 seconds. -Skullpluggery: Score a Headshot on 20 Snipers with the Ambassador. -Slash and Burn: Backstab an enemy, who then switches to Pyro before they respawn. -Sleeper Agent: Kill an enemy who triggered your feign death in the last 20 seconds. -Spies Like Us: While cloaked, bump into an enemy cloaked Spy. -Spymaster: Backstab 1000 enemies. -The Man from P.U.N.C.T.U.R.E.: Stab an enemy while Fencing (Kill an enemy with the Knife Taunt). -The Man with the Broken Guns: Backstab an Engineer, then Sap 3 of his Buildings within 10 seconds. -The Melbourne Supremacy: Dominate a Sniper. -Triplecrossed: Backstab 3 Snipers in a single life. -Wetwork: Stab an enemy to death while under the influence of Jarate. -Who’s Your Daddy?: Score a Headshot on 3 Scouts with the Ambassador. -You Only Shiv Thrice: Backstab 3 enemies within 10 seconds. ------------- 3.40 >Taunts< ------------- Here are the available Taunts, and Taunt Quotes for each Class and Weapon. ******** *Taunts* ******** Regular Taunts. ----- Scout ----- Scattergun/Force-A-Nature/Soda Popper: Slaps his thigh like he's riding a horse. -"WOOO!" -"WHOO HOO HOO!" -"That's what I'm talking about!" Pistol/Shortstop/Mad Milk/Winger: Puts his Pistol away and runs on the spot, checking his pulse and his imaginary watch. -"Alright, I feel good!" -"I'm running circles around ya!" -"I'm not even winded!" Bat/Holy Mackerel/Candy Cane/Boston Basher/Sun-On-A-Stick/Fan O'War: Leans Backward, stretches his arms, and then points down. -"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!" ------- Soldier ------- Rocket Launcher/Black Box/Liberty Launcher: Stands up straight and does a Loser Sign with his hand in a mock salute. -"Leeeft-HUT!" -"Maggots!" -"Cuh-Rit!" Direct Hit/Half-Zatoichi: Thumps his chest with his fists in a Tarzan-esque fashion. -"Aaarrgh!" Shotgun/Reserve Shooter: Shoots up in the air in the 21 gun salute fashion. -"Booyah!" Buff Banner/Battalion's Backup/Concheror/Righteous Bison/Saxxy: Puts his horn away, then juggles his Rocket and Grenade Ammo. -"Ahha ha ha ha hah!" -"Screamin' Eagles!' Spade/Pain Train/Disciplinary Action/Market Gardener: Screams with his war cry and bangs himself on the helmet. Tin Soldier: Performs a Robot dance. -"Beep Beep Boop. Maggot." ---- Pyro ---- Flamethrower/Backburner/Degreaser: Thrusts his Flamethrower in the air and laughs. -"Mhmph Mhmph Mphmph Mphm!" -"Mmmmph Mphm!" -"Mmmph Mmmmmmmmmmph!" Axe/Axtinguisher/Homewrecker/Powerjack/Back Scratcher/Sharpened Volcano Fragment: Plays air guitar with the weapon. -"Mppm... mphm!" Third Degree: Plays air guitar with the weapon, with electric notes. -"Mppm... mphm!" ------- Demoman ------- Grenade Launcher/Loch-n-Load/Pain Train/Saxxy: Lifts his groin armour, showing a taped smiley face. -"KA-BOOM!" Sticky Grenade Launcher: Spins around, thumps his chest twice, and does the Victory sign. Scottish Resistance: Turns around and shakes his rump. Bottle: Takes a drink from the Bottle, then burps. -"Cheers, Mate! BUUUURRP!" -"Cheers, Mate! Burp!" Ullapool Caber: Tosses Caber into the air, grabs it, presents it, then swings. -"I'm going to blast you into thin gruel!" -"Oh, I'm going to liquefy you!" Highland Hound: Howls to the moon. ----------------- Heavy Weapons Guy ----------------- Sasha/Natascha/Brass Beast/Tomislav: Hugs his Minigun. -"We make good Team!" -"You did well!" -"Kiss me!" Shotgun/Family Business: Spins his Shotgun and does the cutthroat gesture. -"You, yes you! You are dead!" -"All of you are dead!" The KGB/GRU/Warrior's Spirit/Fists of Steel/Evicction Notice: Two bells are heard and does two uppercuts in the air. The Frankenheavy: Raises arms and roars. -------- Engineer -------- Shotgun/Widowmaker/Pomson 6000: Performs a hoedown dance. -"He hee! YEEE HAW!" -"Heeeeee Yaw!" -"WOO HOO!" -"Yippee ki yaa he yay yaaah kayo!" Pistol/Wrangler: Twirls his gun in his hand and laughs quietley. Wrench/Southern Hospitality/Jag: Laughs evilly and manically. -"Heheheheh... Hahahahah... MUHAHAHAHAH!!" ----- Medic ----- Syringe Gun/Blutsauger/Crusader's Crossbow/Overdose/Solemn Vow: Pulls his rubber glove and snaps. -"Another sucessful proceedure!" -"Whoops! That was not medicine!" -"That, was doctor-assisted homocide!" -"Did that sting? Sorry!" Medigun/Quick-Fix/Saxxy: Puts his Medigun away and bows. -"Danke, Dummkopfs!" Bonesaw/Solemn Vow: Plays a Violin tune on his Bonesaw. -Plays various tunes. Vita-Saw: Plays a Cello tune on his Vita-Saw. -Plays various tunes. Meet the Medic: Takes a heroic pose, with doves flying and music playing. ------ Sniper ------ Sniper Rifle/Sydney Sleeper/Bazaar Bargain: Waves and smiles. -"Thanks for staying still, Wanker!" -"Beauty!" -"Wave goodbye to your head, Wanker!" -"There you go!" -"G'Day!" SMG: Kicks his heels, then punches in the air. -"God save the Queen!" -"YEAH!" Kukri/Tribal Shiv/Bushwacka/Shahanshah: Takes off his Akubra and holds it across his chest with a solemn expression. -"You got blood on my knife, mate." -"You'd best keep lying down." -"That funeral 'ain't going to be open casket." -"A little of the old chop-chop!" --- Spy --- Revolver/Ambassador/L'etranger/Enforcer/Spycicle: 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 (or crouches, and clicks his fingers and Kit like pincers). -"Cheers." -"Oh Please!" -"Fine Job!" -"Hahhahah!" -"Huhuhuh!" ----------- All Classes ----------- Thriller: Dances, Thriller-style. The Director's Vision: Reaches out with arms and forms a screen with their hands. Schadenfruede: Points and laughs hysterically. High Five: Initiates a High-Five. -"Let's go!" -"Mmmphmmm!" -"Aye!" -"Go!" -"Heck yes!" -"Jahoul." -"Okay mate." -"Slap my hand!" **************** *Special Taunts* **************** These Taunts, unlike the others, actually have a purpose other than to showboat and ridicule. Most of them kill. ----- Scout ----- Bonk! Atomic Punch/Crit-a-Cola (Drink): Takes a sip from the Punch (same effects as firing). Time for effect: 1 second. -"I'm a freakin' blur here!" -"Un-Freakin'-Touchable!" -"You can't hit what ain't there!" -"Wanananana..." The Sandman/Atomizer (Bonk!): Points to the sky, winds up, and swings the Bat (kills directly in front of Scout). Time for effect: 5 seconds. ------- Soldier ------- Equalizer (Kamikazie): Pulls out a grenade and lets it explode in its hand (kills everyone within range, including the Soldier). Time for effect: 4 seconds. -"Come here, cupcake!" ---- Pyro ---- Shotgun/Flare Gun/Detonator/Reserve Shooter/Manmelter (Hadouken): Performs a Hadouken (kills directly in front of Pyro). Time for effect: 3 seconds. -"Mphmph, mpmmm mm!" ------- Demoman ------- Eyelander/Claidheamh Mor/Half-Zatoichi/Persian Persuader (Decapitation): Stylishly brings the Eyelander up, then swings it in front of him (Decapitates directly in front of Demoman). Time for effect: 4 seconds. ----- Heavy ----- Sandvich/Dalokohs Bar/Buffalo Steak (Eat): Eats the Sandvich/Bar (applies food effect). Time for effect: 1 second, 1 second, 1 second. -"Nom nom nom, Om nom." -"Ahh, so filling! Hahaha!" -"Moist and delicious! Hehaha!" -"Sandvich make me strong!" -"I am full of Sandvich, and I am coming for you!" -"Sandvich and I are coming for you!" -"Don't run! It's just ham!" -"Baloney is perfect fuel for killing tiny cowards!" -[Singing] "Saww-ndvich, sandwich!" -[Singing] "Me and my... sandwich." -"What was that sandvich? 'Kill them all'? Good idea! Hahaha!" -"Look at you tiny-itty-bitty men running from Sandvich!" -"You are a loose cannon Sandvich, but you are a damn good cop!" -[singing] "Sandvich and me going to beat your ass!" -"Kill them all! Hahaha!" -"Run from the sandwich!" -"Baloney! Hahahaha!" -"That was delicious!" Fists/Holiday Punch (Showdown): Performs Showdown (kills in front of Heavy). Time for effect: 3 seconds. -"Pow! Ha ha!" -------- Engineer -------- Frontier Justice (Dischord): Strums his guitar, then smashes it down (kills in front of Engineer). Time for effect: 4 seconds. Gunslinger (Organ Grinder): Revs the Gunslinger and thrusts forward (kills in front of Engineer). Time for effect: 4 seconds. Eureka Effect (Instant Teleport): Raises his wrench into the air, where lighting strikes it (teleports Engineer back to spawn). Time for effect: 2 seconds. ----- Medic ----- Kritzkrieg (Oktoberfest): Points the Kritzkrieg at his face, sniffs, relaxes, then focuses (replenishes the Medic's Health by 10). Time for effect: 2 seconds. -"Ha! Ha! Ha! Oktoberfest!" Ubersaw (Spinal Tap): Bends his knees, waits, then stabs his Ubersaw in front of him fiercely (kills in front of Medic and charges Medigun by 100%). Time for effect: 3 seconds. -"I'm going to saw through your bones!" Amputator (Medicating Melody): Plays a Violin tune on his Saw (heals nearby teammates). Time for effect: 1 second. -Plays various tunes. ------ Sniper ------ The Huntsman (Skewer): Chucks an arrow out of his bow, catches it and stabs forward fiercely (Stuns directly in front of Sniper, retraction kills). Time for effect: 1 second, 1 second. -"Stab! Stab! Stab!" --- Spy --- Knife/Eternal Reward/Conniver's Kunai/Big Earner (Fencing): Puts the Knife in his left hand and fences (does damage and then kills directly in front of Spy). Time for effect: 1 second, 1 second, 1 second. -"I'm going to gut you like a cornish game hen!" -"Just put your weapons down and walk away." ------------------- 3.50 >Item Pickups< ------------------- There are various pickups in Team Fortress 2 that provide Ammo, Metal, Health, and sometimes all of the above. ---------------- Ammunition Boxes ---------------- Ammunition Boxes provide ammo, along with Metal for Engineers. Small boxes provide 20% of ammo capacity worth of ammunition and 41 units of Metal. Medium boxes provide 50% of ammo and 100 units of Metal, and Large boxes completley refills ammo capacity and 200 Metal. --------------- Dropped Weapons --------------- Like Ammo Boxes, weapons dropped by dead players provide 50% ammo and 100 Metal. ------------ Health Packs ------------ Health Packs will restore lost health. Small Health Packs restore 20% of maximum Health, Medium Health Packs restore 50%, and Large Health Packs heals whoever picked it up completley. Health Packs cannot used to increase the duration of Overheal effects. Health Packs instantly extinguish fires upon use. ----------------- Resupply Cabinets ----------------- Resupply Cabinets are often located in respawn areas. They completley replenish Ammo, Metal, and Health, so don't be afraid to use them! They are often located in Resupply Rooms. ------------------ Pumpkin Candy Pack ------------------ Occasionally, these packs will drop off of dead players within Haunted Maps. Picking them up grants a few seconds of Critical Hits, and it also counts towards the Candy Coroner Achievement. ------------------ Braziers & Torches ------------------ In some maps, there may be bodies of fire. They can be used to light up arrows. -------------- Halloween Gift -------------- In most Haunted Maps, there will be a Halloween Gift that appears periodically throughout the map. It can only be obtained after a few seconds after the announcement goes off. It's a mad dash to see who can get this treasured box first! Different maps yield different prizes! ---------------- 3.51 >Obstacles< ---------------- There are also many obstacles in varoius Maps. Most of them are passive, but some of them truly have the intention to kill! ---- Pits ---- Inescapable pits that often use trigger_hurt to kill people. Needless to say, it's a horrible idea to dive headfirst into these holes. Use of Knockback physics, however, can be used to one's advantage against the enemy. ------ Trains ------ Big diesels and engines that are more than capable of running people over the track. Be sure to watch for signals before crossing the street! --------- Sawblades --------- Enormous circular disks that cut people in half. Naturally, they can only move to the extent of their slits. ----- Water ----- Ordinary water. Douses fires and drowns bad swimmers. "Water" in the Underworld does not like the human skeleton. ------------- Gate Crushing ------------- These doors won't be open forever! Anyone foolish to be under one of these during close-time will be crushed. ------------- Pumpkin Bombs ------------- Pumpkins rigged with explosives that detonate when shot or damaged. Very lethal. ------ Ghosts ------ Haunting various Maps, the Ghosts wander around the lands, waiting for victims to scare. They will stun anyone foolish enough to get in the way. ---------------------------- Horseless Headless Horsemann ---------------------------- Silas Mann's psychopathic corpse that haunts Mann Manor. He'll appear periodically on the most contested Control Point, and he'll go for the haed of whoever's "It". Hit someone with a melee weapon to make them "It" instead! He can also stun everyone around a given area if he wants to! He'll never go to sleep until he dies. --------- Monoculus --------- The Demoman's missing mutant eye that constantly watches the Eyeaduct yards. This abomination will also periodically appear on the Control Point. Monoculus is more than capable of firing deadly missiles! The eyeball will occasionally teleport, leaving a portal to the Underworld. Exiting the Underworld (where the air is harmful to the human body) will cause Monoculus to get stunned. Once it is slain, it will leave behind a different portal; one that leads to Loot Island! It will only be around for 90 seconds, so act fast! --------------------- 3.60 >The Scoreboard< --------------------- Here's all the information about the Scoreboard. The Scoreboard can be accessed by pressing and holding TAB (the Scoreboard overlaps most of the screen, but it is still possible to see through it). The following are displayed on the Scoreboard for the Server: -Server name -Team score (points are obtained by Capturing Control Points, moving the Cart to checkpoints, and winning rounds) -Time remaining before a server reboot -Current Map playing -Current Game Mode playing The following are displayed on the Scoreboard for each player: -Name (the name is determined through the Steam name) -Picture (the picture is determined through the Steam photo) -Current Class (this is only visible for teammates) -Ping/Latency (lower latencies equals better gameplay!) -Amount of people dominated in their current life -If that player is a Nemesis The following are displayed on the Scoreboard for the player observing the Scoreboard: -Name -Class -Points -Kills -Deaths -Assists -Destruction -Captures -Defences -Dominations -Revenges -Invulnerables -Headshots -Teleports -Healing -Backstabs ------------- 3.61 >Voting< ------------- Voting is simple. One can initiate a vote, and others can agree or object. Requests include changing Maps, kicking bad players, voting for the next Map in line, reset the game, scramble the teams, and more. --------------- 3.70 >Glossary< --------------- There are many terms in Team Fortress 2 that are quite important, and will prominently be mentioned during gameplay or in this guide. Air Blast: The Pyro's Compression Blast. Arrowed: The Sniper's Huntsman Taunt. Assault Maps: Maps where BLU must attack RED's base by Capturing their Control Points. 