Team Fortress 2 - Spy Strategy Guide ----------------------------------------------------------------- ----------------------------------------------------------------- ------------Team Fortress 2 Spy Strategy Guide----------------- ----------------------------------------------------------------- ----------------------------------------------------------------- Version: 2.9 Last Update: July 02, 2008 This guide is subject to change, as it will continually be updated as seen fit. ----------------------------------------------------------------- Authors: nodforlife & Delkin525 (aka sR + Orca) Email: (Delkin525) - delkin525@gmail.com (nodforlife) - nodforlife@yahoo.com We appreciate E-mails!!! Steam IDs: nodforlife, Delkin525 ================================================================= - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ***************************************************************** - Version History - ----------------------------------------------------------------- - Version 2.9 / 07-02-2008 - -Huge Updates to the General Outline Section, incorporating - Speed charts, and other such charts. - -Updated Disguise section: Added Intro and other info - throughout - -Added Pat to the reader comments section. - - Version 2.8 / 06-19-2008 - Largest update since the launch of the guide! - - The following have been updated: - - -Fixed some major issues with the index. All of the sections - and codes now correspond to one another accurately. - -General Do's and Don'ts (#10, #18, and other various points) - -The 'How to handle Engineer' section (revised here and there)- -Quick Tips: #29 has been edited; a few others have been - added or changed as well. - -General Outline: Now more of a one-stop place, contains - specific information regarding each of the Spy's weapons and - tools. I've incorporated some robust changes here. - -New Section: Why Spy? (Section 0) - -Updated Accredited Suggestions to thank more people: AlcyOne,- johnie102, and Insolence. - -Moved 'Version History' section to the top of the guide - -In general, we've modified nearly every section of the guide - in one way or another... - -Flipped the Disguise section. Moved the best disguises before- the bad ones. - -Also added 'Reader Comments' to Closing section... - -Added to the Map Strategy section namely: 2Fort strategies, - and strats for the new map: CTF_Turbine - - ----------------------------------------------------------------- - Version 2.7 / 02-15-2008 - -Rectified some typos - -Slight changes throughout - - ----------------------------------------------------------------- - Version 2.6 / 01-15-2008 - -Added two more sections: Spy Checking / Quick Tips - -Fixed typos - -Added information, and edited randomly throughout - - ----------------------------------------------------------------- - Version 2.5 / 01-08-2008 - -Fixed typos - -Added a slew of content throughout the guide - -Added to map strategies, namely Hydro specific information - -Revised information throughout - - ----------------------------------------------------------------- - Version 2.4 / 12-27-2007 - -Fixed some typos (I'll always find more) - -Other various changes - - ----------------------------------------------------------------- - Version 2.3 / 12-18-2007 - -Again with the grammatical/spelling errors - -Map Specific Strategies updated: CP_Well update - -Revised guide layout - -Added updates throughout - - ----------------------------------------------------------------- - Version 2.2 / 12-15-2007 - -Reformatted Entire Guide - -Added New Sections - -Many grammatical/spelling errors have been fixed - -Refined initial work, added to sections - -Spy disguise officially deemed poor disguise - - ----------------------------------------------------------------- Intro: ----------------------------------------------------------------- The spy is considered by many to be the most difficult of the classes, and for good reason; he is. Of all the classes he demands the most micro (or coordination that is acquired over time with experience). The Spy is unique in the fact that he's not your typical first-person-shooter experience. You're goal is not to out-gun the enemy, in fact it's the exact opposite; you're striving to out-smart them, which makes it all the more satisfying. The Spy is the weakest of the classes physically, yet he makes up for it with a slew of cunning tricks that can be essential for the victory of your team. A well timed sapper can provide just enough of a lull in the opponents defenses to allow your team to bust through and capture a point. Flanking the entire teams rush and stabbing their medics can end their offensive before its even had time to reach your front lines. Pesky heavies and camping Snipers frequently fall victim to a capable Spys blade. And, really, theres nothing more satisfying in TF2 than backstabbing a Medic/Heavy combo and taking down their 600 combined health with two deft mouse clicks. The Spy is our favorite class for these reasons, and despite his obvious deficiencies he can easily dominate the scoreboards and lead his team to victory. This guide will provide for you a vast understanding of the Spy, and how he works, through the eyes of two very Spy-obsessed individuals. We'll explain in detail in-game scenarios you'll face, how to deal with specific classes, how to think like a spy, how to move like a spy, and so much more. By the end of this guide, you'll be that much closer to turning yourself into a very capable Spy. The next step is taking what you learn here to heart, and thus executing your newly acquired knowledge in-game. Some of you are without doubt hardcore players, and pride yourselves on clan-related matches, and or league matches. Yet, I'm sure even a larger number of you will spend the majority of your time playing in public servers, which is fine. The true difference between the two isn't really a measure of skill. Just because you play in cal, or other such league events doesn't mean you can't be owned by someone in a pub. The difference lies in team coordination. Teamwork is immensely more coordinated in league and clan matches, and as such, the match is more difficult, much more difficult than the sparse coordination displayed in pub matches. In addition, being that league/clan players are experienced, playing with them means that you will have to utilize your Spy strategies to the utmost of precision. There can't be error, however, don't fret. There's a learning curve to the Spy and we're more than willing to start you on that curve. Essentially, league matches are void of noobs; the majority of players there have a fair degree of skill. If you take part in league matches, then you're probably treating the game more as a sport than a simple instrument of fun. What you'll find in public servers is a vast-array of skill, from very good players, to the most horrid. I've said that teamwork is sparse in public matches, this is because each team usually has a handful of people coordinating (usually via mic) to accomplish a task. The other players either go along with their direction, or wander around on their own one-man missions. With that said, in a pub match if your team isn't winning, or can't push through a chokepoint, please realize the fact that this is largely because your team isn't functioning as a single body; which is a key role to TF2 gameplay. In conclusion, this guide will provide for you details, hints, do's and don'ts, strategies, all formed around one of the most unique classes of any first-person-shooter out there; the Spy. It's truly a gaming experience like no other! The information within the premise of this guide will prove beneficial to any and all players, weather you're hardcore or just playing for the pure fun of it. Good luck! ***************************************************************** Index: ======= This guide is divided into 11 sections. They are as follows: To skip directly to a section, click ctrl+F (the find command), then copy and paste the section code into the space provided, make sure to include the brackets []. Then hit search... _________________________________________________________________ Section 0) Why Spy? (code: [A0]) ----------------------------------------------------------------- :A Pros/Cons list for the Spy, designed to help if you are questioning whether or not to play Spy. _________________________________________________________________ Section 1) General Outline (code: [A1]) ----------------------------------------------------------------- :A general outline of the Spys weapons and statistics. This section also includes a speed chart, depicting the speed of each class with relations to the Spy. This comes in handy when chosing a disguise. _________________________________________________________________ Section 2) Disguises (code: [A2]) ----------------------------------------------------------------- :An in-depth take on which disguises to use and which not to _________________________________________________________________ Section 3) General Do's and Donts (code: [A3]) ----------------------------------------------------------------- :A collection of random tips, strategies, and hints applicable to every map _________________________________________________________________ Section 4) Targets (code: [A4]) ----------------------------------------------------------------- :A detailed list of the best classes to backstab and the worst classes to stab; a class by class assessment. _________________________________________________________________ Section 5) How to Handle Engineers (code: [A5]) ----------------------------------------------------------------- :Detailed section telling everything a Spy needs to know, and master when dealing with Engineers. _________________________________________________________________ Section 6) Map Specific Strategies (code: [A6]) ----------------------------------------------------------------- :Detailed write-up of how to handle each of the 6 original maps as a Spy. If the map has attack/defensive sides then each side is discussed with a fair degree of accuracy. _________________________________________________________________ Section 7) Spy Checking (code: [A7]) ----------------------------------------------------------------- :Detailed section that states everything you need to know when Spy checking. _________________________________________________________________ Section 8) Quick Tips (code: [A8]) ----------------------------------------------------------------- :The "Sparknotes" of the guide. Contains many tips, facts, and tricks, in a very brief 1-2 sentence description. Ideal for those of you who don't want to read page after page of this guide-- though I highly recommend that you do Note: Much of this section is already revealed throughout the guide in great depth. As I've said it is for those of you that are daunted by the thought of reading... Hence the "sparknotes" reference. _________________________________________________________________ Section 9) Closing (code: [A9]) ----------------------------------------------------------------- :Closing