Team Fortress 2: Class and Weapon Guide. By Alexander McElhaney

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Team Fortress 2: Class and Weapon Guide By Alexander McElhaney

Table of Contents iii Table of Contents Introduction... v Chapter 1: The Scout... 3 Chapter 2: The Soldier... 7 Chapter 3: The Pyro... 11 Chapter 4: The Demoman... 15 Chapter 5: The Heavy... 19 Chapter 6: The Engineer... 23 Chapter 7: The Medic... 29 Chapter 8: The Sniper... 33 Chapter 9: The Spy... 37 Index... 41

Introduction v Introduction Team Fortress 2 is a multiplayer video game that was created by Valve Software and is a firstperson shooter. Team Fortress 2 breaks up game play between nine classes that each have their own play styles and have many different weapons that must be used correctly in order to win matches. Generally, each character has 3 types of weapons that they can use at a time: a Primary, Secondary, and Melee weapon. These classes include the Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic, Sniper, and Spy. These classes are broken up even further into offensive, defensive and support roles. This guide will teach you basic information about each class, the many uses of their weapons, and some basic technique so that you can comfortably jump in game and start playing online. About this Guide Platform and controls This game is available on Xbox 360, Playstation 3, and PC. The platform that is used in this guide is the PC, therefore any examples and controls that are shown in the guide will be from perspective of what is on a PC. The keyboard controls in this manual are the default buttons that came with game and look like this:

vi Team Fortress 2: Class and Weapon Guide Version Since the time that Valve first released Team Fortress 2, it has gone through many updates and many more weapons have been added to the classes. This guide will only cover weapons that were added through the first round of class updates.

Chapter 1: The Scout

Chapter 1 3 Chapter 1: The Scout Role and Health (HP): Offense 125 HP Description: The scout is a small and quick character with a big mouth. Always full of himself, he uses his speed to run faster than any other character in the game, and has the ability to perform a second jump (or double jump) while in midair. Unfortunately his speed and size leaves him with the lowest amount of health of any character. : Keyboard Control Original Fire Button Clip Size/ Total Ammo i Unlocked Primary 1 Scatter Gun Mouse1 6/32 The Force of Nature Secondary 2 Pistol Mouse1 12/36 Bonk! Atomic Punch Melee 3 Bat Mouse1 - The Sandman Fire Button Clip Size/ Total Ammo i Mouse1 2/32 Mouse1 - Mouse1 - Scatter Gun The Scatter Gun is the Scouts Primary weapon. It is a shotgun-like weapon with a large amount of power at close range. The further away an enemy is, the less damage the Scatter Gun will do to them, because the group of bullets will spread out. The best way to use the Scatter Gun is to constantly stay moving and jumping when you are shooting an enemy. Get in and do as much damage as possible and try to escape if you start to get hurt.

4 Team Fortress 2: Class and Weapon Guide Aim for Medics as they are healing their partners Has 2 powerful shots that causes enemies to get pushed back. Pistol Bonk! Atomic Punch Bat The Pistol is great for shooting enemies and buildings at far range. The Pistol does little damage, but has a fast rate of fire. Bonk is an energy drink that makes the Scout invincible for a short period of time. The Scout is unable to attack while Bonk is in use. Use Bonk to get behind enemy lines and surprise opponents. The Sandman The Bat is the Scout's Melee Weapon. The Bat is quick and does a little bit of damage each hit. The Force of Nature With the Sandman equipped, the Scout can hit a baseball enemies by pressing 'Mouse2'. If the baseball hits an enemy, then it will become stunned for a short period of time. Using the Sandman will bring down the Scout's health by 15 HP. i The Force of Nature is the Primary unlock for the Scout.