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). Australium: An element discovered by the burly nation of Australia, rumoured to take on multiple states and forms. Backstab: A Melee attack caused by a Spy's Knife from behind. Birds: Feathered fiends that blow up for no good reason. BLU: Builder's League United. Blutarch Mann: The founder of BLU Company. Bonk: The Scout's Sandman Taunt/The Scout's Atomic Punch. Bot: An AI player. Present during offline matches, tutorials, and sometimes idling servers. Briefcase: Intelligence. Buff: See Overheal. Also applies to effects of the Buff Banner. Capture: Gain control of an enemy Control Point. Cart: What BLU must push in Payload maps. CBS: Christian Brutal Sniper. Civilian: An endangered and unarmed class that has no notable motions when moving. Cloak: The Spy's gadget for stealth operations. C&D/CnD: Cloak & Dagger Watch. CP: Capture/Control Point. Crab Spy: The Spy's amusing trick by crouching and looking upward with his Disguise Kit out. Critical Hit: A shot (or burst of shots) where the projectile does 3 times as much damage than usual. A Sniper's Headshot is always a Critical Hit. Critical Hits occur at random, or during certain events. Crit: See Critical Hit. Crit Boost: Special events that grant a player or team a certain amount of time of Critical Hits. The Kritzkrieg, First Blood, Humilitation, and capturing the enemy Intelligence all cause Crit Boosts to a player or team. During a Crit Boost, the weapons of the affected players will glow. CTF: Capture the Flag. Decapitation: Kills with the Eyelander/The Demoman's Eyelander Taunt. Defend: Prevent the enemy from capturing a friendly Control Point. Dell Conagher: An Engineer. Demo: Demoman. Demoknight: A Demoman with a Shield and Sword. Demopan: An intoxicated Demoman wielding a Targe, Frying Pan, shades, and a bounty hat, which contrasts to the regular Demoman. Often brings up barters, Shakos, and Metal. Doctor: Medic. 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. DR: Dead Ringer Watch. Engineer Base: See Mini-Base. Explosive Pumpkin: Pumpkins rigged with explosives. They are lethal, and can be found in Haunted Maps. Eye: Monoculus. FAN: Force-A-Nature. Fatty: Heavy Weapons Guy. Fencing: The Spy's Knife Taunt. Gate: A gate that impairs access to certain areas. Some are found during the setup phase in Assault Maps, which then open permanently when the Setup phase ends. Others are present elsewhere in maps, which open up in only one way of the gate. Grenade: Projectiles launched from the Grenade Launcher/The Soldier's Equalizer Taunt. Guard Dog: A failed program that RED and BLU attempted for extra canine recruits. Hadouken: The Pyro's Shotgun/Flare Gun Taunt. Hat: A nice hat that does nothing more than alter the Class' appearance. Hatless: Shine. Headshot: A Headshot caused by the Sniper Rifle, Huntsman, or Ambassador. Horseless Headless Horsemann: The ravaging soul of Silas Mann. He's able to take a massive beating (I'm not kidding!), and is immune to the negative effects of Jarate, Mad Milk, etc. He can also behead anyone with a single slice! The person who is "it" (they'll have a white skull & crossbones over the head) is the one the Horsemann's after, so watch out! To become not "it", just hit an enemy with a melee weapon! He always spawns on the contested Control Point. Humiliation: The peroid of time where a Team wins and they get to kill the losing Team with all Critical Hits and Stuns all losing players. Humping Sniper: Pedophile Snipers who crouch, look up, and look in and out of their scopes repeatedly. Intelligence: The "Flag" in CTF Maps. Jane Doe: A Soldier. Juggle: Using Knockback to send enemies into the air, rendering them vulnerable. Often done with explosives. 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. Limbo Demoman: Half Demomen, half chiropractors who crouch and look up with their Bottles, moving slowly. Mann Co: A Company that was founded by the deceased Zephaniah Mann, now owned by the famous Saxton Hale. Medic Buddy: A teammate that often accompanies a friendly Medic. Metal: Another type of ammunition collected by Engineers to build their Structures. Mini-Base: Location where a Sentry Gun, Dispenser, and Teleporter Exit are in the same general location. Mini-Crit: A lesser Critical Hit. Does 35% more damage than usual. Mini-Crits are enabled during certain events. Mundy: A Sniper. 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 (see Revenge). Oktoberfest: The Medic's Kritzkrieg Taunt. OP: Overpowered. Often describes the Blutsauger, Equalizer, and Ubersaw. Overheal: When a Medic heals a player long enough, their health points surpass their normal limit. The health of an Overhealed player goes down over time until his/her health has reached the default maximum health of that class. Overhealed health can go up to 150% of that class' default maximum health. 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. Painis Cupcake: A mutant Soldier. Party Mode: A weird mode that replaces gibs with silly things like cakes, presents, and rubber duckies. Everyone wears a party hat (even when already wearing a different hat). Payload Maps: Maps where BLU must push a cart full of explosives to RED's base on a rail. PL: Payload. PLR: Payload Race. Push Maps: Maps where each team must Capture something from the enemy while defending their own. RED: Reliable Excavation & Demolition. Redmond Mann: The founder of RED Corporation. Resupply Room: A room that allows only one team to enter it (they often contain Resupply Cabinets, and they are often the places where players respawn). 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. Sap: What the Spy does to damage and destroy Engineer buildings. Saxton Hale: The famous CEO of Mann Co. Saxxy: Golden Statue, good for whacking! SG: Sentry Gun. Showdown: The Heavy's Fist Taunt. Silas Mann: The younger and more neglected brother of Zepheniah Mann. Is now on a violent rampage through Mann Manor. Solly: Soldier. Spawn areas: Respawn areas that players appear after they get killed. Spray: A spray of an image. They can be drawn onto any solid surface. They need to be in VTF format first, and within the TF2 folder bounds (for easy and functional access). 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. Structures: Engineer Buildings (Sentries, Dispensers, and Teleporters). Stunned: Cannot attack. Sudden Death: The point where time runs out on a CTF/Symetrical CP Map. Nobody respawns here! Targelander Demo: Demoman armed with a Chargin' Targe and Eyelander. Tavish DeGroot: A Demoman. TC: Territorial Control. Telefrag: A death caused by a Teleporter Exit (due to obstruction). 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. UP: Underpowered. Often describes the Backburner and Razorback. Vagineer: A mutant Engineer. Vince Offer: A salesperson the Scout admires. W + M1 Pyros: Degenerate Pyros who charge in with their Flamethrowers (dumber ones use Backburners) in hopes of burning people by simply running at them. Zepheniah Mann: The founder of Mann Co. The father of Redmond and Blutarch Mann. The older brother of Silas Mann. Is now haunting the Harvest farms. --------------------------- 3.80 >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, Medic, Sniper, and Spy. 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. "101 uses for a Dispenser": Many diverse ways of using a Dispenser. "Yeah Toast!": The Engineer loves to sing about toast. "Law-Abiding Engineer": An Engineer wishes to exact revenge on his family's killers. "TF2 Interactive" Series: Help Blutarch's underdogs overcome their fears in this daring adventure game! "Christian Brutal Sniper" Series: As if the regular Sniper wasn't cold-blooded enough! "Dance Fortress 2": Some people like to spontaneously dance... "Update Day": Glitches are bound to happen after every major update! Made by the author of the famous "Garry's Mod Idiot Box" franchise. "Team Fortress 2 Griefing": Team Roomba pokes a bit of fun in the game. "TF2 Mass AI": The possibilities of TF2 puppeteering. "Be Careful of the Razorback" Series: Proof that the Razorback isn't as useless as it seems... "The Demo Knight": The Demoman has a new rival; The Spy, and he's still quite the Joker. "Don't Stab Me Now": Fantastic gameplay footage! -------------- 3.90 >Replays< -------------- Now there's an easy way of creating in-game footage in Team Fortress 2! Replays can be recorded by pressing F6 (the Record Replay key). Pressing the key will record the footage during a particular life. Note that Replays can only be recorded on certain servers that support Replay recording. Editing Replays is fairly easy. Upon watching a previously recorded Replay, press the Spacebar to enter the Replay Editor. Here, one can navigate through the time during the Replay, as well as follow a certain player on the server in First-Person or Third-Person view. Fast-forwarding can be sped up by holding the Shift key, and can be slowed down by holding the Alt key. The replay progress can be paused at any time, so take advantage of this when trying to make a scene-swap! One of the most powerful tools of the Editor is the Free-Look Camera. This Camera can be set anywhere, at any time! Its movement traits can even be adjusted for additional visual power! One just has to establish a beginning and end of the recording. Just hit the respective button to mark the point when the time comes. Movies must be saved before they can be uploaded onto Youtube. This is a good way of preserving Replays. Movies can be directly uploaded, for the sake of the Achievements. ================= 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 and efficiently. ----------------- 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. Choosing Weapons: -While the Pistol is a good long range weapon for the Scout, the Bonk! Punch is useful for distracting Sentries and enemies, as well as getting past obstacles. -The Sandman is best used for imparing enemy mobility rather than improving the Scout's durability. Should the Scout plan on using long-range attacks, he should use the Sandman. -Making a choice between the Scattergun and the Force-A-Nature should depend on the Map. -Avoid having the Shortstop and Pistol at once; they carry the same ammo pile. -Use Mad Milk and the Candy Cane when having a deficit of Medics on the team. -The Soda Popper is best paired up with a Pistol. Getting Achievements: -During setup time, keep Double-Jumping for "Batter Up" and keep running for "Race for the Pennant". -A narrow corner or an abandoned (but working) enemy Teleporter are the best places to get "Out of the Park". -Steel is an ideal map for getting "Fall Classic" and "Side Retired". -To get "No Hitter", at the beginning of the round, try to take the Intelligence and return back to base before the enemy defences are set up (and try not to fire!). -Drinking the Bonk! Punch makes it much easier to get "Out of the Park". Yes, the Scout can Taunt even after he drinks the Punch. -Ideal areas for getting "Moon Shot" are the high points in Egypt and in the open areas of 2Fort. -"No Hitter", "Side Retired", "Triple Play", and "Triple Steal" can be obtained alone in private or homemade servers. -Sentry Guns are by far the best source of damage for aquiring "Artful Dodger". Also try drinking the Punch again and again. -Keep picking up Balls for "Beanball" in hopes of Stunning a Scout. -Smaller games are suitable for getting "Belittled Beleauger". -Kill all enemies capturing a Control Point for "Block the Plate". -Seek Maps with environmental hazards for "Fall Classic" and "Foul Territory". 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. -Deadly from behind. 