comments, and a place where we thank those who contribute. In additon, this is a place where one can fine reader comments (comments that we've recieevd via E-mail regarding our guide). Please E-mail us if you've found this guide helpful! :D Thanks _________________________________________________________________ Section 10) Copyright (code: [A10]) ----------------------------------------------------------------- :Standard copyright for our faq... ================================================================= - - - - - - - Enjoy the Guide! - - - - - - - ***************************************************************** -Section 0) Why Spy? [A0] ----------------------------------------------------------------- This section is designed to reveal the pros and cons of the Spy. If you're pondering whether or not to play Spy, hopefully this section will be insightful, thus leading to a more concise decision. _______________________________________________________________ | Why Spy? | |_______________________________________________________________| | Pros ] [ Cons | |---------------------------------------------------------------| | |-| | |Backstab is an instant kill | |Takes a wealth of experience | | |-| to truly be successful, due | |The revolver is effective at | | to Steeper learning curve. | | long ranges. |-| | | | |Extremely vulnerable to | |Can cloak to bypass enemy |-| fire. | | lines. | | | | |-|Poor against scouts. | |Far more versatile than most | | | | classes. |-|The knife when used to | | | | attack the front is weaker | |Can disable Engineer |-| than every other melee | | structures. | | weapon. | | |-| | |Can use tele without the glow| |Oftentimes get caught in | | at his feet when disguised as|-| enemy crossfire. Depending | | an enemy. No other class can | | on the scenario and map. | | avoid this. |-| | | | |Oftentimes forced to take | |Fairly quick in movement, |-| the roundabout way. | | faster than Demoman, Soldier,| | | | and the Heavy. Tied with many|-|Low health. | | others for the same speed. | | | | |-| | |Only class that has the | | | | option of playing |-| | | independently from the team. | | | | |-| | |Can gain health from enemy | | | | Medics, Dispensers, and mine |-| | | carts. | | | | |-| | |Looks amazing in a Tux! | | | |______________________________|-|______________________________| ***************************************************************** -Section 1) General Outline [A1] ----------------------------------------------------------------- The Spy is tied with the Scout, Engineer, and the Sniper for the lowest health available in TF2; placing them at 125 health points each. However, don't let his low health fool you, he's a cunning fellow. Overhealed by a Medic, said classes rise to 185 HP (health points). The Spy has a slew of weapons and gizmos at his disposal, five in all: the revolver, the sapper, the butterfly knife, the disguise kit, and the cloaking device. A competent Spy must utilize each of these tools effectively. As such, due to the importance of the tools new Spies must work to familiarize themselves with them. You've got to practice everything at hand, it's essential. ** Below is a write up of said weapons, gizmos, and tools. ***************************************************************** The Revolver: Clip size: 6 | Reserved: 24 | Total Bullets: 30 Damage Chart: ________ ______ |Distance| |Damage| |________|____________________________|______|_________________ | | | | Close Range | 50-60 Damage | | | | |_____________________________________|________________________| | | | | Medium Range | 35-45 Damage | | | | |_____________________________________|________________________| | | | | Long Range | 20-25 Damage | | | | |_____________________________________|________________________| | | | |*Critial Hit (Regardless of Range) | *120 Damage | | | | |_____________________________________|________________________| The above chart shows that the Revolver does experience damage drop-off as the range increases. This however does not apply to critical hits. The Spys primary weapon. It holds six bullets before reload, and the reload time is fairly quick, which comes in handy during the frequent battles you will be having with the shotgun-toting Engineers, who have a very slow reload time in comparison. Generally speaking, the Revolver is only good at taking out weaker classes such as Engineers, Scouts, Medics, and other Spies, and retreating wounded enemies. When engaged in a fire- fight with the pistol, its best to retreat as you fire, since the Spys bullets do the same damage from any range, while the shotgun toting classes have their damage limited by distance, and you will be out of range of the Pyros flamethrower. It's also worth noting that the revolver has a very distinctive sound, to the experienced ear, it's a dead give- away. For example anytime that I hear the revolver being fired off, I immediately recognize it, then hunt for and kill the enemy Spy. Usually he is fire fighting a teammate of mine, but now that I too am aware of him, I may as well kill him. Lastly, the Revolver is a surprisingly accurate weapon. At a distance, it can be used to 'snipe' the enemy, as it really is nearly that accurate. You can fair well against classes such as Heavy, Soldier, and even Demoman from afar, due to the fact that their weapons decrease in effectiveness with distance. For example, a barrage of bullets from a trigger happy Heavy spread out with distance. They spread out enough where at a distance, it is nearly a useless weapon. Though, even with this knowledge of the Revolver, it should still primarily be a last resort, as stabbing and sapping are far more crucial to the success of a Spy. This knowledge gives some basis to the idea that if you're caught, you should retreat whilst shooting the enemy with your Revolver. It's accurate, and moving away from the enemy makes them less accurate. ***************************************************************** The Sapper: Ammo: Infinite Can be knocked off structure with two wrench hits For destroying buildings. If you have this selected and approach an enemy building, a white outline of the sapper will appear on top of the nearest one. Clicking applies the sapper, but does not blow your disguise. It does, however, tip off everyone nearby since they will see a supposed friendly unit and a sapped building. Planting and running is the best strategy, unless theres a nosey Engineer around (we'll talk about how to deal with them in the next section.) Sappers will disable the operation of whatever they are applied to for the duration of the sap, eventually causing the building to blow up. The sappers slowly suck the life from their buildings and they kill teleports and dispensers fairly quickly. Fully powered up sentries take a while and the sappers will usually be destroyed by an Engineer, since most Engineers consider a Tier 3 sentry too valuable a prize to leave undefended. In this case, just reapply the sapper until the sentry dies. The sapper takes health faster than the engineer can repair it, and even if hes pounding on it with his wrench the whole time youre sapping it, youll kill it eventually. Sapping Times: Below is a list of approximately how long it will take for the sapper to destroy the structure it's attached to. This approximation only considers straight sapping, with no interference. * Sentry Gun o Level 1: 6 seconds o Level 2: 7 seconds o Level 3: 9 seconds * Dispenser / teleporter entrance and exit: 6 seconds To destroy the structure more quickly, once sapped, you can can shoot it with your revolver. Though, typically, to finish off a tier three sentry it will take northward of six bullets. Originally, before more current patches, a Spy could easily destroy a tier three sentry by shooting it once sapped. Now they've made it a slight bit more resistant to revolver fire, particularly while it's sapped. ***************************************************************** The Butterfly Knife: Side stabs (nearer the back), stabs from above, below, and the back register as backstabs. Note that above and below are special cases. I actually had a Heavy jump over a stair railing and land ontop of me-- I quickly looked up, stabbed, and his body crashed to the ground in a thunderous heap! This is where most of your points will come from. The knife kills most classes in about four stabs from the front, but from the back, side, or even above in some cases its a one hit kill. Youre rewarded with two points for a backstab instead of the one for a front stab. Since most of your kills come from backstabs, this can lead to some pretty lofty scores, and a good Spy can dominate the scoreboards by double-digit points if he can knife properly. Obviously, the slower classes like Heavies and Soldiers are easier to stab since they dont dart around and prevent you from a clear path to their backs, like Medics and Scouts tend to do. Much like the Revolver, backstabbing someone makes a noise that is easily identifiable. It makes the enemy scream in a way that they wouldn't typically do at any point during the game. When I'm a class other than Spy, and I recognize the scream as a teammate behind me gets a knife thrust through his back, I immediately recognize a Spy without thinking twice. As such I quickly turn, and kill said Spy. In general, paying attention to your surroundings helps immensely especially when dealing with enemy Spies. ***************************************************************** The Cloak: This is key. Knowing when to cloak is the difference between a skilled Spy and an amateur. Right-clicking the mouse will begin the cloak. It takes a moment before youre completely transparent and enemies can still bump into you. If they do, you will shimmer for a moment and your location will be revealed. This also happens if you take damage, so staying out of the path of the Heavys mini-gun or the Pyros flames is recommended. The cloak lasts about 10 seconds before the meter is empty and it recharges to full as long as youre not using it. When invisible, sentries will not shoot at you and changing disguises does not reveal you, so disguising while cloaked is advised. ***************************************************************** The Disguise Kit: Does what the name implies. You can disguise as either an enemy or friendly class and you will appear to the enemy as such. It takes a moment for a disguise to take effect and a small cloud will appear around you for the duration of the change. Once disguised, using the revolver or knife will take off the disguise, exposing you to sentries or other defenders, so only go for the kill if you a) are spotted and have to fight or b) have an easy backstab. Also, you will appear to the enemy as whichever class youve selected carrying its primary weapon (e.g. if youre a Pyro youll have the flamethrower, a Heavy youll have the mini-gun, etc). There are essentially a few primary disguises, ones that you will find more useful in more situations. Among these disguises is