Chapter 2: The Soldier

Chapter 2 7 Chapter 2: The Soldier Role and Health Points (HP): Offense 200 HP Description: The Soldier is a well balanced class with the ability to be a problem to enemies at close and long range. He can shoot down sentries across the map with rockets or give a nearby group of enemies a great amount of damage by blasting them at pointblank range. Keyboard Control Original Fire Button Clip Size/ Total Ammo ii Unlocked Primary 1 Rocket Launcher Mouse1 4/20 The Direct Hit Secondary 2 Shotgun Mouse1 6/32 The Buff Banner Melee 3 Shovel Mouse1 - The Equalizer Fire Button Clip Size/ Total Ammo ii Mouse1 4/20 Mouse2 - Mouse1 - Rocket Launcher A rocket jump launches the Soldier into the air and long distances, but it also causes a little damage to him. The steps to perform a rocket jump: The Rocket Launcher is the Soldier's Primary weapon. If a rocket hits a surface or opponent, then there will be a small circle of splash damage that can hurt multiple enemies in that area. The Rocket Launcher can be used to perform a 'rocket jump'. 1. Look at the ground 2. Shoot a rocket at the ground below you 3. As soon as the rocket hits the ground jump by pressing the space bar 4. Use the direction keys to guide yourself into one direction.

8 Team Fortress 2: Class and Weapon Guide Shotgun The Direct Hit shoots faster than the Rocket Launcher and has less splash damage. If an enemy is shot with the Direct Hit while in the air then the damage will be increased (Minicrit). The Shotgun is good for hitting enemies more accurately. The Shotgun does a small amount of damage per hit. It is a good idea to switch to the shotgun when there is not enough time to reload rockets. The Buff Banner Shovel The Buff Banner takes the place of the shotgun. To be able to use the Buff Banner, the Soldier must cause "600 damage in a single life" ii When the Buff Banner is used, then all of his surrounding teammates will do more damage to their enemies. The Shovel is the Soldier's Melee Weapon. The Shovel Swings at a moderate speed, causing a little damage. The Equalizer The Direct Hit The Direct Hit is the Primary unlock for the Soldier. When the Equalizer is equipped, the more damage that the Soldier takes will allow the Soldier to: a. Cause more melee damage b. Run faster The Soldier will be unable to be healed by Medics when he has the Equalizer out.

Chapter 3: The Pyro

Chapter 3 11 Chapter 3: The Pyro Role and Health Points (HP): Offense 175 HP Description: The Pyro is a character that enjoys setting things on fire! Even though it is hard to tell what he is saying because his mask muffles his words, he still manages to shows a lot of personality. The Pyro is at his best when attacking his enemies at close range Pyros are also the perfect counter to invisible spies that are running around your bases because they become visible once set on fire. Keyboard Control Original Fire Button Clip Size/ Total Ammo iii Unlocked Primary 1 Flame Thrower Mouse1 200/200 The Backburner Secondary 2 Shotgun Mouse1 6/32 The Flare Gun Melee 3 Fire Axe Mouse1 - The Axtinguisher Fire Button Clip Size/ Total Ammo iii Mouse1 200/200 Mouse1 1/16 Mouse1 - Flame Thrower The Flame Thrower is the Pyro's Primary weapon The Flame Thrower shoots out a large blast of fire If an enemy is hit by the Flame Thrower then they will be set on fire for a short period The Flame Thrower can shoot a blast of air by pressing 'Mouse 2' o This Air Blast knocks enemies back o An Air Blast can also put out teammates that are on fire. o An Air Blast can reflect objects that fly through the air

12 Team Fortress 2: Class and Weapon Guide Shotgun A lot more damage (Critical Hit) will be done when a Pyro hits enemies from behind with the Backburner. The Backburner lacks an Air Blast feature. The Flare Gun The Shotgun allows the Pyro to hit enemies at range. The Shotgun does a small amount of damage per hit. It is helpful to pull out the Shotgun when the Pyro runs out of Flame Thrower Ammo. Fire Axe The Flare Gun shoots fire through the air. If a Flare hits an enemy, then they will be set on fire for a short period of time If an enemy is already on fire when they are hit by a Flare then extra damage will be done (Minicrit). The Fire Axe is the Pyro's Melee weapon The Fire Axe swings at a moderate speed, causing a little damage. The Axtinguisher The Backburner The Backburner is the Primary unlock for the Pyro If an enemy is hit by the Axtinguisher while they are on fire then a lot more damage will be done (Critical Hit) If an enemy is hit by the Axtinguisher without being on fire then it will do half the damage of the Fire Axe