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 also push enemies into friendly Sentry nests, Sticky Bomb fields, death pits, etc. Using Bonk! Atomic Punch: -The Atomic Punch is a good utility for getting past Sentries. -The Atomic Punch is also very effective at distracting enemy Sentries (to draw fire away from an Ubercharge) in order to help teammates 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). -The Scout can Taunt when he is under the influence of the Punch. Using Crit-a-Cola: -Try to attack from behind when the Cola is in effect. Try not to get caught in the open, or the Scout's in for a world of hurt! -Shoot first, ask questions later. Using the Sandman: -The Sandman can use Baseballs launched by enemy Scouts. -Use the Sandman as a bombardment weapon. -Find a key target to Stun, like Medics. Using the Boston Basher: -Don't Spycheck with this unless absolutely sure. Using the Candy Cane: -Avoid Soldiers, Demomen, and Engineers at all costs. -May be ideal in Medieval Mode. Using the Sun-On-A-Stick: -If there's no Pyros on the team, don't even bother with this Weapon! Using the Fan O'War: -Mark an enemy, then run like hell or use a gun! Don't keep bludgeoning! Using the Shortstop: -This weapon is handy when on the move. -It's handy when paired up with Crit-a-Cola. Using Mad Milk: -Consider using this just before bashing someone to death. -Don't forget the fact that it can put out fires and detect Spies! Using the Holy Mackerel: -See: Bat. Using the Soda Popper: -It's even more important to keep moving now! -Jumping also fills the Hype bar. -The Mini Crits from the Hype affect all Weapons. -Hype is only built up with the Soda Popper active. Consider switching Weapons until it's time to activate the Mini Crits. Using the Winger: -Shoot wisely and don't miss. Using the Atomizer: -Triple Jump only when absolutely necessary. -Using the Force-A-Nature will grant QUADROUBLE jumps! -Don't resort to melee combat. -The Atomizer doesn't need to be active to Triple Jump. Using the Wrap Assassin: -Don't resort to melee combat. -Launch the baubles quickly and effectively. Facing against Scouts: -Bullets are, by far, the most effective weapons against Scouts. -Same goes for fire. -Scouts often go for Control Points and Intelligence Cases. -Explosions can send a Scout flying in an undesirable direction. Teamwork: -Protect Scouts as they Capture Points and Intelligence. They are easily the best candidates for doing these. -Use the Sandman to help out allies take out difficult targets. -Bonk! Punch can draw Sentry fire. -Report any presence of enemies in certain areas. -Throw Mad Milk at a group of enemies engaged in battle. During Setup Time: -Take a look at all entrances, and try to see what the enemy is trying to do. Consider covering the flanks. -When trying to enter enemy territory, the Bonk! Punch can help the Scout survive as he is taking a peek at the enemy batallions. On Defence: -While many regard the usefulness of Scouts on defence 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. -Upon seeing a Spy, don't be afraid to pursue him! -Scouts can intercept Captures by simply hopping onto the point. On Offence: -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. -Harass the Defenders, and report the locations of any Sentry Guns. 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. -If a Soldier is attempting to go crazy with the Equalizer, blast him away with the Scattergun/Force-A-Nature! He can also be stunned with the Sandman too. Against Pyros: -Threat: High. -Priority: Low. -Pyros should be avoided. -Retreat into open space. -The Sandman can prevent the Pyro from pursuing the Scout. -The FaN can be used to keep the Pyro away. -Shoot it from a distance with the Pistol. 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! -The Sandman can prevent the Demoman from detonating his Sticky Bombs. -Don't go near him when he charges with the Targe. Against Heavies: -Threat: High. -Priority: Medium. -Circle Strafe Heavies whenever engaging them. -Strike him whenever he doesn't have his Minigun spinning. -The Sandman is effective against Heavies. 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. -Use the Bonk! Atomic Punch to get past Sentries if need be. -The Sandman can stun Engineers, allowing Spies to Sap their Structures with an edge. Against Medics: -Threat: Low. -Priority: High. -Medics are nearly defenceless by themselves. -Avoid their Bonesaws and Circle-Strafe them. -Avoid their Medic Buddies. -Feel free to stun them with the Sandman. 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. -The Force-A-Nature can blow him off his nest. -Try to fire the Pistol at Snipers to distort their accuracy. -Don't be afraid of Jarate! Keep moving to keep his Kurkri away! 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. Choosing Weapons: -Picking between the Rocket Launcher and the Direct Hit depends mostly on the types of enemy to face. Lots of lone enemies calls for the Direct Hit, while Sentry nests demand the Rocket Launcher. -If the Soldier wants to fight with his allies, try using the Buff Banner. When going solo, grab the Shotgun. -When on Defence, pick the Buff Banner. On Offence, pick the Battalion's Backup. -Picking the Equalizer gives the Soldier a fighting chance even if he's weak, unlike the Spade. -Buff Banners go well with regular Rocket Launchers. -Only use the Pain Train when trying to seize tricky Control Points. Scouts can take care of unguarded ones. -Pick the Black Box and Concheror when there's a deficit of Medics on the team. -The Gunboats and Market Gardener make a good pair. Getting Achievements: -"Crockets Are Such B.S.", "Ride of the Valkartie", and "Where Eagles Dare" can be obtained alone in private or homemade servers. -A narrow corner is the best place to get "Spray of Defeat". -Try picking on enemy Spies going for Engineer Structures constantly for "Ain't got Time to Bleed". Don't let go of the Equalizer! -"Backdraft Dodger" doesn't require the Pyro to be killed by another Rocket, or be killed while Air Blasting the Rocket. -Hunt down unattended Sentries for "Guns of the Navar0wned". -Naturally, "Trench Warfare" can only be obtained with the Spade (or the Market Gardener). -Huntsman Snipers may be easier targets for "Mutually Assured Destruction". -"The Boostie Boys" can be obtained by using the Buff Banner at the end of a round. The effects of the Banner may overlap into the next round, affecting everyone in the spawning room! -Ask Kritzkrieg Medics for help for "Tri-Splatteral Damage" and "SMASH". -"SMASH" also works when boosted by an Intelligence capture. -"Worth a Thousand Words" and "Gore-a! Gore-a! Gore-a!" do not work on Bots. 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). -Try juggling enemies. 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. Using the Direct Hit: -Aim for the big targets, like Heavies. Also, don't hesitate to shoot people in mid-air. It's what Soldiers do. -The Direct Hit may be more effective versus Snipers. Using the Buff Banner: -Try not to die. -Gather up as many allies as possible and then charge! -Use the Buff Banner in conjunction with Ubercharges for maximum efficiency. -The Rage Meter will glow red when enough damage is dealt. -The Buff Banner lasts for 10 seconds. Using the Concheror: -Sound the horns when engaging the enemy. Using the Equalizer: -Feeling low on Health? Bring out the Equalizer to speed things up. -Arming the Equalizer can be useful in seeking Dispensers or Health Packs. -Remember that Medics cannot heal those who have Equalizers in their hands. -Avoid bringing out the Equalizer when being Ubercharged. Using the Pain Train: -The Pain Train may be useful in Capturing Control Points and pushing Carts. Using the Half-Zatoichi: -Spy-Checking is even more beneficial when using the Zatoichi! -Think before using this Weapon; will it be worth it? -Consider the enemy's health levels first before initiating a Zatoichi duel. Using the Black Box: -Reloading is even more crucial thanks to the Black Box's short clip. -It can help counteract the Pain Train's bullet vulnerability. -Never be afraid to provide support fire with this Weapon. Using the Battalion's Backup: -Having pushing problems? Try activating the Battalion's Backup to gain the upper hand! -Nullify an enemy Kritzkrieg with this! -The Backup can also make capturing Control Points much easier! Using the Disciplinary Action: -Very handy in Setup Time. -Try whipping a teammate when falling back. -Whip a Medic to keep him up to speed during Ubercharge skirmishes. -Focus on whipping slower allies. Using the Liberty Launcher: -It's not always necessary to go for direct hits. -Deadly at longer ranges. -Make every shot count! Using the Reserve Shooter: -Enemies don't have to be launched against their will to get hit by Mini Crits! -Switch when spotting a flying bad guy. Using the Market Gardener: -Get into the habit of Rocket-Jumping. Using the Cow Mangler: -Used charged shots at longer ranges or against clusters of enemies. -Focus on disabling any Sentries, rather than destroying them. Don't expect to crush a nest without backup! Using the Righteous Bison: -Use at long ranges. -Even though it's not good against buildings, it's still good against Engineers. Facing against Soldiers: -They are fairly slow, yet bulky targets. -Shoot them first before they shoot. -Kill Soldiers with Battle Banners first. -Try to gun down Soldiers going mad with Equalizers. Teamwork: -Protect Soldiers with Buff Banners. -Consider juggling enemies around friendly Soldiers with Direct Hits. During Setup Time: -Ask Medics for a Health boost and then try Rocket-Jumping to high areas to get the jump on enemies. -Unfortunately, there's nothing Soldiers can do to increase Rage for the Battle Banner. -Whip teammates with the Disciplinary Action to get them to work faster during Setup Time. Focus on tagging Medics, Heavies, and Engineers. On Defence: -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 Offence: -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. -Use the Rocket Launcher against enemy Structures rather than the Direct Hit or Black Box. 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. -Direct Hits aren't as effective against Scouts. 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. -For Direct Hits, shoot them in the body. Watch out for the Air Blast! Against Demomen: -Threat: High. -Priority: High. -Demomen are faster than Soldiers. -Use the Shotgun against strafing/Targe Demomen. -Use the Rocket Launcher or Shotgun to take care of 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). -Try not to take him in Melee Combat, not even with the Equalizer. 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. -Rocket Launchers are more effective against Structures than Direct Hits. -Buff Banners don't affect Sentries, but they do affect the Engineers repairing them. -The Battalion's Backup is more effective against Sentries. 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. -Juggle the Medic if possible. 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. -When low on Health, use the Equalizer for speed to avoid Sniper fire. 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/Equalizer 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. Choosing Weapons: -If the Axtinguisher is available, there's hardly any reason to use the Backburner anymore! -Try using the Degreaser and Axtinguisher at once. -Equip the Shotgun or Axe when planning to fight in the water, or against other Pyros. -Equip the Flare Gun when planning to fight in open areas. -Pick the Manmelter with the Backurner or Phlogistinator -Use the Backburner or Axtinguisher when planning to fight in close quarters. -Use the Homewrecker when planning to camp at Engineer bases. -Just don't stick with the Fire Axe! Getting Achievements: -The Axtinguisher may be useful in getting the "Lumberjack" and "Clearcutter" Achievements. -Keep a Flare Gun in hand for "Attention Getter". -Always keep the Flamethrower handy for "Hot Potato". -A narrow corner or an abandoned (but working) enemy Teleporter are the best places to get "OMGWTFBBQ". -"Freezer Burn" does not work on Bots. 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 Bombs, Jarate, Sandman Balls, and Arrows. -Without the Shotgun, the Air Blast can be used to keep enemy Pyros away. -Always try to Air Blast any enemy Ubercharges. 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. -If the Pyro happens to be in water with the Flare Gun equipped, use the Axe. Using the Backburner: -Pyros using the Backburner REALLY have to rely on ambushing to kill. -Never attack head on with the Backburner. -Don't use the Backburner with the Axtinguisher in hand. Using the Flare Gun: -The Flare Gun is best used in open areas. Use this to supress enemy Snipers. Using the Detonator: -The Detonator can also be used for jumping high. -Don't blow up the Flare too close! -Fire at groups of enemies from afar. Using the Axtinguisher: -The Axtinguisher is best used in conjunction with the Flamethrower. -From behind, light up the enemy, then use the Axtinguisher for the kill! Using the Homewrecker: -When stingy on Flamethrower cells, smash up any Dispensers and Teleporters with the Homewrecker. -The Homewrecker can smash up any Structure presumably in one hit. -Use the Homewrecker to remove any enemy Sappers at once! Using the Back Scratcher: -Healing from the Amputator is not affected. Using the Sharpened Volcano Fragment: -Consider using this in Medieval Mode; it's one easy way to ignite enemies there! -Really handy for Spy-checking! Using the Degreaser: -Try using the power of fire, Air Blasts, and Axtinguisher strikes all at once! -Never try to rely on afterburning; kill them right away! Using the Powerjack: -When sneaking up on people, consider using the Powerjack for an easy Health boost! -This can also apply to Spies; don't forget to mark them with fire though! Using the Phlogistinator: -Active MMMPH before, not during combat. Activation takes a bit of time. -Without the Airblast, don't stay out in the open! -Like the Backburner, focus on ambushing rather than chasing. -"W + M1" still isn't going to work! Using the Manmelter: -The infinite battery supply will prove to be handy in harassing enemies from afar. -Use the Manmelter's Airblast to help firey friends rather than the standard Airblast to gain Critical Hits. Using the Third Degree: -A direct upgrade from the Fire Axe. -If a Medic is difficult to reach, consider giving them a third degree! Facing against Pyros: -Water is one's best friend. Fight near it. -Air Blasts, Jarate, and Health-increasing items can put out Fires. -Some Pyros are stupid to believe in the "W + M1" strategy. Take supreme advantage of this. -Eyes out for the snouts of their Flamethrowers. Teamwork: -ALWAYS use the Air Blast to extinguish teammates if they're on fire. -Light as many people on fire to make them even more vulnerable to allies. -Kill off any Spies trying to attack allies. During Setup Time: -Identify enemy Spies, then try to light them up as soon as the round starts. -Try to Air Blast any Stickies near the Gates. On Defence: -Pyros are good for helping Engineers protect their Structures 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! -Pyros can also rush the attackers near their respawn area to buy the defenders some time. On Offence: -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. -Defenders all cramped up? Burn them! Against Scouts: -Threat: Low. -Priority: Medium. -Scouts rely on close combat, as do Pyros. -Scouts may resort to attacking from long range, or circle-strafing. -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. -Fry up any Equalizer-happy Soldiers. -Beware the Mantreads. 