Pyro, Demoman, Engineer, and Sniper. If you play the part well, even Medic can work... though it's a risky disguise, especially for the inexperienced Spy. As a rule of thumb, anytime you are amongst your team, you should be in a friendly disguise. The point of the Spy is to sneak around unnoticed, it's hard to do this when you've given yourself away early. I suggest that you disguise yourself as a friendly Pyro to deter enemy Spies each time you spawn, then traverse the map as far as you can with a friendly disguise. Once you get to the point where you'll be nearing enemies, cloak, re-disguise as an enemy, then let the mayhem begin. One might ask, why would you use a friendly disguise if the enemy will kill you when they find you, as you are still an enemy to them? Well, it's simple really. If you use a friendly disguise while amongst your team, like a Pyro, when the enemy sees you, they will have intent to kill you, but at the same time, they must consider the risk of your teammates around you. They won't charge in to go after a Pyro because the Heavies and Medics are probably better targets. If however, you were wearing an enemy disguise, and they spotted you running with your team, they'd notify their team of your whereabouts, where you're headed, and what you're disguised as. You've already lessened your chances of success exponentially based on the fact that the enemy is aware of you. Conversely if you had just stuck to the friendly disguise, you could have made a disappearing act, and once you reappeared you'd already be disguised as a new class, even the enemy. Another useful purpose in using friendly disguises is that the enemy won't suspect you as being a Spy, they will believe your disguise. If you're disguised as a friendly Pyro, enemy Spies will likely avoid you, given the threat that Pyros pose to Spies. On that same note, if the enemy was trying to kill you, and you were disguised as a friendly class, say a Pyro, you could round a corner, and cloak. If they didn't see you cloak, they will have no idea that you cloaked, and they will still be looking for a Pyro. This works because cloaking is not a property of a Pyro, so the enemy wouldn't expect one to do so. Once they've realized that you may have cloaked, that you were actually a Spy, assuming they realized at all, it's too late for them, because you are either far from them, or have already backstabbed them. Seeing as how the golden rule of Spying is staying hidden from the enemy, setup-time is no exception. Some Spies will go to the enemy's gates during setup-time, and start taunting. I find this to be ridiculously foolish, because now the enemy is aware of said Spy. They will anticipate him, and could counter him. If the enemy is aware of the Spy, they will anticipate his antics. He may not prove as successful to a knowing enemy. For example, the enemy may attempt countering you with Pyro, waiting for you to make your move, then burning you alive. However, if you were disguised as a friendly Pyro, then you would be no different than the countless teammates around you who are waiting for the gates to open. Once the time nears zero, you can easily hide behind any number of things, cloak, re-disguise, then de-cloak in a more opportune position so that you're well placed for the opening doors. The underlying idea here is that you don't want the enemy to be aware of your presence at any point in time as a Spy. In the end, a Spy must master coordination between both his cloaking, and his disguises. Mastering these two tools truly sets the bar for an amateur Spy and a skilled Spy. Knowing when to cloak is as we've stated before "key." Furthering that, using disguises effectively out of cloak, is equally as important. **The following are unique properties regarding the Disguise Kit: ----------------------------------------------------------------- Every single time a disguise is deployed, so to does the Spy's health change to the enemy. The health that the enemy can see is not his actual health. Typically, this random, fake health status is anywhere from half-health to full-health, it's not always half-health like many once believed. If you disguise as a Pyro, you may appear to have half-health to the enemy. In that same life, one could disguise as a Demoman, as such, your health shown would once again randomize. This time, you may have three quarters health to the enemy. Though a Spy never knows how much health he is displaying, it's important to know that it changes each time the disguise does. That way, people may be thrown off when chasing a Spy disguised as a Demoman with half-health, when they find the same Spy newly disguised as a Pyro with near full health. It's a subtlety but changing your disguise frequently, especially once spotted, is hugely important to the success of a Spy. ----------------------------------------------------------------- While in an enemy disguise, one can gain health from dispensers, mine carts, and potentially enemy Medics. ----------------------------------------------------------------- While in an enemy disguise, sentries will not target you. As they will recognize you as a member of their team. ----------------------------------------------------------------- It takes a few seconds for a new disguise to take effect, during this time, a cloud is visible around you. This "cloud" can easily give you away to the enemy, as it draws attention to the eye. It is best to disguise while cloaked, as it avoids the "cloud" like effect. Here's another subtley that will help one know when the disguise has taken full effect. When one deploys a disguise, a white outline of the Spy shrinks to the lower left hand corner of the screen, shrinking to the HUD. Once this has happened, and the two pictures in the bottom are the Spy, and which ever class you disguised as; you're good to go. ----------------------------------------------------------------- Once disguised, bumping into the enemy is an immediate indication to them that you arent one of them. So avoid being "bumped" into at all costs. ----------------------------------------------------------------- When taking on a disguise, the Spy's actual speed changes to reflect the class he's disguising as. This means, that if you disguised as a Heavy, not only would you look like one to the enemy, but you'd move as slowly as one too. However, if you disguise yourself as a class that's faster than the Spy, such as a Scout, your speed won't increase. If one disguised as a Scout, to the enemy, they'd look like a really slow moving Scout, which is a dead give away. ----------------------------------------------------------------- Spies do not show pain. If an enemy was to shoot you, your health would not change to reflect that, at least, not from their point-of-view. If you continued with what you were doing, there is no way for them to tell if you've been injured. Sometimes pretending that you haven't been shot will make the enemy believe your disguise. ----------------------------------------------------------------- While disguised as a friendly class, one can still assist in capturing a point, without letting onto the enemies that they're a Spy. ----------------------------------------------------------------- If disguised as an enemy class while using a teleporter the glow is not visible at the Spy's feet. However, if you used a friendly disguise you could negate the "pixie" like effect when you initate your cloaking. It dissapears fully once you've become fully invisible. ----------------------------------------------------------------- **More on disguise specifics in Section 2** ***************************************************************** Speed Comparisons: This section shows the speed of each class, with relations to the Spy. It's important to note that if a Spy was to disguise as one of the faster classes his speed doesn't increase. Conversely, if the Spy was to disguise as a slow class, a Heavy for example, his speed would lessen to match that of a real Heavy. This chart is arranged from fastest classes to slowest: _____ _____________________ |Class| |Speed Relative to Spy| |_____|_______________________________|_____________________|__ | | | | Scout | 133% | | | | |_____________________________________|________________________| | | | | Medic | 107% | | | | |_____________________________________|________________________| | | | | Pyro, Engineer, Sniper, & Spy | 100% (BASELINE) | | | | |_____________________________________|________________________| | | | | Demoman | 90% | | | | |_____________________________________|________________________| | | | | | | | Soldier | 80% | | | | |_____________________________________|________________________| | | | | Heavy | 76.6% | | | | |_____________________________________|________________________| | | | | Heavy (revved), Sniper (in zoom) | 26.6% | | | | |_____________________________________|________________________| This chart indicates that a Spy is slower than both the Scout (obviously) and the Medic. Conversely, he's tied with the Pyro, Enineer, and Sniper, for the same baseline speed. Yet he's faster than the Demoman, Soldier, and Heavy. Then as seen at the bottom the Heavy and Sniper are tied for the slowest when executing their secondary functions; revving, and zooming. All classes move 10% slower whilst moving backwards. -This does not include crouching, as it's a new fixed speed, which is the same in any direction. ----------------------------------------------------------------- ***************************************************************** -Section 2) Disguises [A2] ----------------------------------------------------------------- ----------------------------------------------------------------- Disguises play an important role for the Spy. The correct disguise could very well be the difference between life and death. Generally speaking, no disguise, not even the best ones will truly trick the enemy, especially smart, alert ones. They are powerful at a glance, as at-a-glance, the enemy might not think anything of you. Thankfully, due to the fast paced nature of the game, there will be many times that the enemy fails to notice you at-a-glance. A disguise alone will not make the Spy, as, managing his cloak is the true key to a Spy's success. Acting is also important, as it is the next step in making your disguise believable. You should, while in disguise, appear to be concerned with your team, as if they were threatening to you. You could look in their direction, jump and "dodge" their fire, as if to fear being hit. Also, you may find scenarios where backing from said ally fire and calling an enemy Medic will benefit you, as even smart Medics mess up on occasion. You can also use certain disguises to lure Medics, especially foolish ones. One way to do this is to take on the role of a more offensive class, such as a Heavy or Soldier, and head to your side of the map. I might do this if I see a lone Medic on the frontlines. Luring him to me via the Cry-for-help voice command, I'd then proceed towards my base, and he would more than likely follow within