Chapter 4: The Demoman

Chapter 4: The Demoman Role and Health Points (HP): Defense 175 HP Description: The Demoman, also known as the Demo, likes to mix explosives and alcohol. The Demo is a Scottish explosives expert that is not afraid to have a drink every once and a while. He is an extremely powerful class, and has the ability to take out opponents at close and long range with his set of explosives. Keyboard Control Original Primary 1 Grenade Launcher Secondary 2 Stickybomb Launcher Fire Button Clip Size/ Total Ammo iv Unlocked Fire Button Clip Size/ Total Ammo iv Mouse1 4/16 - - - Mouse1 8/24 The Scottish Resistance or Chargin' Targe Melee 3 Bottle Mouse1 - The Eyelander Mouse1 or Mouse2 8/36 or Mouse1 - - Grenade Launcher A direct hit with a grenade do a lot of damage. Stickybomb Launcher The Grenade Launcher shoots out grenades that explode after a couple of seconds. The Stickybomb Launcher shoots out explosive balls that stick to surfaces.

16 Team Fortress 2: Class and Weapon Guide Bottle o Stickybombs can be set off at any time by pressing 'Mouse 2'. Stickybombs are great for setting up traps. o Demo's can cover a doorway with Stickies and set them off when they see an enemy walk through it. Demo's can perform a Sticky Jump with stick bombs. Sticky Jumps send Demos flying through the air. The steps to perform a Sticky Jump: 1. Shoot a Sticky onto the Ground 2. Run over to or jump on the Sticky 3. Press 'Mouse 2' to explode 4. Use the direction keys to guide yourself into one direction. The S.R. is another type of Sticybomb Launcher. The S.R. can shoot out twice as many Stickies. The Demo must be looking at the Stickies to set them off. These Stickies can destroy other Stickies iv The Chargin' Targe When the Chargin' Targe is used it sends the Demo Fly across the Ground The Eylander The Bottle is the Demo's Melee Weapon. The Fire Axe swings at a moderate speed, causing a little damage. The Scottish Resistance The Eyelander is a slow moving melee weapon When the Eyelander used with a Charge from a Chargin' Targe it can cut off an enemy's head.

Chapter 5: The Heavy

Chapter 5 19 Chapter 5: The Heavy Role and Health Points (HP): Defense 300 HP Description: The Heavy (short for the Heavy Guy) is a huge Russian character that carries around a large gun named Sasha! The Heavy has more health than any other character in the game, but his size also makes him the slowest. The best way to counter this problem is to always make sure that there is a medic around to keep your health up so that all you have to worry about taking out your opponents. Keyboard Control Original Fire Button Clip Size/ Total Ammo v Unlocked Fire Button Clip Size/ Total Ammo v Primary 1 Minigun Mouse1 200/200 Natascha Mouse1 200/200 (Sasha) Secondary 2 Shotgun Mouse1 6/32 The Mouse1 1/- Sandvich Melee 3 Fists Mouse1 - The Killing Gloves of Boxing Mouse1 - Minigun The Minigun needs to be 'spun up' to fire. o To keep the gun spun up, press 'Mouse2'. The Heavy moves very slowly when firing the Minigun. The farther away an enemy is, the less damage the Minigun will do. The Minigun is the Heavy's Primary weapon. The Minigun shoots out a lot of bullets at a very high speed.

20 Team Fortress 2: Class and Weapon Guide Shotgun Natascha is the Heavy's Primary unlock When Natascha's bullets hit an enemy it causes them to move slowly Natasch does 25% less damage and it take longer to spin up v Fists The Shotgun allows the Heavy to hit enemies at range. The Shotgun does a small amount of damage per hit. It is good to use the Shotgun when the Heavy needs to move quickly. It is helpful to pull out the Shotgun when the Heavy runs out of ammo for the Minigun. The Sandvich Eating a Sandvich gives the Heavy full health The Heavy is unable to move while eating a Sandvich The Heavy can drop a Sandvich to heal up teammates. The Killing Gloves of Boxing The Fists are the Heavy's Melee weapon. The Fists move at a slower speed and do a good amount of damage. Natascha The KGB are a slow moving melee weapon If the Heavy kills an opponent with the KGB then he will get 5 seconds of Critical Hits