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 Axtinguisher against other Pyros. -Use the Air Blast to prevent the Pyro from doing much damage, as well as letting other classes deal with him more efficiently. -The Pyro is also able to extinguish fires, so try not to fight them directly. 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. -Use Shotguns or Axes against Demomen with Targes. -Try Air Blasting Eyelander Demomen. Against Heavies: -Threat: High. -Priority: Medium. -NEVER attack from the front. Instead, attack from behind. -The Backburner and Axtinguisher work well on Heavies. -Circle-Strafe to avoid his gunfire. -The Air Blast can stall Heavies when on the run. Against Engineers: -Threat: Medium. -Priority: Medium. -Avoid Sentries. -Take down lonely Engineers whenever possible. -Sentries can be circle-strafed at (this is a risky tactic). 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, Axtinguisher, Shotgun, or Flare Gun. -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. Choosing Weapons: -On Defence, the Scottish Resistance is insanely effective in the right hands. -On Offence, try picking the Sticky Bomb Launcher when there are lots of enemy Sentries about. -When playing for fun, the Eyelander and Targe are fun to use. -Observe what the other friendly Demomen have. -Only use the Pain Train when trying to seize tricky Control Points. Scouts can take care of unguarded ones. -Don't bother using a Grenade Launcher with the Persian Persuader. In fact, don't even consider using ANY part of the 1001 Demoknights pack without a Shield and a sword. Getting Achievements: -"Highland Fling" and "The High Road" can be obtained alone in private or homemade servers. -A narrow corner or an abandoned (but working) enemy Teleporter are the best places to get "Scotch Tap". -Take advantage of an Ubercharge to get "The Argyle Sap". -When trying to get "Blind Fire", the Demoman doesn't have to not see the Sentry Gun at all before trying to take it out, just not seeing it upon firing at and destroying it. -Teach W + M1 Pyros a lesson when getting "Glassg0wned" and "Laddy Macdeth". -Feel free to camp at abandoned enemy Teleporters for "Loch Ness Bombster". -"Beat me up Scotty" is accumulative. It requires Kritzkriegs or the Chargin' Targe though. -Steel is an excellent Map to get "He who Celt it". -Ubercharges can help for "Left 4 Heads". -"There Can Only Be One" may only be possible without the Chargin' Targe. -"Bloody Merry" and "Second Eye" do not work on Bots. -The Splendid Screen is the best Shield for "The Targe Charge". 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. Using the Chargin' Targe: -Try Charging with a Melee Weapon equipped. -The Charge itself can do damage against weak enemies (it will be more effective when plenty of Heads have been obtained). -The Targe provides quite some damage resistance against Fire and Explosions. Very handy against Demomen. -Watch out for Pyros hoping to ruin Charges with Airblasts! Using the Scottish Resistance: -Find some key points to plant Sticky Bombs. Stay close to these points in order to successfully detonate them. -Keep an eye on these Bombs. They will only detonate when the Demoman looks at them. -Look at the Bombs to detonate them. Using the Scottish Resistance is insanely difficult. -The detonation tracer goes through buildings. The Sticky Bombs will be highlighted when they can be detonated. Using the Eyelander: -Almost always use this with the Targe. When putting away the Targe, the Eyelander goes too. -Feel free to go mad on a weak enemy to gain some more power. -Without the Targe, try not to get into dirty combat too often. Try killing any nearby enemies with the Eyelander to make up for the Health loss. Using the Pain Train: -The Pain Train may be useful in Capturing Control Points and pushing Carts. Using the Scotsman's Skullcutter: -The Demoman can't move very fast with this equipped, so don't even think about chasing down enemies with this weapon! -Try using the Chargin' Targe with this to make up for the speed loss. -Use this from behind for maximum effectiveness. Using the Claidheamh Mor: -ALWAYS use this with a Shield. Using the Half-Zatoichi: -Spy-Checking is even more beneficial when using the Zatoichi! -Think before using this Weapon; will it be worth it? -Consider the enemy's health levels first before initiating a Zatoichi duel. Using the Loch-n-Load: -Avoid the grenades. -Take aim carefully. Using the Ullapool Caber: -Swing true. -Keep an eye on the Health meter. -Don't be afraid to revisit the Resupply Cabinet to get a fresh Caber. -The damage contributes to "Tartan Spartan". Using the Splendid Screen: -Make use of the Targe Charge as often as possible. -It's not as durable as the regular Targe. Using the Persian Persuader: -Don't bother using this sword without a Shield. -Ammo can only be found in Lockers and Dispensers. Facing against Demomen: -Use bullet-based weapons or explosives against Sticky Bombs. -Avoid going into Sticky traps. -If he doesn't have any Sticky Bombs set up, charge against him! -Kill Targe-armed Demomen with bullets. Use the force of knockback whenever possible. Teamwork: -Try leading enemies to Sticky Bomb traps. -Use Sticky Bombs to deflect enemy Sticky Bombs away from Engineer Structures. During Setup Time: -Plant Sticky Bombs near objectives, or near the Gate. On Defence: -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. -The Scottish Resistance enhances the Demoman's defensive ability. On Offence: -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 Structures 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 favour indirect combat, while Soldiers like direct combat. -Avoid Soldiers with the Equalizer, unless trying to take a gamble with the Eyelander! Against Pyros: -Threat: Medium. -Priority: Medium. -Pyros with Flamethrowers and Degreasers 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. -The Chargin' Targe gives Demomen a bit more resistance to flames. -Pyros with the Degreaser will more likely use the Airblast than the Flamethrower. Watch out! 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. -Try to use the Scottish Resistance on enemy Sticky Bombs. -Try using the Charging Targe on Demomen with Sticky Bomb Launchers. -The Eyelander can steal souls from other Demomen weilding the same sword. 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. -Heavies are much more dangerous when using the Chargin' Targe. -Heavies are very capable of destroying Sticky Bombs. Act fast! 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 when detonated all at once. -Demomen and Spies can work together to take out Sentries. -When using Stickies, try to plant and then detonate them all at once. Don't fire and keep detonating! 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. -Medics are fair game for the Eyelander. 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. -Feel unlucky? Charge through an open area to avoid Sniper fire. Against Spies: -Threat: Medium. -Priority: Medium. -Spies usually go for Medics, Heavies, Engineers, and Snipers. -Spies often don't hesitate to backstab Demomen either. -Spies can sneak past Sticky Fields when Cloaked. -Use the Bottle to kill Spies up close. -Structures can be used as bait to blow up any Spies. -Be wary of the Dead Ringer. -Spies are delicious victims for the Eyelander. ----------------- 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. Choosing Weapons: -Choose the Sandvich/Dalokohs Bar over the Shotgun if there's only one Medic in the team. -The KGB/GRU taunt is unable to kill. -Natascha may be preferrable on Defence. -The GRU may be preferrable on Offence. -Pick the GRU when there are plenty of Medics on the team, or along with the Sandvich. -The GRU compliments Tomislav and the Brass Beast. -Bring a Shotgun with the Brass Beast for quick action. -The Shotgun may not be needed with Tomislav. Getting Achievements: -During setup period, keep eating Sandviches for "Konspicious Konsumption". -Natascha is a suitable weapon for getting "Kollectivization", "Lenin a Hand", and "Crime and Punishment". -A narrow corner or an abandoned (but working) enemy Teleporter are the best places to get "Show Trial". -"Show Trial" may be easier with the Holiday Punch. -Assault maps are the perfect places to get "Factory Worker". -Try sticking with Medics when aiming for "Supreme Soviet" and "Division of Labor". -Pick on those little Spies by punching them for "Communist Mani-Fisto". -"Heavy Industry", "Pushkin the Kart", and "Vanguard Party" can be obtained alone in private or homemade servers. -Get in the way of an Ubered Heavy while Ubered for "Soviet Block". Hell, it might help a Spy take them out or something! -"Photostroika" does not work on Bots. 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. -Useful for supressing fire. 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. -Feel free to donate a Sandvich to a weak teammate (make sure he isn't a Spy though!). -If time is short, drop the Sandvich and pick it up! -Don't Taunt with the Sandvich; there's a bug where doing so will result in not having a Sandvich anymore (the Heavy will have to deal with it as if he dropped it). Using the Dalokohs Bar: -The Dalokohs Bar does not raise the Heavy's Overheal limit. -The Dalokohs Bar cannot be dropped. -Try eating before heading into combat. 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. -Try not to use this in head-on combat. Using the GRU: -Try not to carry this on a team without Medics! Or consider bringing the Sandvich along with it. -Bring this out when in a hurry. Put it back to conserve Health. -The GRU can make pushing a little easier. -Feel free to use the GRU to help a Medic build up his Ubercharge. Using the Fists of Steel: -Take advantage of the damage resistance when wielding this. Use it to get to locations more reliably. -The Buffalo Steak may work very well with this. Using the Holiday Punch: -Only use this in ambushing. -Enemies that laugh can be finished off easily. Using the Brass Beast: -Use this on Defence; this gun is not meant for advancing assaults! Using the Buffalo Steak: -Take a bite when in need of speed. Using the Warrior's Spirit: -Handy for ambushing and Spy-checking. Using Tomislav: -Powerful when on the move. -Think fast! -Don't be afraid to keep revving up and down. Using the Family Business: -Try not to miss to utilize the benefits greatly. Using the Eviction Notice: -See the Fists. -Keep thrusting and punching. Don't be afraid to go berserk! Facing against Heavies: -Assassins are effective against Heavies, thanks to their instant-kill weaponry. -Use cover to avoid gunfire. -Take advantage of the moments where he's not paying attention. -Kill a Heavy eating his Sandvich with a possible Taunt, or with Fists. Teamwork: -Kill assassin Classes first. -If he's eating a Sandvich, protect him. -Feel free to give a Sandvich to a dying teammate (especially Medics!). -Natascha excells in Assists. -Avoid stealing Health Packs from other teammates. During Setup Time: -The Heavy is usually the chosen candidate for an early Ubercharge. -Be sure to be spinning that Minigun when the round starts! -Don't be exposed to Sniper fire! On Defence: -Stick near important choke-points to ambush the Attackers. -Keep firing the Minigun when next to a Dispenser to keep the area clear of enemy Spies. -The Brass Beast will come in handy. On Offence: -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 favour. -AVOID Critical Rockets! -Natascha dominates Equalizer Soldiers. 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. -When paired up with a Medic, protect him against Pyros. Take all the fire damage away from the Medic. -Use the Fists of Steel to resist the afterburn damage. Against Demomen: -Threat: High/Medium. -Priority: High. -Avoid Sticky Traps. -Shoot Stickies to 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. -Chargin' Targe Demomen are much less dangerous, especially when using Natascha. Against Heavies: -Threat: High. -Priority: Medium. -Sasha Heavies are stronger than Natascha Heavies. Brass Beast Heavies are even stronger! -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. -Low-level Sentries without Engineers are not too hard to destroy. -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. -Use the Buffalo Steak, Fists of Steel, or GRU to dodge Sniper fire. 