a safe distance behind. If you aren't able to take him out via your Revolver or stab, as in attempting may result in death, continue to lure him towards your team so that your team can kill him. He may very well stick by you thinking that he's helping you out, and you're going to protect him. This isn't the most concrete strategy, as it's incredibly risky, but if it works, it's hilarious. =========[Your best disguise options are as follows]============= -Pyro The Pyro is probably the single best disguise ever. Why? Simple The Pyro is a trademark anti-Spy character, and is also short-ranged. Because Pyros hunt spies, they are known to randomly wander about, having no concrete order of gameplay. In addition, because they are short-ranged, they rarely attempt attacking enemies at a distance; which means there is little suspicion of you if you aren't shooting at an enemy that would otherwise normally by out of reach for a Pyro. Oftentimes you won't be noticed, being that its not so suspicious of a Pyro to be anywhere and everywhere. As stated above, the Pyro is short-ranged, and as such he won't attract as much attention for not shooting constantly. Conversely, if you imitate a Heavy or Soldier, it is likely that the enemy can tell that youre a Spy based on the fact that you arent shooting. Also, you aren't slowed down at all in this disguise. Note: Posing as a friendly Pyro (a Pyro of your team color) is also an incredibly effective way of scaring off, and dealing with enemy Spies. This is so for a few reasons. One, as you'll see later in this guide Pyros are the worst target for a Spy, and should be avoided at all costs. With that said, the enemy Spy will more than likely try to avoid you, this is good because if you are looking for an enemy Spy, and you notice that one of your own is avoiding you, cough, Spy. Now you can have a revolver duel, alert others, or attempt stabbing him to death. If you are really daring you could attempt all three at once! ----------------------------------------------------------------- -Engineer The engineer is one of the best disguises to take out sentries, being that it is typical of an engineer to stick near his sentry and dispenser. Sap first then stab (sapping is explained in greater depth in the target section). Sadly, the engineer is a highly suspected disguise; this is thanks to the fact that too many spies are uncreative and think there's no other way to deal with sentries than to take on this disguise. Pyros will constantly check engineer's above all else. This disguise will not slow down the Spy's movement at all. Note: You can immediately determine whether or not an Engineer is an enemy Spy based on whether or not the Engineer is holding his wrench, or shotty. A Spy as an Engineer would be holding his primary weapon, the Shotty, where as most every Engineer wields his wrench as his weapon of choice. At a glance, if the Engineer has a wrench or pistol in hand, you know for sure he's not a Spy. This is important because too many noobs spy-check everyone, pay attention to detail... ----------------------------------------------------------------- -Demoman The Demoman is among the best in-between disguises. It's not highly expected, and it won't slow the movement of the spy. Still, if the Demoman is seen wandering in a fashion unlike a Demoman it's obvious to the enemy that you're a Spy so, be careful. This disguise will slow the Spy's movement by 10%, which isn't too noticeable. ----------------------------------------------------------------- -Sniper The Sniper disguise is good when you are in the appropriate place. If you are in a particular part of a map in which Snipers dwell, then props to you. Stab them Snipers! Otherwise this class is suspicious. This class also won't slow down the Spy's movement. Note: When posing as a Sniper, to avoid suspicion be aware of your surroundings, have a target in mind, and act interested in your team. Act as though they (your team) are a dynamic worry to you, strafe back-and-forth looking in the direction of your team, especially when enemies are present. As soon as a target is within range, or when the moments right, break from the act and assassinate. Note: When posing as a Sniper, you cannot bring the Sniper rifle to a zoomed state, holding it to your face, because that's a property that only the Sniping class has. Being that you aren't a Sniper, don't have a sniper rifle, you can't ever look to be looking in the scope. As such, you can expect that a Spy disguised as a Sniper will be holding the sniper rifle lower. It doesn't make a huge difference, because a good Sniper isn't always behind his scope, as it narrows his vision. ----------------------------------------------------------------- =========[Your worst disguise options are as follows]============ -Heavy You're a huge target. Most people realize whether or not their team has a Heavy, they are a class that demands attention, whether they mean to or not. Part of the reason that a Heavy is a dead give away is the fact that they are so huge. People pay attention to you more. Not to mention that a Heavy is always situated on the front line, and is always firing away. Seeing as how you cant shoot, you'de like grow suspicious in the watchful eyes of the enemy. Also, its worth noting that disguising as a Heavy will not help in large when trying to kill Medics, being that you're slow moving now. This disguise could potentially be useful for advanced Spy strategies, like the one listed in the section intro, though only the most dastardly Spies should attempt it. Note: Most Medics know exactly how a Heavy (or anyone they are healing) should act, and deviating from that known way of acting only causes suspicion. To better act as a Heavy, always appear to be advancing towards your base which to the Medic healing you is his enemy's base. ----------------------------------------------------------------- -Scout As a Scout your speed doesn't increase. It's obvious to the enemy that you're not a Scout, because you appear slow moving to them. In addition, Scouts are frantic bastards and double jump like theres no tomorrow. Surely a Spy can't perform as such. Worst disguise in my opinion, as it's blatanlty obvious that you're a fake because you can't move as fast as a Spy, or double Jump. This is probably the worst disguise ever. The only way to even attempt this disguise is to move about while crouched, though, how often do you see a friendly Scout crouched and moving along the ground? It's still an eye catcher to say the least. ----------------------------------------------------------------- -Soldier The Soldier is only a slight bit faster than a Heavy, which isn't saying much for the Soldier's speed. This class is an easy target for Snipers, thanks to his cumbersome movement. Also Soldiers are generally seen on the frontlines, as they are a highly offensive class. As such, this disguise will prove more effective when executed on the front lines. This disguise is ill-advised as it slows the Spy's movement a great deal, like the Heavy. It will make it difficult to catch up with classes, and at a straight away, it'll be impossible to catch up to most. This class should only be used for advanced Spy strategies, such as luring enemy Medics, even then it's quite risky. ----------------------------------------------------------------- -Medics Medics are the WORST possible disguise. Why you ask, because they are constantly being demanded upon by their team, and as such you will have the enemy following you around, all the while begging to be healed. Because a real medic is always healing, and the fact that you can't is a dead give-away. The point of being a Spy is to bring the least amount of attention your way, and unfortunately Medics receive an exorbitant amount. Note: Another factor that contributes to the downfall of this disguise is the fact that when the enemy aims at you there is no ubercharge percentage. Typically, when you look at a medic that is on your team, youd see an ubercharge percentage. Yet another indication and dead give away that you're a spy. Note: An experienced player will know that a Spy's physical appearance when taking on this disguise includes that he is holding his primary weapon (which is the case for every disguise); the syringe-gun. Typically, Medics are seen wielding their medi-gun, and as such anytime a Medic is seen wandering about with his syringe-gun it's worth Spy-checking him. ----------------------------------------------------------------- -Spy In the beginning, early in TF2's release, the Spy was a good disguise. At this point in time however, specific details point out the flaw of this disguise. Firstly, when disguised as a Spy, you don't have a cardboard cut-out mask on your face. This means that from the enemy's point-of-view, they see you, an apparent ally Spy, who has for whatever reason decided to walk around without a disguise on. To the trained eye this is an immediate indication that you're an enemy spy. Secondly, wandering around the enemy's base, without the cover of a mask is an immediate suspicion as they'd expect to at least see you wandering the other teams base (your team), not their own. After all, how often do you as a Spy wander around your own base with no mask on? -- Good response, you never do. Note: When disguised, a cardboard cut-out mask is on your face, Only visible to your teammates, the mask represents the class that you are disguised as. However, when you disguise as a spy the enemy sees you as a spy without the cut-out mask on. It can be a dead give away to the trained eye. ***************************************************************** -Section 3) General Do's and Donts [A3] ----------------------------------------------------------------- While each map has specific strategies that work best, there are some basic techniques that are applicable to all stages, both offense and defense. This section lists some Do's and Don'ts and strategies. ----------------------------------------------------------------- 1) DONT attempt to get into firefights unless absolutely necessary. You have too little health for that kind of exercise and most every other gun in the game is more powerful than yours. The only classes that you have a chance of killing consistently are Spies, Medics, Scouts (if you can hit them), Demomen (if you can avoid their splash damaging explosives)and Engineers. Though, Engineers they are usually guarded by their allies or sentries, since most Engineers camp nearby their teams spawn points; especially late game. Note: Surprisingly a good medic will often times out-gun you, based on the fact that their Syringe gun has a much better rate of fire than the Spy's revolver. Though, the revolver is stronger than the syringe-gun per shot. A Medic will especially have an advantage over you with the Blutsauger (the new syringe gun) equipped. It vamps 3 health from you and gives it to them each and every time you get hit. Trust me, this syringes come out very quickly, and if the Medic is good, he'll be able to aim them very well-- even