Chapter 6: The Engineer

Chapter 6 23 Chapter 6: The Engineer Role and Health Points (HP): Defense 125 HP Description The Engineer is an intelligent character from somewhere in the Southern part of the United States. He uses his smarts to avoid a lot of the up close and personal action by letting his motion sensor sentries take destroy enemies from a safe distance. The Engineer can also build up Dispenser's to heal and supply teammates and he can set up Teleporter's that allow teammates to travel quickly from one part of the map to another. Teleporters and Dispenser's are known as "Buildings" and they require ammo to build. * Keyboard Control Original Fire Button Clip Size/ Total Ammo vi Unlocked Primary 1 Shotgun Mouse1 6/32 Frontier Justice Secondary 2 Pistol Mouse1 12/200 The Wrangler Melee 3 Wrench Mouse1 - The Gunslinger Fire Button Clip Size/ Total Ammo vi Mouse1 3/32 Mouse1 - Mouse1 - "Engineer Only" Items Special Sentry Gun (levels 1-3) Mini Sentry Buildings Teleporter N/A Dispenser N/A

24 Team Fortress 2: Class and Weapon Guide Shotgun Create items like Sentries and Dispensers by hitting them with the Wrench. The Wrench can knock the Spy's Electorsappers off of Buildings. Frontier Justice The Shotgun is the Engineer's Primary weapon It is good at hurting enemies at close range Pistol The Frontier Justice holds half the clip size of the Shotgun. Allows the Engineer to get Critical Hits for a short period when he has a Level 3 Sentry destroyed. The Wrangler The Pistol allows the Engineer to attack enemies at long range. The Pistol does little damage, but it has a fast rate of fire. Wrench The Wrangler allows the Engineer to control where the Sentry Shoots. The Wrangler makes a shield around the Sentry When the Wrangler is put away it leaves the Sentry defenseless for a couple seconds. The Wrench is the Engineer's Melee weapon, but it also allows him build his 'Buildings'.

Chapter 6 25 The Gunslinger iv 2 The Gunslinger is a Melee weapon similar to the Wrench Allows the Engineer to set up Mini Sentries instead of the regular Sentry. The Gunslinger gives the Engineer 25 more HP. Sentry (Levels 1-3) 1 Level 2 Shoots faster bullets 3 Level 1 shoots slow bullets Level 3 shoots fast bullets and rockets

Chapter 7: The Medic

Chapter 7 29 Chapter 7: The Medic Role and Health Points (HP): Support 150 HP Description: The Medic is a German fellow and is arguably the most important character in Team Fortress 2. A true support class, the medic spends his time healing up wounded teammates and follows them into battle. He can also change the course of a match with his Ubercharges or Kritzkriegs after a certain amount of time. Keyboard Control Original Fire Button Clip Size/ Total Ammo vii Unlocked Primary 1 Syringe Gun Mouse1 40/150 The Blutsauger Secondary 2 Medi Gun Mouse1 - The Kritzkrieg Melee 3 Bonesaw Mouse1 - The Ubersaw Fire Button Clip Size/ Total Ammo vii Mouse1 4/150 Mouse1 - Mouse1 - Syringe Gun Medi Gun The Syringe Gun shoots needles into opponents The needles drop the further the go The Medi Gun allows the Medic to heal his teammates up to 150% HP. The Medi Gun slowly heals the Medic. Once the Medi Gun has fully charged, the Medic can make an Uber.