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. -Use the Warrior's Spirit to kill Spies faster. -------------------- 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 Structures to ensure their safetey. -Try to get Metal through destroyed Structures and Dispensers rather than Ammo boxes. -Try to help other Engineers with developing their Structures. -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 Structures, 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. -A Structure being relocated deploys faster than a newly erected Structure. Choosing Weapons: -Having trouble maintaining a Sentry? Pick the Frontier Justice, unless dying is also common. -Picking between the Wrench and Gunslinger should be summed up between regular Sentries and Mini Sentries. -The Mini Sentry can give the Engineer quick Revenge Shots, while regular Sentries can give him lots at once. -Without the Widowmaker, pick the Wrangler to replace that otherwise superflous Pistol. Getting Achievements: -A narrow corner or an abandoned (but working) enemy Teleporter are the best places to get "Honky Tonk Man". -"Battle Rustler" can easily be obtained in Assault Maps, regardless of what team the Engineer's on. Upgrade the Teleporter for maximum success. -"Uncivil Engineer" and "Six String Stinger" do not work on Bots. -Try upgrading Structures belonging to teammates for "Silent Pardner" if spare time and Metal are available. -"Deputized" works both ways, just make sure a Sentry makes the kill! -Naturally, a Sentry is the best Structure for getting "Built to Last". -"Death Metal" and "Texas Ranger" can be obtained in a private or homemade server. -For "Patent Protection" use a level 3 Sentry against another Sentry (not including Mini Sentries) without an Engineer supervising for maximum success. -"Search Engine" also applies to Spies that are Burning, Bleeding, etc. -Get into the habit of moving a Sentry from the Spawn to the front lines for "Texas Ranger". -"How the Pests was Gunned" can be obtained by planting a Structure next to a Sticky Bomb and shooting the Bomb afterwards. Be quick, and this will count. Using the Shotgun: -This is the Engineer's primary defence 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 Structures. Using the Frontier Justice: -TRY NOT TO DIE. Revenge Shots will not apply to a dead Engineer! -Revenge Shots can be obtained early by detonating a Sentry. Using the Widowmaker: -Fire only at close ranges for maximum efficiency. -Don't be afraid to use near Dispensers. Using the Wrangler: -Try to suppress any long-range attackers by using the Wrangler (Snipers and Scouts are notable). -Kill off any Spies trying to hide with their cloak with some Rockets! -When the storm is over, switch and repair that Sentry! -Stay in good cover while using the Wrangler. -Try not to accidentally relocate a Structure when trying to fire rockets with the Wrangler. -It's actually possible to Rocket Jump with the Wrangler. Of course, try not to get too hurt in the process! Using the Short Circuit: -Very handy for clearing out Sticky Bomb fields. -Use the field to protect Buildings. Using the Gunslinger: -The Gunslinger can be used for combat, and Mini Sentries can be erected for quick resistance. Using the Southern Hospitality: -All the more reason to stay away from Pyros! -The Southern Hospitality may be effective on escaping Spies. Using the Jag: -Don't think about using this in combat. Use the Shotgun instead! -Never be afraid to whack buildings during construction for faster setup. Using the Pomson 6000: -The Pomson is an accurate shot, but not as effective in direct combat. -Don't hesitate to zap enemy Medics, or Spies for that matter. Using the Eureka Effect: -Plan construction wisely, there's no undo button! -Use a Teleporter to get back from the spawn for an easy Metal restoration. -It is also handy in Medieval Mode, on Defence. Facing against Engineers: -Ubers are key to destroying Sentries. -Take out Engineers before they can build. -Destroy Engineers before taking on their Structures. -Consider camping outside unguarded working Teleporter Exits for some cheap kills! -Watch any lasers for Wranglers! Kill off a Wrangler-controller to bring that Sentry down briefly. -Avoid an Engineer seeking Frontier Justice. Teamwork: -Anyone trying to destroy any Engineer Structures? Annihilate them! -If a Spy is causing trouble, kill the Spy while the Engineer repairs his Structures. -When there's friendly allies around, build Teleporters or Dispensers first. Otherwise, establish a Sentry. -Never hesitate to help other Engineers with their Structures. -Try repairing a Sentry that is being controlled by another Engineer's Wrangler. -Cover any Engineer that's relocating. -Avoid taking any Ammo dumps from a friendly Engineer. Use a Dispenser instead! During Setup Time: -Hoo boy, where to begin? Set up Sentries, Dispensers, and Teleporters in their respective locations. -Naturally, build the Teleporter Entrance near the spawn point. -If there's Ammo nearby, set up the Sentry next. -Otherwise, build a Dispenser! -Get a Teleporter Exit up and running when the rest have been built. -Help out other Engineers build their equipment. The Jag excells at such tasks. On Defence: -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 Structures. -Pick the regular Sentry. On Offence: -Contrary to the myth that Engineers are a Defensive class, they can be used Offensively. -Teleporters are the Engineer's best utility on Offence. -Upon Capturing a Control Point on Offence (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. -Mini Sentries can be used if the Engineer feels that his base will come under attack quickly. -Use the Jag to set up Structures quickly. Against Scouts: -Threat: Low/High. -Priority: Low. -Scouts can be shredded by Sentries. -Scouts are difficult to kill alone. -Scouts are best avoided. -Having trouble with rushing Scouts? Erect a Mini Sentry and take them down! Against Soldiers: -Threat: High. -Priority: Medium. -Soldiers can smash Structures from a distance. -Soldiers are only able to attack Sentries safely from a distance. -Put Sentries and Structures into some good cover to prevent Soldier attacks. -Watch out for Buff Banners and Equalizers! -Use the Wrangler against Soldiers attacking from long ranges. Against Pyros: -Threat: Medium. -Priority: Medium. -Pyros can destroy Structures rather quickly if unguarded. -Sentries can kill Pyros easily when ready. -Try not to catch on fire. -Dispensers can extinguish flames. -Pyros are much more dangerous when equipping the Hospitality. Against Demomen: -Threat: Very High. -Priority: Very High. -Along with the Spy, Demomen are the WORST enemies 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 destroy them. -Alone, simply dodge his Grenades and feed him some buckshot. -Don't fall to the Eyelander! 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 Structures 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. -Use Pistols on abandoned enemy Structures from afar. -Try not to waste Revenge Crits on Structures. 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 Structures in good cover. -If up close, try to shoot him down! Watch out for that Jarate and Bushwacka! -Got the Wrangler? Try getting that Sniper when he's trying to fire far from the Sentry! 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 Structures. -Strafing while upgrading or repairing Structures may help prevent a Spy from getting a sucessful Backstab. -The Wrench works well against Spies, as does the Gunslinger and Hospitality. -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. -Keep an eye on Teleporters for the sneakier Spies. Avoid standing on them to avoid an unfortunate Telefrag. -Careful of the Dead Ringer... -Use the Wrangler for Spies who try to sneak into the base. Try to get him first! ----------------- 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 with critical health. 2. Teammates with critical health and Teammates on Fire. 3. Teammates under attack. 4. Anyone that's not overhealed. 5. Teammates near Dispensers. 6. Teammates that are overhealed. 7. Heavies eating Sandviches. Choosing Weapons: -The Blutsauger is good for Medics who often get into combat. The Syringe Gun is superior for Medics who are adept at avoiding combat. -Only use the Kritzkrieg over the Medigun when there's other Medics with the Medigun on the team. -Don't use the Quick-Fix on Offence. -The Kritzkrieg is also effective over the Medigun on Defence (as is the Quick- Fix). -ALWAYS choose the Ubersaw/Amputator over the Bonesaw, as they can speed up the process of getting an Ubercharge. -The Kritzkrieg is usually more effective in Arena mode, and, to an extent, King of the Hill mode. -Dying a lot? Consider using the Vita-Saw. -ALWAYS pick the Crusader's Crossbow and Amputator in Medieval Mode! All other weapons are useless. -The Overdose can compliment the Vita-Saw. 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. Avoid killing anyone in that round! -"You'll Feel a Little Prick", "Autoclave", "Big Pharma", "Blast Assist", "Medical Breakthrough", and "Midwife Crisis" all have corresponding Achievements in their respective Class packs. Take advantage of cooperative teammates to get these. -"Specialist" and "Intern" are best performed in Assault/Defend maps. -"Family Practice" requires the Ubercharging of 5 SEPARATE Steam Friends. -Teammate Nemesises and the Medic's own Nemesises apply to "Doctor Assisted Homicide". -Setup Time is the best time to try to get "Group Health". -Heal an enemy Spy then chop his head off for "Hypocritical Oath". -For "Second Opinion", keep switching between two patients during an Ubercharge. -"Autopsy Report" does not work on Bots. -"Ubi Concordia, Ibi Victoria" may be ideal in King of the Hill. 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! -Try healing with this as much as possible; only use the Crossbow and Amputator in certain conditions. 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. -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 Critboosted ally should provide suppressive fire, and should not charge in. -Don't hesitate to Taunt in order to restore Health (especially in Arena mode). Using the Ubersaw: -Whenever there's an opportunity to stab someone with this weapon from behind, take it. -Use this weapon for self-defence. -Charge in, swing, then run back. Using the Vita-Saw: -Tend to die before charging? Take this! -Try to hang out with other Medics with this weapon in hand. Using the Crusader's Crossbow: -Healing from this Weapon does not build up an Ubercharge. -Great for Healing from great distances. -Can be used to suppress enemies. Using the Amputator: -Never be afraid to Taunt in order to heal multiple comrades. -Healing from this Weapon does not build up an Ubercharge. -A direct upgrade from the Bonesaw. -Be careful when taunting. Make sure the area's clear! -Stay out of enemy sight. Using the Overdose: -Like always, rely on speed rather than strength. Keeping an Ubercharge ready can help out during retreats. Using the Quick-Fix: -Don't focus soley on one target; keep moving around. -The Health notice can be very useful for the Quick-Fix. -Activate the Quick-Fix when in the midst of danger. -An Ubercharged patient isn't completely invulnerable, but the Quick-Fixing may be very damned close! Using the Solemn Vow: -Note enemy Health levels to patients. Facing against Medics: -Medics are like military officers; SHOOT THEM FIRST. -Never let a Medic use his Ubercharge! -Keep an eye out for his Healing trail. -Alternatively, kill his buddy with a one-hit-kill to send him running. Teamwork: -Like military officers, defend them at all costs! -If a Medic is constantly healing someone, it is likely that he is planning to Ubercharge him. -After an Ubercharge, try to retreat if things are getting too messy. The Medic must not perish! -See Ubercharges. -Try not to heal friendly Spies for too long; they need to stay in character! -Never be afraid to call for a Medic. During Setup Time: -Get an Ubercharge ready! Focus on Healing one person, as the charging process is hastened during this time. -When the Ubercharge is full, Heal everyone else to give them a better fighting chance. -Try not to be too exposed to the Gate! On Defence: -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 Offence: -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. -Don't think of using a Saw against an Equalizer Soldier! Run away or shoot! 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. -The Kritzkrieg can also heal the Medic to buy himself some time against the fire. 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. -Syringes don't destroy Stickies. 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. -Engage a lonely Engineer if necessary. Watch out for the Gunslinger and Hospitality. 