at exceedingly long distances. Good Medics have been known to take out Sentries, and Dispensers from afar, even at angles a Soldier could never dream of, thanks to the arc of that the Syringe gun provides. ----------------------------------------------------------------- 2) DONT run toward the enemy unless youre cloaked. Even if you are disguised as them, the fact that a supposed teammate is running at them is a dead giveaway that you are a Spy and they will kill you. Cloak, get BEHIND their lines, then stab away. ----------------------------------------------------------------- 3) As an addendum to Number 2, the disguise can be pretty much worthless for fooling the other team if you fail to act appropriately. All but beginners have learned to be suspicious of everyone, and will shoot every teammate enough times to kill a disguised Spy. Be especially weary of Pyros, since being set on fire does not disappear when cloaked. In fact, steering clear of Pyros altogether is a good idea, unless they are set up for the perfect stab. ----------------------------------------------------------------- 4) You should always be in disguise! If you're spotted, you should act quickly to either start killing, or cloak/ re-disguise, then scamper off, then return and continue to harass the enemy. ----------------------------------------------------------------- 5) The best way to get backstabs is to cloak right before you get to the point in the map where the teams are clashing, then run back to a safe point behind their lines where you can de-cloak and join their team for the fight. Often times this takes agility to avoid the firefight on the front lines, but if you can juke your way around the flying grenades, rockets, and Heavy bullets, there can often be bountiful rewards awaiting your knife-wielding hands. Be careful there are no Engineers around, since they like to hang out near the rear. Usually, if you see the Medics run by that means the whole line has passed, since Medics typically run behind everyone with their beam on a Heavy or Soldier. ----------------------------------------------------------------- 6) DO stab their Medics first. They are crucial to any offensive push, especially if they can get their Ubercharge. Killing them makes a brief retreat/heal or Uber-rush for the other team impossible, effectively ending their rush and allowing your team to pick off the attackers. I list the order of priority to stab at 1) Medics 2) Heavies (since its really easy) 3) Soldiers 4) Demomen 5) Everyone else. Obviously, killing Engineers is important, too, but they are rarely on the front lines and can be dealt with separately. ----------------------------------------------------------------- 7) Accept the fact that as a Spy, YOU WILL DIE A LOT. Spies are weak, sapping sentries is often a suicide mission, and sometimes their front line is so full of people and firepower that sneaking by is impossible. Just suck it up, re-spawn, and go back at them. Theres a reason you get twice as many points for a backstab, since you probably die twice as much as other classes just getting into the position to get one. But oh, how sweet they are. ----------------------------------------------------------------- 8) Plan proactively. If you can see your team has a capture well in hand, try to sneak onto the next point for an easy capture before the enemy can get its defenses up. This works great on the final points on Granary and Well since they capture really fast and you can almost always get the point before they can stop you. Then you can rush into their spawn before your team can get there and steal all the juicy free kills. ----------------------------------------------------------------- 9) Dont get greedy with sapping. When you put a sapper on something, be sure you can get away cleanly unless youre just trying to get a sentry and dying is expected. If there are four enemies with their backs to you and an enemy teleport nearby, LEAVE IT ALONE. If the Engineer is nearby, hell announce that hes being sapped and his team will raise hell looking for you. Besides, killing the enemy troops is worth more points, and is usually better for your team, especially if there're Medics in the bunch. More on Engineers and Sentries later... ----------------------------------------------------------------- 10) Originally, Spies were unable to use teles due to the fact that it would leave a glow at their feet-- giving them away to the entire enemy team. This pixie dust like glow effect lasted long enough where if the Spy had just walked instead of using the tele, he'd probably get to the target destination around the same time the pixie dust effects would have worn off. This means that it made sense for the Spy to ignore the tele, thus taking the roundabout path instead. Thankfully however, Valve has changed tele and Spy properties in a more current update, changing the "glow" like attributes. Now a Spy can use a tele safely without the glow at his feet. The catch is, the Spy must be disguised as the enemy for this to take effect. If the Spy is disguised as anything aside for the enemy, he will still show the pixie glow at his feet. ----------------------------------------------------------------- 11) The true skill that comes into play while playing Spy is speed. The only time you should sit still, if ever, is to recharge your cloaking, and that's only if you are in a very secure spot. Otherwise, constantly change your disguise after being spotted, and while cloaked might I add. Spies are hunters; sometimes they let their prey come to them. ----------------------------------------------------------------- 12) As a Spy, you have to avoid your own team when passing a choke point, no not because you are afraid to be seen with your team in an enemy disguise (giving away the fact that you're a Spy), as you can easily cloak and sneak away. The problem is that when you move with your team, even whilst invisible, you'll likely be shot in the crossfire and often times killed. For example, if your team goes to point A, go to point B. Or, if they go to point A go to point B and make your way to point A. Take the most convoluted way possible, and kill everyone along the way. As stated before, while with your team, or on your side of the map, use a friendly disguise until you get close enough to the enemy where you cloak, re-disguise, and sneak off. ----------------------------------------------------------------- 13) Don't worry about what classes the enemy team has when it comes to deciding upon a disguise (unless its a very small game). The enemy is usually too busy running about and wont notice what their entire team is comprised of. ----------------------------------------------------------------- 14) Also, be on the lookout for enemy Spies, they are up to the same things that you are, so expect what they're up to before they even know what they're doing. There is nothing like out- spying a Spy. Keep track of enemy Spy movement especially after having breached the enemys side of the map. Oftentimes youll see an enemy Spy take on a disguise in plain site. Also, if you want to hunt enemy Spies who are plaguing your team, one good strategy is to disguise yourself as a Pyro of your own team. Spies usually fear Pyros, and dont attempt stabbing them. This will usually give you an edge over enemy spies. Make sure to watch for typical de-cloaking areas that you would use as a Spy to catch their Spies in the act. ----------------------------------------------------------------- 15) If you're chasing down an enemy, and can't catch up, gun them down. The revolver isn't the most powerful weapon, but if used correctly (and by all means this is correctly), there are many scenarios in which it can prove effective. Though, must I remind you that as a Spy your primary focus should be that of your knife. ----------------------------------------------------------------- 16) Sometimes youll be caught in a scenario where youll have no choice but to pass straight by an enemy who will soon hopefully walk right by you without suspicion. A few tips will aid you in doing so with little suspicion. Firstly, dont look straight at them, look straight ahead. Dont act like youre afraid of them, try to act natural, so in this case no backing off then proceeding forward again. At the very instant that you're about to pass by each other, turn to them very quickly and stab their side. If your stab lands on their side near enough their back, it's a one-hit-wonder (which will usually be the case in this scenario). This is such a satisfying way of dealing with the enemy. ----------------------------------------------------------------- 17) When cloaking/de-cloaking always do so out of enemy site, and give the cloaking/de-cloaking process time to complete before you run out of cover. Many Spies dont realize that when they de-cloak, they appear differently to the enemy, it takes about two seconds to fully de-cloak for them to look like their disguise. Otherwise they will be half translucent for a few moments, and then their cover is blown. The same issue is involved with cloaking. If you cloak and immediately try to run by enemies they will see you for a second, shoot in the area that you were headed, causing you to become slightly visible, and continue to shoot you. Heavies will do this all the time, if they are shooting and clip a Spy, they will follow the invisible Spy based on the translucent figure they saw when they hit you. Usually a Heavy will finish you like this, which is very annoying. ----------------------------------------------------------------- 18) Sometimes people like to rely on hard facts to consider how they might go about playing. For example, many people would say never get in a fire fight with a Spy because his revolver is among the weakest weapons in the game, and the Spy also has little health in comparison to other classes. Though, those people fail to take into consideration the obvious. Often times when you use the revolver, the enemy will not expect it. If the enemy isnt aware of you to begin with youll easily land multiple hits, (usually enough to kill) before they even have time to react. So, stats aside, its still a handy weapon, when used accordingly. Note: When dealing with the Heavy, Soldier, and any other class with a considerable amount of health use the revolver as a last- ditch effort, seeing as how they won't go down easily. In fact, you're better off fleeing said classes rather than engaging in a fire-fight with them. NOTE: Generally speaking, the Revolver should only be used when a backstab is not possible. Say for example you are chasing someone. Sometimes you simply can't catch up. As such, pulling out the revolver and landing a few slugs in their back could very well kill them, however, if you fail to land the hits, you've blown your cover. Oftentimes it's better to avoid making yourself known to the enemy. Simply put, don't blow your cover if you don't have to. ----------------------------------------------------------------- 19) Furthering #18, in some cases youll be