30 Team Fortress 2: Class and Weapon Guide o This makes the Medic and teammate invincible for 10 seconds. The Kritzkrieg Bonesaw The Bonesaw is the Medics melee weapon. It is a quick moving weapon. It does a little damage every time it hits an enemy. The Kritzkrieg allows 10 seconds Critical Hits instead of an Uber. The Kritzkrieg charges faster than the Medi Gun The Ubersaw The Blutsauger Every time the Blutsauger hits an enemy it gives the Medic Health. Self healing slows down when the Blutsauger is equipped. The Ubersaw is a slower moving Melee weapon Every time a medic hits an enemy with the Ubersaw, his Ubercharge goes up by 25%

Chapter 8: The Sniper

Chapter 8 33 Chapter 8: The Sniper Role and Health Points (HP): Support 125 HP Description: The Sniper is an Australian that shows of his great marksmanship. He is at his best when he is standing back at far range and picking off enemies with his sniper rifle. The Sniper is one of the few characters that can end kill an enemy with one shot. A well placed bullet can end an opponent's life and cause the entire to become distracted. Keyboard Control Original Fire Button Clip Size/ Total Ammo viii Unlocked Fire Button Clip Size/ Total Ammo viii Primary 1 Sniper Mouse1 25/25 The Mouse1 40/150 Rifle Huntsman Secondary 2 SMG Mouse1 25/75 Jarate or The Razorback Mouse1 or - 1/- or - Melee 3 Kukri Mouse1 - - - - Sniper Rifle SMG To zoom in with the Sniper Rifle, press 'Mouse2'. The longer the Sniper Rifle is aimed, the stronger the shot will be. A headshot does a great amount of damage to enemies. The SMG is an automatic machine gun. The SMG does little damage, but has a very fast rate of fire. The SMG is good for taking on close range enemies.

34 Team Fortress 2: Class and Weapon Guide Kukri Jarate The Kukri is the Sniper's Melee weapon. The Kukri is a moderately fast Melee weapon and does some damage. The Huntsman Jarate is... a yellow liquid. When Jarate hits an enemy any attack will hurt them a little more (Minicrit) Jarate can reveal cloaked spies locations The Razorback The Huntsman is the Sniper's Primary unlock. The Huntsman is a Bow and Arrow. Pulling back for a couple of seconds before releasing increases damage. Headshots do a lot of damage. The Razorback defends against Backstabs from Spies If a spy stabs the Razorback then the Spy becomes shocked for a couple seconds

Chapter 9: The Spy

Chapter 9 37 Chapter 9: The Spy Role and Health Points (HP): Support 125 HP Description: The Spy is a Frenchman that uses his stealthy abilities to his advantage. He has the ability to go invisible so that he can get behind enemy lines and he can also disguise himself as any other character in the game. The Spy can use this tactic to secretly take out enemies and destroy the Engineer's guns and buildings with his Electrosappers. * Keyboard Control Original Fire Button Clip Size/ Total Ammo ix Unlocked Fire Button Clip Size/ Total Ammo ix Primary 1 Revolver Mouse1 6/24 The Ambassador 6/24 25/25 Secondary 2 Electrosapper Mouse1 - - - 25/75 Melee 3 Knife Mouse1 - - - - 'Spy Only' Items: Special Cigarette Case - Cloak Watches Invis Watch The Cloak and Dagger - The Dead Ringer Revolver The Revolver is the Spy's primary weapon. The Revolver shoots at a much slower speed than pistol. The Revolver is powerful and accurate.

38 Team Fortress 2: Class and Weapon Guide Electrosapper Cigarette Case Knife The Electorsapper is used to destroy an Engineer's buildings. Electrosappers can be broken by Engineer's wrenches. The Cigarette Case allows the Spy to disguise. The Spy can disguise as enemies or teammates by pressing the minus (-) button. Invis Watch The Spy Backstabs an enemy with the Knife then it is an instant kill. If the Knife fails to Backstab then the damage will be very small. The Ambassador The Invis Watch allows the Spy to cloak (go invisible). The cloak is limited to several seconds. The Spy can increase the time he is cloaked by picking up ammo. The Invis Watch is activated by pressing 'Mouse2'. The Cloak and Dagger The Ambassador is the Primary unlock for the Spy. The Ambassador is capable of making Headshots. The Ambassador is very powerful, but inaccurate.

Chapter 9 39 The Cloak and Dagger allows the Spy to Cloak. The amount of time the Spy can stay cloaked is determined by movement. o The more the Spy moves the faster his cloak drains. o Standing still refills the cloak. Ammo will not refill the Spy's cloak. The Dead Ringer The Dead Ringer allows the Spy to fake his death. If the Spy is hit, then the Dead Ringer will instantly Cloak him. Uncloaking makes a loud noise. More time can be added to cloak by grabbing ammo.