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 extra health. -Use the Bonesaw/Ubersaw 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. Try not to be spotted! -Keep an eye out on the HUD in case of any Backstabs. Also, listen carefully to the noises nearby... Choosing Weapons: -In large, open areas, use the Sniper Rifle. In tighter areas, use the Huntsman. Those who can't get Headshots regardless should pick the Sydney Sleeper. Expert Snipers can take advantage of the Bazaar Bargain or Machina. -Jarate can help out other teammates, while the Submachine Gun gives the Sniper some extra protection up close. -Pick Jarate over the Submachine Gun if there are many enemy Pyros and Spies. -The Razorback is the ideal tool for the camping Sniper (just be sure to act quick against gun-toting Spies). Well, maybe not really! -The Danger Shield may prove handy for Snipers fearing fully charged Bodyshots. It is also handy when paired with the Huntsman. -Pick the Tribal Shiv or Bushwacka when carrying Jarate, and pick the Kukri or Shahanshah when using the Submachine Gun/Shield. -Use the Submachine Gun with the Machina. Getting Achievements: -Turbine is the best map for getting "Robbin' Hood". -A narrow corner or an abandoned (but working) enemy Teleporter are the best places to get "Shafted". Try doing this against enemies with their backs turned. -Spies that use the Cloak and Dagger watch are suitable targets for "Shoot the Breeze". -"Jarate Chop" will be obtained by fighting enemies up close (fighting Spies in particular). The kills don't have to be affected by a single Jar; it just needs to be done in a single life. -"Have a Plan" can be obtained in a private or homemade server. -In Assault Maps, take aim and choose a target near the gate for "Enemy at the Gate". -Try using the Sniper Rifle rather than the Huntsman for "Parting Shot". -Heavies are, by far, the best victim for "Pincushion". -When at the top of the scoreboard, consider switching to Sniper at the end of the round for "My Brilliant Career". -"Jumper Stumper" doesn't need to be a Headshot kill. It may work on open maps such as Orange or Gravel Pit. -"Be Polite" and "The Last Wave" do not work on Bots. Using the Sniper Rifle: -Charge up shots against the bulkier targets. -A fully charged shot can instantly kill any lightly-armoured target anywhere on the body (as long as the target isn't overhealed). Never underestimate charging shots. -Don't be afraid to abandon a fully charged Sniper Shot when the action is occuring up close. -Crouch when Sniping for better cover. -Hide the Sniper Dot in somewhere that the enemy can't see. -AIM FOR THE HEAD. Using the Submachine Gun: -Use this weapon as a close-combat resort, or when on the move. -It works effectively with the Sydney Sleeper. Using the Kukri: -Use the Kukri against enemy Spies, or on enemies from behind. Using the Huntsman: -Act quick when using the Huntsman. It charges much faster than the Sniper Rifle, and it cannot be charged for too long for accurate shots. -Stay near Pyros for extra firepower and protection. -Surprisingly, the Huntsman Taunt works on Ubercharges. -Arrows don't destroy Sticky Bombs. Using the Machina: -Don't hesitate to body-shoot. -Fully charged shots can, at the least, severely injure the likes of Demomen and Pyros. -Relocate even more often; those tracers are a dead giveaway! Using Jarate: -If a Spy is trying to escape, wash some Jarate on him! -Extinguish fires whenever the opportunity arises. -Throw a Jar at a cluster of enemies. Works well when with a Heavy or Pyro. -Victims covered in pee cannot fire Crits. Using the Razorback: -Whenever a Spy "Backstabs" the Sniper, pull out the Kukri and slice him to death! -Watch out for Revolver gunshots! Act quickly! Using the Tribal Shiv: -Strike and run. Affect as many targets as possible! -Consider using this in conjunction with Jarate; its effects also apply to Bleeding. Using the Sydney Sleeper: -Still not able to get the skull? Try using the Sydney Sleeper instead! -Try marking different targets to make them vulnerable. -Remember to charge halfway when using this Rifle (for the Jarate bonus). Charging is far more important with this weapon! -Don't bother aiming for the puny head; instead, go for the beefy torso. -Take advantage of the faster charge rate to destroy Buildings faster. Using Darwin's Danger Shield: -A Sniper with a Danger Shield is as able-bodied as a Medic. -Try using this with the Huntsman. -Don't overestimate the health boost. Using the Bushwacka: -Stay the hell away from Pyros. -Use it in conjunction with the Buff Banner or Jarate. Upon hearing a friendly horn, don't hesitate to go all in! Using the Bazaar Bargain: -Make every shot count. -The Headshot bonus reaches maximum of 7 consecutive Headshots (50% faster charge). This doesn't mean having more than 7 Headshots is superfluous (one can risk a body shot without penalty, just missing). -Unscoped shots do not count against or towards the bonus. -Headshots don't have to be lethal to count towards the bonus. Using the Shahanshah: -Crazier Snipers can use this sword during dirty combat. -Use the SMG first, until weak. Facing against Snipers: -AVOID. THE. OPEN. -Try to stick to tight areas. -Find other ways around Sniper nests. -Supress them with gunfire. -Watch those Sniper dots. -Try to avoid the action when covered in Jarate. Teamwork: -Try to stick around Sentries while sniping. In doing so, keep an eye out for Spies. -Take out the key targets, like Medics and Heavies. -Anyone making things hard for the team? Kill off those hefty targets! -Kill off any Spies making easy kills off of Snipers. During Setup Time: -Take a good look at the Gate, and pick a target near the Gate to kill first. -Watch for enemy Snipers attempting to do the same! -Be sure to take cover after the Gates open! On Defence: -Snipers should target Medics first to prevent any enemy Ubercharges. -Kill off any Demomen to help out friendly Engineers. -Jarate can mark enemy Spies. On Offence: -Target Engineers so that they cannot repair their Structures. Snipe their Structures 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. -Watch out for nasty Direct Hits and Equalizers! -Kill off Soldiers with Battle Banners first. 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. -Use Jarate to extinguish Flames, or to make the Pyro vulnerable. 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. -Try to shoot enemy Stickies, one at a time. -Don't engage a Demoman up close, especially when he's armed with the Eyelander! 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. -Heavies eating Sandviches are free game. Against Engineers: -Threat: Low/Medium. -Priority: Medium/High. -Engineers often stay still when repairing their Structures. -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. -Engineers are considerably more dangerous mano-a-mano with the Gunslinger or Hospitality. -Sentries can be taken out with a Sniper Rifle without the supervision of an Engineer. -Eyes out for lasers; try to shoot the Engineer before he can direct his Sentry to the Sniper! 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. -Deal with the Medic like any other enemy when up close. Watch out for the Blutsauger and Ubersaw! Spray him with Jarate to get the upper hand. 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). -Try to relocate upon being spotted by an enemy Sniper. Beat him at his own game! -Deal with the Sniper like any other enemy when up close. 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. -Jarate is useful for exposing a Disguised Spy, or a Cloaked Spy. -Never hesitate to snipe a Spy to prevent him from firing his Ambassador. --------------- 4.19 >Spy Tips< --------------- In General: -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! -Feel free to steal any Health Packs on the ground in enemy territory. -When busted, it's best to simply retreat to friendly territory. -If busted, the Spy can lure his pursuers into a trap! -Fire can blow the Spy's cover rather quickly. Choosing Weapons: -The Ambassador is a great weapon for Spies that like to help out their teammates in direct combat, or for killing off enemies from a distance. -The regular Revolver is best for Spies that simply want to use it on the run, or for Spies that like to use Dispensers and steal ammunition. -The Cloak and Dagger watch is effective on defence, as the Spy can wait for the attackers to move by. -The Dead Ringer watch proves to be effective insurance for Spies that often get killed in firefights. -Those who rely more heavily on their Cloaking talents may want to consider using the Eternal Reward. -Avoid using L'etranger with the Cloak and Dagger. -The Enforcer is a straight upgrade for those who use the Dead Ringer. Getting Achievements: -When lit on fire, retreat and head to safety to get "Burn Notice". -Upon being introduced to a Nemesis, become a Spy and Backstab him for vengeance and "Come in from the Cold". -Defensive Spies can obtain "Counter Espionage" easily. -"Deep Undercover" can be achieved with less difficulty on Defence. -For "For your Eyes Only", the Spy's cigarette must land on his victim's corpse. Doing the Crab Spy also works. -Team up and work together with another friendly Spy in order to get "Joint Operation". This may happen incidentally. -A narrow corner or an abandoned (but working) enemy Teleporter are the best places to get "The man from PUNCTURE". The taunt consists of three hits, so try taunting against a weak opponent in a tight area. -Take advantage of the Spy's ability to see the Health of his enemies for "Diplomacy". -Razorback-using Snipers are doomed to be victims for "Skullpluggery". -"For Your Eyes Only" does not work on Bots. 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. -When reloading, the Spy also "fake reloads". Using the Sapper: -The Sapper is used on Engineer Structures. -If there's unguarded Structures, 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. -If nobody is around, feel free to shoot Sapped Structures to destroy them faster. 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. -Backstabs also work from above (usually). Disguises: -For all Disguises, consider each costume's Hit Box design, Speed compatibility, believability, and size. -Try to Cloak BEFORE Disguising to avoid emitting smoke. -Try to use a different Disguise every time when Redisguising. Enemies may get into the habit of predicting the actions of enemy Spies. -Act in character when not using the Cloak while Disguised. -Press the "E" or "-" key to switch between friendly and enemy Disguises. Enemy Disguises: -For all enemy Disguises, the Spy can see the names and Health of his enemies. Take advantage of this and try to focus on Backstabbing the stronger baddies whilist picking off the weaklings afterwards with the Revolver if need be. -Try switching between enemy Disguises to avoid consistency. -The Scout Disguise is a double-edged sword. Obviously the Spy will not run as fast as a Scout, but the Scout does have a reason to be in any place. The hitbox of the Scout also differs from that of a Spy. The Scout Disguise is also the smallest, and is the hardest to break character. -The Soldier Disguise is convincing, but it slows the Spy down, making Backstabbing difficult. Try to avoid wielding the Spade when impersonating a Soldier. The Soldier Disguise is also hard to break character. -The Pyro Disguise is convincing, but not if the Spy is on fire. The only weapon the fake Pyro should be holding is the Flamethrower. Never go near water when Disguised as the Pyro. -The Demoman Disguise works well when near objectives, unless the enemy realises that there's no Sticky Bombs around. When behind enemy lines, the Spy should pretend to hold a Sticky Bomb Launcher. When in the frontlines, the regular Grenade Launcher will also work. NEVER pretend to hold the Bottle or Eyelander. To stay in character, stay near objectives. -The Heavy Disguise only works when tricking a Medic into Ubercharging the Spy (which is rare), although not many suspect the Heavy of being a Spy. Like the Soldier Disguise, the Heavy Disguise makes Backstabbing difficult. The Minigun and Shotgun work well when Disguised. Stick with Medics to prevent breaking character. -The Engineer Disguise is the best Disguise for Sapping Engineer Structures, although Engineers will find this obvious. Any of the Engineer's weapons will do when Disguised. Stay near objectives to maintain character. -The Medic Disguise is not very effective, even though the Spy NOW displays an Ubercharge meter in his disguise info. If the Spy ever Disguises as the Medic, he should always be holding the Medigun. -The Sniper Disguise is good on the front lines or in Sniper nests, but doesn't work when Sapping Structures or in close areas. The Sniper Rifle and the SMG are low profile fake weapons for the Spy. Stay in Sniper nests or at high or open areas to maintain character. -The Spy Disguise automatically gives the Spy another mask for him to use in order to fool his enemies (to make them think he has a different disguise on). Try holding the Knife when undercover. It's good when in friendly territory. -The Spy will also be assigned a random amount of Health. 