forced to use your revolver because youve run out of cloak and the enemy has already fired a few shots at you. Just take your time, and strafe to avoid their fire. One strategy Ive found to increase accuracy when the enemy is wildly moving about is actually to let strafing act as a sort of aiming. Once youve got your crosshair on the same level as the enemy, for example, on the same level as the body, strafe in whichever direction the enemy is moving, to line-up your shot on them. For example, an Engineer is running back and forth firing off shotty rounds at you, sometimes simply aiming can work great, but its also easy to miss, and you only have six shots. Move your crosshair so that when you strafe to the left or right it will fall upon the enemy; once you lineup with the enemy; fire. Sounds odd, but it works incredibly well. Why would you do this? Well, seeing as how youre adding strafing as a way of lining up your shot, youre increasing the difficulty for your enemy to hit you. Try it out, practice. ----------------------------------------------------------------- 20) Walking backwards towards your enemy ("retreating to them") can sometimes be one of the most discrete ways of sneaking amongst enemy ranks. Though, abusing your option of doing so could manifest a growing suspicion of you in the eyes of your enemy. Walking backwards is usually done when you are running out of cloak in, or amongst enemy ranks, and it's always done when your team is present so it appears as if you are concerned with them. For example, one time I was running out of cloak, so I quickly looked for a spot to de-cloak, which in this case was on the other side of some rather large crate. After de-cloaking I quickly left my position joining nearby-by enemy forces (which were within my relative vicinity). I decided to face where the choke point was (thus facing my team) and I evasively backed off. This is effective because moving like the enemy makes you appear more believable in their eyes. ----------------------------------------------------- Sometimes backing up can be risky, here are a few tips: ----------------------------------------------------- A. Try to avoid bumping into an enemy while backing- up. This is an immediate give away to most every enemy. ----------------------------------------------------- B. It's also useful to appear as if you are fearful of your own team. For example, if they are launching rockets at near-by enemies, you should dodge your own teams rockets, and other such gun fire. Again, if the enemy sees you dodging rockets, and other firepower, they'll be more likely to believe that you're one of them. ----------------------------------------------------- C. Don't walk backwards in areas where it wouldn't make sense to do so. For example, once you are far from a choke point you'd tend to assume that there aren't many enemies near-by, so walking backwards and darting around as if to be afraid of your own team that is across the map looks incredibly suspicious. I've seen some foolish Spies do this before. The outcome is death. ----------------------------------------------------- D. Getting caught in crossfire is the leading cause of death. Which for whatever reason is usually a rocket to your face. Attempt avoiding crossfire to the best of your ability. ----------------------------------------------------------------- 21) Once you're behind a bunch of enemies who are all facing away from you, there is a certain way that you should go about stabbing them. Try to stab each enemy in succession from closest to furthest enemy from you. That way each enemy that you kill will be taken out outside the visual scope of the enemies in front of them, granting you the option of stabbing them next. ----------------------------------------------------------------- 22) This may be a bit obvious, but, generally speaking, it's a good idea to disguise as a class that you've just killed. For example, if you kill a Sniper, hide, disguise as a Sniper, then return the area in which you killed the Sniper. ----------------------------------------------------------------- ***************************************************************** -Section 4) Targets (Who and who not to stab) [A4] ----------------------------------------------------------------- =======================[Best Targets]============================ Despite the fact that every enemy is a target, there are certain classes that should be targeted more so than others, here is that list, allow me to explain ----------------------------------------------------------------- -Heavy: Due to the Heavies slow movement, large figure, and the fact that he is a huge threat to your team, Heavies are probably the most satisfying targets to take out with one swift stab to the back. Due to the nature of the Heavy, they are almost always firing their gun when on the front lines. Make sure to avoid being struck in the crossfire. If you managed to get shot, you're cloaking will shimmer to the enemy, giving away your position. ----------------------------------------------------------------- -Medics: Hunting Medics is often times critical in keeping the enemy from advancing. Anytime you kill a Medic you are shutting-out the enemy's opportunity of ubercharging and pushing. With that said, you can save your team quite a bit of trouble taking them out. Heres the problem with hunting Medics A good Medic knows enough to keep his ass in constant motion while healing, so, they move randomly, and often times spin around. If you cant backstab the Medic easily or, you miss, forget it and hurry to whomever they are healing, which is usually either a Heavy or a Soldier, and backstab them instead. As I've stated, you'll oftentimes find a good Medic to be very difficult to take out, they are o'so aware of spies. Half the time you attempt to kill one, or, even much of the time that you manage to kill the person they were healing, they will hunt you down and slice you with their bonesaw. Talk about terrifying and if that's not bad, you can expect to die too many times to a bombardment of syringes. So despite the fact that Medics are crucial targets, a competent Medic is very difficult. The verdict: You're goal should always be to kill enemy Medics, as they are hugely important to team support. Go for the stabbing if the opportunity arises. If you miss the Medic while stabbing, you should either A) Stealth, then retreat. or. B) Back-stab the next closest enemy, which will typically be the person the enemy Medic had been healing. ----------------------------------------------------------------- -Snipers: What better target than a Sniper? Snipers are usually a great distance from your team situated in some perch, or, at the very least, are looking through their scope somewhere far-off completely unaware of their surroundings. Often times if you find one Sniper, you find two or three more (which is often times the case if 2fort), Happy stabbings! ----------------------------------------------------------------- -Engineers (and all that they create): *** See the below section; "HOW TO HANDLE ENGINEERS" *** ----------------------------------------------------------------- -Demoman: The Demoman can oftentimes be a great target because they typically play defensively, setting up sticky bombs and waiting for the helpless to pass by them. As such he'll be waiting nearby, carefully eyeing his stickies. Waiting comes in a few ways for a Demoman. Either he will be crouched somewhere eyeing his stickies, or he'll be frantically moving around an area within visual range of his stickies (The ladder half being the more difficult to take out). Because of this, they can be great targets. The only time they can be a pain is in the above case where they may move about in a frantic, erratic way. Also, if they do see you, they can on occasion be easy to deal with even if they are shooting at you from point-blank range, this is because they don't rely on sheer impact but explosions to kill their enemies. Up-close, a smart Demoman will resort to beating you with his bottle, in which case, good luck! ----------------------------------------------------------------- -Soldier: The soldier is another great target, and can easily be backstabbed due to his cumbersome nature. You better make sure he doesn't see you coming, if he does, you may be greeted with a rocket; which Upon impact you will blow you to pieces. It's a risky class to deal with, because of the fact that their rockets are so lethal to the Spy. If you fail to backstab a soldier and thus reveal yourself to him, don't expect to make it away alive. That point can prove true to most classes, missing a backstab will usually result in death. Also, another almost comical situation that you may face when dealing with a Soldier is getting blown up when he is innocently rocket-jumping somewhere. It happens, the splash damage is enough to kill the Spy, watch out! ----------------------------------------------------------------- -Spy: Surprisingly, Spy vs. Spy can be quite effective. Though one must take a different approach in dealing with Spies. Don't go looking high and low for the enemy Spies, just keep your eyes open, and check your teammates by attempting to walk through them. Oftentimes once on the enemy's turf, you'll see their Spies leave spawn and take on a disguise. You can chase them and stab them, which can become really easy depending on the disguise they choose seeing as how some disguises hinder the Spy's overall speed. If you can't catch up, you may consider dueling the enemy Spy with your revolver, may the better Spy win! For the record, more typically Spies are a class that you kill when they happen to cross paths with you, you don't go looking for them. You might see a supposed teammate acting suspicious, good kill him, stab him in the back he's a spy. You may also witness that Spy break disguise and start backstabbing your teammates, again, stab him in the back. As far as your overall desired targets, enemy Spies should not be a primary focus, but rather a spur of the moment one. With that said, if while in the enemy's base you see a Spy take on a disguise, or if you see a disguised Spy (which is easy to spot seeing as how they are probably disguised as your team's color, and aren't getting shot at by your enemy around them) I'd usually recommend ignoring him, continuing on with bigger, better things. Note: It'll become pretty simple to spot enemy Spies once you learn what to look for. On occasion, your team may cry out that a particular Spy is giving them a great deal of trouble, also, said Spy may focus on the same area time and time again upon re-spawning. In said scenario, it's always nice to help out your team, this can be done in a multitude of ways. You could hideout waiting for the Spy to come to you. You could attempt deterring the enemy Spy by disguising as a friendly Pyro, as such they will be more timid upon approach. Also, being that you're goal is to take out an enemy Spy, think outside the box. Think about how you would play Spy if you were on the opposing