Index 41 Index Bat, 3 Bonesaw, 35, 36 Bonk! Atomic Punch, 3 Bottle, 19, 20 Cigarette Case, 47, 49 controls, v Demoman, v, 19 Electrosapper, 47, 48 Engineer, v, 29, 30, 31, 47, 48 Fire Axe, 13, 14, 15, 20 Fists, 23, 24 Flame Thrower, 13, 14 Frontier Justice, 29, 30 Grenade Launcher, 19, 20 Heavy, v, 23, 24, 25 Invis Watch, 47, 49 Jarate, 41, 43 Knife, 47, 48 Kukri, 41, 42 Medi Gun, 35, 36, 37 Minigun, 23, 24 Natascha, 23, 24 Pistol, 3, 29, 30 Pyro, v, 13, 14 Revolver, 47, 48 Rifle, 41, 42 Rocket Launcher, 7, 8 Scatter Gun, 3 Scout, v, 3, 4 Sentry, 29, 30, 31 Shotgun, 7, 8, 13, 14, 23, 24, 29, 30 Shovel, 7, 8 SMG, 41, 42 Sniper, v, 41, 42 Stickybomb Launcher, 19, 20 Syringe Gun, 35, 36 The Ambassador, 47, 48 The Axtinguisher, 13, 15 The Backburner, 13, 14, 15 The Blutsauger, 35, 36 The Buff Banner, 7, 9 The Chargin' Targe, 21 The Cloak and Dagger, 47, 49 The Dead Ringer, 47, 49 The Direct Hit, 7, 8 The Equalizer, 7, 9 The Eylander, 21 The Flare Gun, 13, 15 The Force of Nature, 3 The Gunslinger*, 31 The Huntsman, 41, 42 The Killing Gloves of Boxing, 23, 25 The Kritzkrieg, 35, 36, 37 The Medic, 35 The Razorback, 41, 43 The Sandman, 3, 4 The Sandvich, 23, 25 The Scottish Resistance, 19, 20 The Soldier, 7, 9 The Spy, 47, 48, 49 The Ubersaw, 35, 37 The Wrangler, 29, 30, 31 Wrench, 29, 30, 31 i " S c o u t. " T F 2 W i k i. N. p., 2 5 A P R 2 0 1 1. W e b. < h t t p : / / t f 2 w i k i. n e t / w i k i / S c o u t >. ii " S o l d i e r. " T F 2 W i k i. N. p., 2 6 a p r 2 0 1 1. W e b. < h t t p : / / t f 2 w i k i. n e t / w i k i / S o l d i e r >. iii " P y r o. " T F 2 W i k i. N. p., 2 6 a p r 2 0 1 1. W e b. < h t t p : / / t f 2 w i k i. n e t / w i k i / P y r o >. iv " D e m o m a n. " T F 2 W i k i. N. p., 2 3 a p r 2 0 1 1. W e b. < h t t p : / / t f 2 w i k i. n e t / w i k i / D e m o m a n >. v " H e a v y. " T F 2 W i k i. N. p., 2 3 a p r 2 0 1 1. W e b. < h t t p : / / t f 2 w i k i. n e t / w i k i / H e a v y >. vi " E n g i n e e r. " T F 2 W i k i. N. p., 2 3 a p r 2 0 1 1. W e b. < h t t p : / / t f 2 w i k i. n e t / w i k i / E n g i n e e r >. vii " M e d i c. " T F 2 W i k i. N. p., 2 6 a p r 2 0 1 1. W e b. < h t t p : / / t f 2 w i k i. n e t / w i k i / M e d i c >. viii " S n i p e r. " T F 2 W i k i. N. p., 1 2 a p r 2 0 1 1. W e b. < h t t p : / / t f 2 w i k i. n e t / w i k i / S n i p e r >. ix " S p y. " T F 2 W i k i. N. p., 2 6 a p r 2 0 1 1. W e b. < h t t p : / / t f 2 w i k i. n e t / w i k i / S p y >.