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 Scout Disguise is good against Snipers (as mentioned before). -The Friendly Pyro Disguise is good for scaring off enemy Spies. -The Friendly Engineer Disguise is good for killing enemy Spies near Friendly Structures. -The Friendly Sniper Disguise can grab the attention of enemy Snipers (a strategy for the selfless Spies, really). -The Friendly Heavy Disguise can be used to help out a Medic bluff his way to survival. Using the Spytech Watch: -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. -Try to Uncloak in the shadows, or at corners (the ones that bend around, not inward). Using the Ambassador: -Aim true with this weapon in hand. -The Ambassador deals its share of damage regardless of the range of the target for Headshots. -If an enemy is retreating, use the Ambassador to pick them off. -Snipers with their backs turned are easy targets for the Ambassador (especially the ones with Razorbacks). Using the Diamondback: -Consider focusing on destruction with Sappers; working together still grants a Critical Hit. -Store the Critical Hits for getaways. Using the Conniver's Kunai: -Backstabbing will end all degenerative effects. Using the Spycicle: -Offers brief protection against Pyro Spy-checks. -Backstabs will still be visible and announced on the HUD. -Act cool when attacked by fire. Walk away slowly... Using the Cloak and Dagger Watch: -The Cloak and Dagger allows the Spy to remain perfectly still, allowing him to move at the right moment. -The C&D is effective on Defence. -Crouching helps to preserve the batteries. Using the Dead Ringer Watch: -The Spy can survive a barrage of 16 Sticky Bombs, lethal Taunts, any kind of Headshot, or a Backstab with the Dead Ringer in hand. -The Dead Ringer is best used with friendly Disguises. -The Dead Ringer also serves as handy insurance for death. -The Dead Ringer is good for getting out, but not as much for getting in. Using L'etranger: -When engaging in direct combat, remember that this sidearm benefits from Cloaking replenishment. -When being pursued, this is an excellent weapon for use. -Don't think of using this when undercover! -This gun works well with the Dead Ringer. Using the Eternal Reward: -It's handy with the Cloak and Dagger. -Hunt down the lonely. -Taking on Sentry nests is a little harder without an initial Disguise. However, it becomes much more effective and dramatic with one. -Take caution when engaging a group of victims; one wrong move and it's Spy killing time! Using the Enforcer: -Rely on strength than stealth when escaping. -EXTREMELY deadly when paired with the Dead Ringer; its cloak still activates instantly, and going out will be much easier with the Enforcer's firepower. Using the Big Earner: -Make good use of the Cloak for survival. -Consider going under the Cloak when finished killing. Facing against Spies: -See Spy-Checking. -Melee Weapons can slice up Spies in seconds. -With explosive weapons, try shooting at the floor in hopes of killing a Cloaked Spy. -Don't be afraid to spray-and-play. Teamwork: -Work with Demomen to destroy Sentry Nests. Same with Ubercharges. -Spies can easily monitor friendly Control Points, Intelligence, or Engineer Structures with the Cloak & Dagger. -Give out any info regarding the enemy to the rest of the team. During Setup Time: -First, Disguise as an ally to avoid suspiscion. -Examine the enemies beyond the Gates. Disguise as one of them and hope to get past them! -Things tend to be hot once the Gates open. Consider waiting for the storm to calm down. On Defence: -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. -They can also instantly kill enemy Spies. -A Cloak & Dagger Spy can monitor an unguarded friendly Control Point, in case of a sneaky Scout or Spy. On Offence: -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. -Never hesitate to shoot a weak Scout. Against Soldiers: -Threat: Medium. -Priority: Medium/High. -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. -Don't even think about face-stabbing that Equalizer Soldier! -Kill Soldiers with the Buff Banner. Against Pyros: -Threat: Very High. -Priority: Low. -Avoid Pyros like the plague. -Pyros can light Spies on fire, revealing their true colours. -With the Dead Ringer, try extinguishing fires with it (unless the Pyro's close enough to start the fire again). -Upon seeing a weak Pyro, give it poetic justice with a shot from the Revolver/ Ambassador! 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. -Stay away from angry Eyelander Demomen! 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. -Upon locating an enemy Teleporter Entrance, Sap it, or feel free to use it and see where it leads to (likely an Engineer base). Works well with tight Engineers! 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. Use the Revolver/Ambassador and retreat. 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. -Avoid Jarate. Run away! -Avoid Backstabbing Snipers wearing the Razorback, and use the Ambassador or Revolver instead (maybe even Fence them if necessary). 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 Structures are a good lures for Backstabbing other Spies. -If a Spy is out of reach of a Backstab, try shooting his head off with the Ambassador if he is staying still, or shoot him to death with the Revolver. -Try not to use the Knife from the front, as usual. =============== 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, Turbine, Sawmill, and Doublecross. -Be sure to plant Sticky Bombs on the Intelligence or a Sentry near the Intelligence on Defence. -For carrying the enemy Intelligence, Scouts are the best Class to carry it. -Spies can penetrate enemy Defences 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 (Push) Tips< --------------------- Push Maps include Well, Granary, Badlands, Fastlane, Yukon, Freight, Cold Front, Gorge, Gullywash, and Foundry. 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. Every time a Control Point has been captured/lost change the location of the Teleporter Entrance accordingly. -Scouts are capable of Capturing unguarded Control Points easily, so use them once the Control Point's defences 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. -Watch out for Spies lurking near Spawn 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, Junction, Gorge, Mountain Lab, Mann Manor, and Degroot Keep. -Defenders will prominently use Engineers, Snipers, 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. -In non-linear Assault Maps, Scouts can also become very useful (they are next to useless in linear ones like Dustbowl). -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. Buff Banners are equally important. -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). -As the Defenders, try not to let the enemy capture the next Control Point after capturing the previous one (watch out for Scouts and Spies!). ------------------- 4.24 >Payload Tips< ------------------- Payload Maps include Goldrush, Badwater Basin, Hoodoo, Upward, Thunder Mountain, Frontier, and Barn Blitz. -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 Defence or Offence, are very important. -The Payload acts like a moving Dispenser. RED Spies can use it undercover. -Any crowds hanging around the Cart? Use explosives, Fire, or even Jarate to bring on the pain! ------------------------ 4.25 >Payload Race Tips< ------------------------ Payload Race Maps include Pipeline, Hightower, and Nightfall. -During the first two rounds, treat the setup phase like the setup phase during assault maps. -Be sure to keep an eye on the enemy Cart while pushing your own. -If the enemy is pushing too close, try to sneak around and infiltrate their base. -There's often plenty of room to build an Engineer Base near enemy territory. ----------------- 4.26 >Arena Tips< ----------------- Arena Maps include Lumberyard, Ravine, Watchtower, Sawmill, Nucleus, and Offblast, 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 Structures up, but once they have a Dispenser ready, it's worth it! Protect them. -As an Engineer, consider using Mini-Sentries and moving Structures around as much as possible. -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. ---------------------------- 4.27 >King of the Hill Tips< ---------------------------- King of the Hill Maps include Viaduct, Nucleus, Sawmill, Harvest, Lakeside, Badlands, and Eyeaduct. -The Control Point isn't available for grabs for the first few seconds of the round, so be patient. -Engineers can hold the Control Point for a considerable amount of time (although they cannot actually build anything on the Point). Mini Sentries may be more effective in quicker battles. -Upon capturing the Control Point, try to hold it until it seems safe to advance to the enemy spawn point. -There are numerous ways to get into the point. Don't try going in the same way if it's heavily defended. -Snipers can easily monitor the Point (although Spies can equally easily kill them). -------------------- 4.28 >Medieval Tips< -------------------- Medieval Maps include Degroot Keep. -Never bring any Weapons not allowed in this mode. Bring a weapon that is that uses up the same slot. -Lighted Arrows and the Volcano Fragment are the only ways to cause Fire damage. Use them and Bleeding Weapons for Spy-Checking. -Medics must bring the Amputator and Crusader's Crossbow at all times; they are their only means of Healing others. -Always bring a Huntsman and a Shield as a Sniper. -Always bring a Shield as a Demoman (and if possible, the Booties). -Always bring some lunch as a Heavy and Scout. Don't use the Fists of Steel or GRU. -Always bring a Battle Banner or the Mantreads as a Soldier. Don't use the Gunboats or Market Gardener. -The Cloak and Dagger may be more effective than the Spytech Watch. -Don't bring the Axtinguisher or Homewrecker as a Pyro. -Use the Southern Hospitality, Gunslinger, or Eureka Effect as an Engineer. -The bonus from item sets still apply (mostly). --------------------- 4.29 >Halloween Tips< --------------------- Halloween Maps include Harvest, Mann Manor, and Eyeaduct. -Avoid Ghosts. -When the Boss appears, concentrate fire on it, or stay clear! -It's tempting to be a Scout to collect the gifts, but do a favour for the team and do something productive! -Please do not harm anyone when inside the Underworld. ================= 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 Structures Sapped. Detecting a Cloaked Spy: -Bumping into him, briefly glowing his team's colour. -Shooting at him, briefly glowing his team's colour. -Lighting him on fire, completely compromising his position. -Splashing him with Jarate, completely compromising his position. Signs that confirm a Disguised Spy: -A Scout running slowly. -Having the same name as yours. -Having the name of another player that's dead or that's actually somewhere else. -A Pyro on fire. -Being ignored by enemy players or by enemy Sentries. -Sapping Engineer Structures. -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. -Standing on other teammates. -A teammate that's standing on a Sentry or a Dispenser, or an Engineer standing on another Engineer's Sentry or Dispenser (that isn't his own). -Not being able to go through Engineer Buildings (other than Teleporters). -Being lit on fire and glowing as the colour of the enemy. -Backstabbing victims. -Not affecting the status of Control Points or the Payload when standing near or on them. -A Medic with an Ubercharge over 100%. -Dripping from pee caused by Jarate that's been thrown by a friendly Sniper. -A non-Spy being healed by enemy Medics and Dispensers. -A teammate on the other side of a gate during the Setup Phase. -A Soldier who can be healed while holding the Equalizer. -A Soldier whose speed is inconsistent with his Health for the Equalizer. -Cloaking (or a friendly Spy cloaking the wrong colour). -Not having a glowing weapon during Humiliation. -A teammate using an enemy Teleporter/Dispenser (unless as a Spy). -Redisguising (smoke will surround the suspect). -A teammate carrying a weapon not allowed in Medieval Mode. Signs that suggest a Disguised Spy: -A Pyro in water. -A Sniper in close areas with his Sniper Rifle out. -Heading towards Structures. -Strafing in tight corridors. -Hiding. -Avoiding other teammates when face-to-face. -Approaching other teammates when their backs are turned. -Avoiding friendly Pyros. -Being chased by actual teammates. -Any other activities deemed "Suspicious". -Reacting to friendly fire. Signs that the player is NOT a Spy: -A friendly Spy without his Disguise on. -A Sniper holding his Rifle to his eye. -A Heavy spinning his Minigun. -A Heavy eating. -A Soldier blowing the horn of the Buff Banner. -A Demoman Chargin' Targin'. -A Demoman detonating his Stickies. -A Crab Spy. -Entering friendly Resupply areas. -Firing. -Passing through another teammate. -Carrying the enemy Intelligence. -Taunting. -Using the Microphone (when this happens, an exclamation mark appears over the player's head). -A Scout Double-Jumping. -A Scout drinking. -A Medic healing. -An Engineer with his PDA or Toolbox out. -An Engineer relocating a Structure. -An Engineer pointing with his Wrangler. -A (friendly) Spy with his Sapper or Disguise Kit out. -Reloading multiple times. -Capturing/Blocking captures. -Not being able to pass through enemy players. -Being attacked by enemy players and enemy Sentries. Signs that indicate a feigned death: -The Spy still appears nearby, albeit cloaked. -Hearing the decloaking sound of the Dead Ringer Watch. -Heading in aimlessly (which a normal Spy wouldn't usually do). -Dying by a weak attack. Other notes regarding Spy-Checking: -Friendly Spies are still vaguely visible when they're Cloaked (they are only transparent when cloaked to their teammates). 