team. If you know the map, you'll know specific routes that good Spies will use often, in addition, you'll be aware of many other map specific tactics that Spies have at their disposal. There is nothing better than out- smarting a rival Spy. ----------------------------------------------------------------- Stabbing aside, the following are also key targets that a Spy must consider... -Tele-Entrance: It is worth noting that the easiest target is a tele entrance, based on the fact that nothing is around to protect it but that of enemies who re-spawn near them. -Sentry Gun: The Spy is unique in that he is the only class in the game capable of disabling Engineer structures. He is oftentimes key in handling enemy Sentries. A well placed Sentry, in combination with a pressuring enemy opposition can more than cripple your team. Taking out these bad boys will definitely aid your team immensely. -Dispenser: Taking out dispensers is also very important because they provide Engineers with more metal with which to repair their things. In addition, they heal the enemy, and replenish their ammo supply. It's very important to take these out. -Tele-Exit: Oftentimes these are located near an Engineer's dispenser and sentry. If this is not the case, then they are placed in a discrete place that is really not to difficult to spot. These are fairly simple to take out, as the sapper finishes them off before most Engineers have time to save them. *Make sure to check out the Engineer specific section later in the guide. ----------------------------------------------------------------- =======================[Worst Targets]=========================== -Pyro: Enemy Pyros are a Spys greatest fear, and will cause the most aggravation. This is because Pyros tend to spray their fire randomly, and all too often in that random spraying they will singe you and catch you ablaze. Once you are on fire, you are tagged to the entire enemy team. Now they can all see that you're a Spy. usually, If you walk into a Pyro, even for a second, they burn you to death, so avoid them above all else. Also, probably the most aggravating of all is the fact that they help baby-sit sentry guns and dispensers with the Engineers; making it very difficult for a Spy to do any real damage, though, on occasion, a Spy can still be successful in sapping and destroying things even in the presence of a Pyro. Messing with an enemy Pyro will almost always result in being burned to death. If you're on fire, can't escape for health (which stops you from burning), and can't jump into water, then don't go down without a fight. Sap stuff, stab people, go out and take the entire world with you. ----------------------------------------------------------------- -Scout: Sure Scouts are typically thought of as weak, and puny, this maybe so through the eyes of a hulking Heavy, or a psychotic rocket-wielding Soldier. However, from a Spy's point-of-view, Scouts can be devastating. Most Spies probably have nightmares of their rapidly swinging bat. The reason Scouts are so deadly to Spies is as follows. First of all they are so fast. When you turn corners while cloaked a Scout might come out of nowhere and run into you, in this case you are almost always dead. You've been discovered... They will run around shooting their scatter gun and pummeling the air with their bat, covering far more area than you at a much more quicker rate. If you run out of cloak, forget it, back stabbing, or at the very least, stabbing them to death is very difficult, and unless you are dead-on with the revolver, expect to see that bat finding its way to your face! ----------------------------------------------------------------- ***************************************************************** -Section 5) HOW TO HANDLE ENGINEERS [A5] ----------------------------------------------------------------- As a Spy, you'll spend a great deal of time taking out both Engineers, and their establishments. The following is a list of many of, if not all of the possible scenarios you'll experience in dealing with them. ----------------------------------------------------------------- Before I begin, I decided to add a few general pointers when dealing with Engineers. Generally speaking, in most scenarios, it's safer to stab the Engineer, then sap his establishment. If you backstab the Engineer whilst he is behind a tier three Sentry, you'll actually be able to follow up with a sapper to the sentry if you move very quickly. However, speed isn't the only factor at hand. Typically, it's best to move around the sentry a slight bit, dodging the revolving turret before sapping. This works very well, you just have to follow the motion of the turret. You can actually move around the turret just as fast, if not faster, as it can turn to face you. Which means so long as you don't mess-up, you'll be able to sap it. This is probably one of the flashiest things a Spy can do. Practice. Another useful tip deals with enemy dispensers. Pay attention to enemy dispenser location, with relation to that particular Engineer's Sentry. More often than not, an Engineer will build both his dispenser and Sentry in close proximity to one another. You can actually use this to your advantage. In some scenarios you may stab the Engineer and not have time to deal with his tier three sentry. You can avoid the sentry entirely by hiding behind the dispenser. A sentry built by Engineer "A" can not shoot through a dispenser built by said Engineer. It acts as sort of barrier, the sentry can't even see you once you duck behind it. Use this to your advantage. Be careful though, if the dispenser you hide behind is made by a different Engineer than the one who made the sentry, the sentry will target and shoot you through the dispenser. ----------------------------------------------------------------- 1.) Sometimes youll find that an Engineer has left his establishment unattended, in which case sap everything in sight. Though, most Engineers are smart enough to baby-sit sit their sentry gun, dispenser, and usually a tele exit. So, its not always this simple. ----------------------------------------------------------------- 2.) When they are camping their sentry gun and dispenser take note of a few things. Firstly, where is the dispenser in relation to them? Usually they crouch with their sentry gun to their front and their dispenser to their rear. Secondly, where are you in relation to your target Engineer? If you come at the Engineer from the front, and he can see you, even in disguise, he will suspect that youre a Spy, and will greet you with a few shotty rounds or a pleasant smack of the wrench to your face. So its imperative to cloak and get by the target Engineer, then de-cloak in a safe place. Now, coming from a natural place, approach the Engineer. Usually, approaching from behind yields the best results being that you have the element of surprise on your side. If this is the case, you have a few options. ----------------------------------------------------- A. Sap everything near the Engineer and attempt to stab him.(Sometimes risky because he could repair the sentry just as you stab him and youll probably die. Though, sometimes you can get a clean stab at his back.) ----------------------------------------------------- B. Backstab the unsuspecting Engineer then immediately sap the sentry followed by the dispenser.(which is the most risky thing to do with a tier 3 sentry as it could turn and kill you faster than you can sap it). To avoid being shot by the sentry, as stated above, you can move around it as it rotates towards you. If you dodge toe turret effectively enough, you'll be able to sap it with no problem. ----------------------------------------------------- C. Sap everything, then strafe like mad re-sapping as the Engineer knocks off your sappers. keeping the Engineer as busy as possible is key. During this sap-fest, if the moment presents itself, backstab the Engineer. If not, continue to re-sap, while attempting to kill the Engineer. Overwhelming the Engineer is always advised. (You might use C when an Engineer builds his things in such a way that his back is to a wall and he cant be backstabbed. Which is often times the case for certain areas of many maps. Usually in said scenario the Engineer will be sitting on top of his dispenser, which is against the corner of a room.) Conversely, if he is atop his dispenser, and his back is to the wall you can use his Sentry gun as a step stool to get on top of the Engineer. Though, to do this, you must be cloaked, otherwise the Engineer will be aware of you. Once you get on top of the engineer, crouch, and stab downwards nearest his back, this should result in a backstab. ----------------------------------------------------------------- 3.) The Engineer is building a sentry. Approach him from behind making sure that his sentry is facing AWAY from you, backstab him, and then IMMEDIATELY sap the sentry. Its not worth making it known to the Engineer that you are there. So sometimes stabbing first is the way to go, and can save you the pain of being beat to death by an angry wrench-wielding yellow-helmeted Engineer... Ultimately, I ALWAYS recommend you stab them in the back first, so long as you are directly behind the sentry-- it is key that the sentry is facing away from you, you'll be able to stab then sap before it can fully turn to you. This grows increasingly more risky as the sentry advances in tech level. Stab-sapping is generally made easier when you strafe around the turret, attempting to avoid the revolving sentry so to provide you the opportunity to sap it. You'll find this useful with tier three sentries, try it out, experiment... Note: This works on each level sentry, though the risk increases as the sentry advances. For example, if you backstab the Engineer then fail to sap his tier 3 sentry before it turns to shoot you; you're more than likely dead. Speed is everything here. Note: This becomes more difficult to pull off when an Engineer is sandwiched between a dispenser and his sentry, because in this case, usually you can't situate yourself directly behind the sentry unless you are sitting atop his dispenser, then stab, then sap. Try backstabbing the Engineer, then very quickly back of seeking cover behind his dispenser. Note: If a sentry turned fast enough to shoot you... you can take quite a few hits from a tier 1 sentry before you die. So you have time to approach it and sap, even from the front. A Tier 2 sentry is more deadly, but still if you get clipped you'll survive plenty long enough to sap it. Finally, as I've mentioned, if a tier 3 sentry turns quickly enough to fire at you the rocket pods will kill you in one strike. Note: #3 is absolutely the way to go in handling Engineers in sudden-death mode. It's especially helpful in this scenario because so long as you backstab the Engineer so to do you destroy their establishment. So in this case you don't have to worry about which way the their sentry is facing, but rather you want to make sure that if you attempt striking them in the back, don't