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. -If a Spy managed to escape, shoot in areas they would likely retreat to. -Even after killing a Spy, keep an eye out for him, as he may be carrying the Dead Ringer Watch. Class-Specific notes: -Scouts often don't need to worry about Spies due to their speed, but they can blow them away with the Scattergun/Force-A-Nature! Try beating them up with a Bat too (but be careful with the Boston Basher!). -Soldiers are more vulnerable to Spies and their Backstabs. Fire Rockets at the floor and use the Spade/Equalizer to fight them off. -Pyros are very deadly against Spies, and it's their duty to make sure that enemy Spies must be destroyed. -Demomen are usually straightforward targets for Spies, so don't hesitate to use Melee Weapons or Grenades against them! Eyelanders can also be used against Spies. The Scottish Resistance may be less effective for this. -Heavies are extremely vulnerable to Spies. Be sure to grind them up before they can make their move (Spies are fair game for KGB kills)! -Engineers MUST Spy-Check! Otherwise, the Spy may be able to Sap their Structures first. If a Spy manages to blow his cover by attempting to kill the Engineer, restore the Sentry Gun in order to kill him easily. Use the Wrangler if available when Spy-Checking. -Medics are as equally prime targets for Backstabs as Heavies. Use the Bonesaw/ Ubersaw/Vita-Saw to chop them into bits. -Snipers are just as vulnerable to the Backstab as the Heavy and Medic, so use the SMG, Jarate, or Razorback against the Spies. Up close, cut him up with the Kukri or its variants. The Huntsman may also prove to be useful against Spies. -Spies are not usually sought by other Spies, but they have been proven to be very effective against one another. Upon detecting an enemy Spy, take the chance to Backstab him. Alternatively, shoot him to death with the Revolver or Ambassador. Enemy Spies are ripe targets for Eternal Reward Disguises. --------------------- 4.32 >Using Sentries< --------------------- The Sentry Gun is the Engineer's best weapon. Although it has considerable firepower, it cannot move, nor can it attack Disguised Spies or enemies at longer ranges, 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! -Relocating a Sentry is quicker than building a new one on the spot. Mini Sentries: -Mini Sentries can be erected to monitor important (and busy) choke-points briefly. -Mini Sentries can be relocated or detonated without much consequence. ----------------------- 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. -Avoid placing a Dispenser in front of a Sentry, or in a place where the Sentry must monitor. -Engineers can step on their own Dispenser. Imagine the possibilities! 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, and heals at 10 HP/sec. -Level 2 Dispensers produce 50 Units of Metal each moment, and heals at 15 HP/sec. -Level 3 Dispensers produce 60 Units of Metal each moment, and heals at 20 HP/sec. -Dispensers can also be used as steps to get to elevated areas (Engineers can jump onto their own Dispensers, but other teammates can't). -Try to get Metal from Dispensers first before seeking Ammo Boxes or weapons. -As other classes, try to get ammo from the Dispensers to provide Engineers with more Metal from the Ammo Boxes. ------------------------ 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 colour 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. -Want that Teleporter to charge faster, but don't want to play as another Engineer? Play as an Engineer and upgrade that Teleporter Entrance to Level 3 and then switch back! 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. -If a Sapper is placed on either the Entrance or Exit, remove the Sapper from either of them, and both Sappers will be destroyed! -Entrances and Exits can be repaired by repairing either the Entrance or Exit alone. 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. Soldiers can also build up Rage for their Buff Banners. -Medics and Engineers also have considerable Teleporter rights, since their jobs are to Heal teammates and repair Structures, 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. Demomen with Targes fall lower in line, while Snipers with Huntsmen go up in line. -Spies will have the Teleportation glow, so they won't be able to safely infiltrate enemy lines safely (unless they Cloak or are Disguised upon being Teleported first). -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. -The Medic MUST be healing his target for the Ubercharge to take effect. -The Crusader's Crossbow and Amputator do not contribute to the Ubercharge; use them as a special resort. 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. Soldiers with Direct Hits or Black Boxes and Demomen with Chargin' Targes are less effective. Demomen with Eyelanders are good against crowds of enemies. -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. -When Ubercharging, try to go in first to distract any enemy Sentries, keeping the knockback away from the one who really is dealing the damage. 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 much like 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 and Pyros first (except for Backburner Pyros). Avoid or shoot Sticky Bombs! -Be fully loaded before being charged! -Consider going to the enemy spawn point if possible. 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! -Watch out for Spies, Snipers, and Pyros planning to spoil the party. Defence 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. -When Ubercharged when facing against an enemy Ubercharge, try to get in the way of the Ubercharged pair to buy some time. -In the case of a Kritzkrieg, Snipers and Spies should take the chance to Backstab/Headshot the Medic. -Use Jarate or the Battallion's Backup to negate the Kritzkrieg. 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! -Soldiers can use Buff Banners to further enhance an Ubercharge. -Scouts with Bonk! Punch can distract Sentires to keep the knockback off of Ubercharges. -Protect a Kritzkriegd pair from danger. -The ensuing chaos may allow friendly Pyros to charge in and light as many people on fire as possible. -------------------- 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. -Quickswitching is a very handy tool to switch between two weapons. Selecting to certain weapons can help one prepare for the worst! -Want to switch to another Class, but can't afford to risk the penalty of death? Head back to the nearest Resupply Room and switch classes (this also works in Sudden Death)! -Avoid attacking head on. Scouts, Pyros, and Spies in particular must rely on surprise attacks. -Having trouble with Achievements? Some of them can be performed in an empty server (create one)! -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. -For entering new Maps, try to create a server and explore the Map. -When opening a Gate, see if anyone else wants to get through on the other side. Beware of enemies trying to do the same! -Crits and Mini-Crits don't stack on one another. -Take a glimpse at a player's face to get a good indication of their Health level. A sad face often means a dying player. -Try not to delete Replays that have been streamed onto Youtube. =================== 5.0 >And the Rest!< =================== All of this will cover up the rest of the guide. =========== 5.1 >F.A.Q< =========== Q: What are some good custom-made maps? A: CP_Wolf and PL_Frontier are some good maps. Google search for some more. Q: How do I unlock weapons? A: They can be unlocked by obtaining Achievements. Weapons also randomly drop during gameplay (a message will appear in the text area for notification), and can be used after death. Hats randomly drop (3% of all drops are Hats!). Another way to obtain certain weapons is to craft them (but they'll likely drop first anyways!). 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: Where can I get more tips and information about Team Fortress 2? A: TF2 Wiki is an excellent source of strategies and information on Team Fortress 2. Q: What is 4chan? A: A society that should be avoided. Q: In what order were the "Meet the Team" videos released? A: The Heavy's video was out first. At that time, the video was an experimental testing clip for the game's facial expression capabilities. The Soldier was the second to have his video, and then the Engineer, which was released during the beta stages of the game. The Demoman's was released later, at the time of the official release of the game. The Scout's was released along with the Medic pack, and the Sniper's was released with the Pyro pack. The Sandvich video was taken during the Heavy's update, and the Spy footage was leaked during the development of the Assassin update, and was released a day after. After two long years of silence, the Medic report was opened in conjunction with the Uber Update. Meet the Pyro has yet to be seen by the public. Q: In what order were the Class Updates released? A: The Medic update was released first, then the Pyro, then the Heavy, then the Scout, then the Sniper and Spy, the Soldier and Demoman followed, and the Engineer Update came last. Additional content-including updates have also been included, and there's many more to come. Q: Does the "Mute Players" option also work on player text? A: I believe it does. Q: Some of the unlockable weapons suck! A: Yes, some of the unlockable weapons are much less effective than their regular counterparts (like the Kunai and Razorback). Some are more effective in different situations though, so don't always underestimate those weapons! Q: Does it matter which level the weapon is? A: Nope. Levels mean nothing. Q: What was your first Hat? A: The Otolaryngologist's Mirror. Q: I've been playing for over a year! How come I don't have a hat? A: The drop system is completely randomized, but don't fret! There's always hope for you, you, or even YOU to get a hat! Q: How do I obtain the Scarechievements? A: Most of them can be obtained on the Harvest map (be sure to enter the nighttime Harvest event!). Q: Can I wear the Generic Hats on several Classes at once in my loadout? A: Yes. Q: Does the same apply to multi-class Weapons? A: Yes. Q: What the hell is Garry's Mod? A: It's a sandbox mod where players can practically do anything, from making comics to flying around the world. While it uses models from TF2, it has nothing to do with the game itself. Q: Is it possible to impact stats, obtain Achievements, and earn Items in the Offline Practice mode? A: Normally, only Items can be gained in Offline Practice. However, there is a way to fill out the other two categories. Simply start a server, use the commands "tf_bot_add []" (fill out the count variable) and "sv_pure 1". Stats and Achievements will be affected as well as the ability to obtain Items! Q: How do I get the Golden Wrench? A: Those who craft for Scrap Metal have a chance of randomly obtaining a Golden Wrench, or at least, during the few days before the Engineer Update. They're all taken now. Q: Do Crates count towards one's weekly item obtaining limit? A: No. Q: What's the difference between regular and Vintage items? A: Vintage-quality items are items that have been acquired before the Mannconomy Update. They are otherwise the same as regular items. Q: What's so special about Unusual Hats? A: Unusual Hats can only be obtained by opening Crates (through a small chance of victory), and have a special effect around the Hat. They tend to vary. Q: How do I get the Haunted Metal? A: Land a blow to the Horseless Headless Horsemann with a melee weapon shortly before his death. Be present when he dies! Q: What about the Rocket Jumper and Sticky Jumper weapons? A: I won't bother to cover those. They are practice weapons; they shouldn't be used in the main battlefronts. Q: Why can't I record Replays on this Server? A: Only certain Servers can support Replays, so keep an eye on the server- searching window to find them. A specification for Replay support can be handy. Q: So wait, the game's free to play now?! A: On the PC, it indeed is. Of course, those who actually bought the game or items from the Mann Mart will be upgraded to Premium status, which enables all blueprints, full trading, and more. Free accounts only have limited Backpack space and limited item stats. Q: Do I need the disk to play the game every time? A: No. This game runs through Steam; all that's required to play is a Steam account and an internet connection. Q: How do I get to Loot Island! I can't reach it! A: Head into the red portal when Monoculus dies. Q: Who touched Sasha? A: I did. Q: What's your Steam account name? A: My Steam Account can be found here: http://steamcommunity.com/profiles/76561197964001631 My Steam nickname is RainingMetal. Be sure to email me if you plan to be friends with me! 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 (omit the brackets). More answers to many questions can be found here: http://www.teamfortress.com/mannconomy/FAQ/ http://www.teamfortress.com/freetoplay/faq.php 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 sending me e-mails. 1. Spell correctly with good grammar. 2. Don’t ask something that’s already inside this guide. 3. 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. 4. Don’t forget about the subject (Team Fortress 2)! Then I will know what the topic is about. 5. Don't ever try to contact me through a messenger program. Ever. 6. If there's an error or a vital note for the guide missing, please inform me of it immediatley. 7. If you're going to criticize my guide, please leave some constructive criticism. 8. Don't forget to leave your nickname so that I can put it on the credits! Just give me these things if you want to contact me about the guide. 1. Strategies on incomplete stuff. 2. Additional FAQs. 3. Notable glitches. 4. Other stuff to make this guide interesting. Here's a list of things not to send me (I will block whoever sends me the following): -Spam -Death Threats -Invitations to Facebook, Myspace, any kind of blogging websites (because I never use them) ------------------ 5.3 >Website List< ------------------ This is a list of the Websites that this guide is available to: -GameFAQs. -GameSpot. -Neoseeker. -MMGN. -Game Guide World. ============= 5.4 >Credits< ============= -Me, the Author. -Thomas Page and EN4CER420 for additional info. -The guys at TF2 Wiki for Weapon damages and lots of other tips (thanks!). -Daedalus, Nophysicalbody, medeepblue, RandomEngy, Rodriquez124, and Kojaimea for the Tutorial Videos. -Glass Giant for the ASCII art program. -Valve for the game itself. -GameFAQs for uploading this guide. ---------------------- 5.5 >Legal Disclaimer< ---------------------- Copyright 2011 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.