miss. ----------------------------------------------------------------- 4.) Sometimes you will find a sentry and dispenser off to the side, with no protection, but you know an Engineer is near enough that he can get there in time to halt your sapping. The best thing to do in such a scenario is to shoot whatever it is that you sapped with your revolver, thus blowing your cover. This is the smartest thing a Spy can do given the situation and scenario. While something is sapped it is loosing health rapidly, and sometimes not quickly enough for it to die before the aid of a near-by Engineer, so shooting the target, while sapped will surely get the job done. This strategy is usually done when no one is around to kill you when you come out of your disguise. Though, it is also sometimes a last-ditch effort to ensure that a sentry dies before you die. ----------------------------------------------------------------- 5.) The last word of advice I have for you is how to deal with one of those smartass Engineers who figures out how to get to an area that is typically out of reach, thus making sapping impossible. Seeing as how you can get behind enemy lines fairly easily as a Spy, position yourself in or near the enemies base, the best place being a somewhat secluded area. Then, shoot the dispenser with your revolver, it may not seem so accurate, but you'll soon see the dispenser smoking, and catch ablaze. It only takes a few shots from even quite a distance to take out a dispenser; taking out the sentry is next on the list. Fire away at the sentry, it will take a clip or two, so between 6 and 12 bullets to kill a tier 3 sentry. Note: Always use #5 when dealing with an Engineer who is too difficult to take out, for whatever reason (it could be that he has Pyros protecting him). Make sure to position yourself outside the sentry's range. Note: The last thing an Engineer expects from a Spy is that he'll attack his establishment by simply shooting at it. Most Engineers take so much care as to how they build their establishment as to hinder the Spy's chances of succeeding them, that they overlook the obvious. ----------------------------- Specific Map Examples of #5: ----------------------------- Gravel Pit When on the offensive, you might notice that at point C, some rather intelligent Engineer has built his stuff on the roof of the tower at C. Not that platform near the control point, but the slanted roof on the backend. That Engineer's sentry can do quite a bit of damage to your team because he is relatively safe and can easily repair without worry of spies and whatnot. Or is he? Position yourself in the far corner of the enemy base, where the Snipers hang out, more specifically, in the corner near the enemy's right spawn point door against the wall. From their, you'll avoid a fair amount of enemies as they may spawn and run right past you, also you'll have a perfect line-up to that little roof and the Engineer. Take out the dispenser first, shooting it wildly. Then destroy as much as you can, Id recommend taking out the sentry next. Also nearly every time this map is played an Engineer sets up on the left side of C, on that ramp just beyond the spawn entrance. If that Engineer has been giving you trouble, I'd advise following the above steps in taking out his sentry as well. ----------------------------------------------------------------- Well In Well, I find it to be necessary on occasion to shoot an Engineer's set-up from the third floor area above the 2nd control point (this is the highest area in which there is a large rectangular gap in the floor). Assuming you're at the enemies base, and there is no threat up there with you. You may find that the best way to take out the Engineer's stuff is crouching, and making sure you are positioned in such a way that enemy sentry gun(s) can't hit you, then take out the dispenser, and sentry gun(s) with your trusty revolver. Sometimes this is more useful than sapping, because often times you die when sapping because another enemy intervenes you, like a Pyro or Soldier. If you're quick enough you can kill off one structure at a time without the Engineer knowing where you are, and how his stuff is dieing. ----------------------------------------------------------------- ***************************************************************** Section 6) Map Specific Strategies [A6] ----------------------------------------------------------------- -Preface: Most of these strategies utilize the concept of "looping". The idea of looping, in short, is finding a path in a map that will easily take you behind the enemy, and in a congested area. Kill as many of said enemies as possible, then cloak and make your way to the path that brought you behind the enemy in the first place. Repeat the slaughter. Hence the "looping." This technique is usually a sure-fire success. Obviously, it will require some on-the-fly maneuvering to decrease your predictability to the enemy. They may catch onto you patterns. However, there are so many patterns, that your enemy can't possibly track each one. Just be smart, loop till it no longer works, than change the pattern, then go back to the original pattern that worked. Confuse and dismay your enemy. The following examples are brought to you nearly entirely by nodforlife. Kudos to him as he has spent quite a bit of time going over many of the maps in considerable detail. Though don't worry, Delkin didn't slack here entirely. The only map specific strategy that he's responsible for is that of CP_Well. In addition he added to many of the sections, namely the Hydro additional information and tips, and a brief opening for Gravel Pit. We hope this section illustrates the effectiveness of the above strategies, and ideas. ================================================================= Hydro ================================================================= This is probably among the most difficult maps to play Spy on, since the distance between your base and theirs is usually large and takes up your entire cloak meter, often causing you to reveal yourself in the middle of their base and subsequently be shot. Don't worry, the key here is experience. With practice, you'll learn where best to cloak, and where best to de-cloak. In which case you'll find yourself lined up for tons of kills on this map. There are two ways to play Hydro as a Spy: rush- stopper or base-sapper. Most variations of Hydro have two paths to the enemy side, so bottlenecking occurs frequently. If you decide to be a rush-stopper, find a decent nook in the pathway between bases to cloak, wait for their rush to go by, then try to kill their Medics, Heavies, etc. For the Spy on Hydro, the best defense can really be a good offense, because you will stop their rushes cold before they can cause any damage to your side. Your ally Snipers may hate you for stealing their kills before they are in range, but hey, they should be less cowardly anyway. The other option is to try to destroy the opponents defenses. This takes more finesse, since killing a sentry on Hydro is less important than other maps. Because of the distance between control points, the Engineers often have time to repair their destroyed buildings before your team can bust through their lines and take advantage of the lull in defense. I'd only recommend trying to sap their defenses if you can time your saps with your teams rushes, sapping them right before your team makes a big offensive push. Often, the opponents will become so preoccupied with trying to kill the Spy they will be caught off-guard by the rush and your allies can get the point. ---------------------- Additional Hydro Tips ----------------------------------------------------------------- I've received e-mails from people still experiencing difficulty on this map, namely the fact that they don't have enough cloak to maneuver around safely, and as such de-cloak in sight of enemy forces and die. As stated above, Hydro is a difficult map to play as Spy for a few reasons, primarily due-to-the-fact that the map is large, and rather wide-open. Your cloak meter is just barely enough to reach the enemy's side, let alone navigating it. Here are some furthering pointers that will hopefully aid you. Keep in mind that Hydro is one of the more difficult maps as Spy because you need to be at the peek of your game to truly do well, as it demands the utmost of Spy coordination. Sure a newer Spy can become lucky and do well, but if there are experienced players lurking, a new Spy can only get so far. Here are some keynotes to aid in the success of Spying in this map: 1. Cloak at the last possible second-- though always before entering enemy sights. (this ensures that you have the max amount of cloak available when sneaking around the enemy's base.) 2. Chose disguises quickly, and effectively. Pyro is one of the best disguises on any map. In addition, this map is a major Sniping map, and as such executing a Sniper disguise when in the appropriate area is immensely effective, namely when taking out snipers. Also, Engineers go nuts on this map, which again points to the fact that an Engineer disguise will often prove effective. Beyond said disguises, Demoman isn't bad either, as it doesn't decrease your speed much. 3. When de-cloaking, obviously de-cloaking behind cover is essential to the success of a Spy. Though, sometimes things don't work out so smoothly, at the very least, de-cloak far out of enemy range or sight (e.g. if you're on the enemy's side, and are running out of cloak and can't reach cover in time, try to back as far from the enemy as you can and don't stop somewhere to replenish cloaking. Just pray that your sloppy de-cloaking was unseen by the enemy). Keep moving once on the enemy side. One great place to de-cloak on many versions of Hydro is under one of the many bridges. I recommend that you scurry to the furthest bridge in an enemy base when de-cloaking-- again don't wait under the bridge for your cloaking to replenish as enemy's will kill you on- sight, immediately suspecting that you're a Spy. For the record, once you know the map well, and where and when to deploy your cloak, finding cover should be no problem. Though Hydro has some expansive open areas, there are always plenty of places to hide, I assure you. Be creative, and spontaneous. 4. Always try using the back-way first (try to avoid moving with your team). Though, sometimes it's not quite that simple, you may find that every time you attempt to use a back-way, which tends to be a narrow path, you run into an enemy who also decided to play it sneaky, as such you could die in a heart- beat. Though, if you are able to bypass an entrance as such, it will be far more easy to slip through the enemy's base, and usually with more cloak at your disposal. If a back-way continually fails, the primary path(s) can be just as effective if not more so, it's just a matter of cloaking at the right moment which in this case, and all cases, is the last possible second, just before entering enemy sights. Also, another reason to avoid primary paths is the fact that there's