Obtaining Scout achievements
| A Year to Remember|
Get 2004 lifetime kills.
How to obtain: This achievement will happen naturally after enough time playing as Scout. Make use of the Scout’s strengths to flank and pick off weaker opponents when they least expect it.
| Artful Dodger|
Dodge 1000 damage in a single life using your Bonk! Atomic Punch.
How to obtain: After consuming Bonk! Atomic Punch, use it to negate a large amount of gunfire, such as that from a Sentry Gun or Heavy. Give yourself enough time to retreat to a safe area before the effects wear off. Repeat this, without dying, until you get the achievement. Negating the damage from an environmental hazard, such as the train on Well, will count towards the achievement.
| Batter Up|
Perform 1000 double jumps.
How to obtain: This achievement will be naturally obtained after a decent amount of time playing as Scout.
| Batting the Doctor|
Kill a Medic that is ready to deploy an ÜberCharge.
How to obtain: A Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding his Medi Gun. An aware Medic is rarely found alone and will often deploy his ÜberCharge if under attack, so you will need to ambush him. If you don't mind the additional risk, drink Crit-a-Cola shortly before attacking to increase your damage.
Stun a Scout with their own ball.
How to obtain: You'll need to refill your Sandman's ball meter with an enemy Scout's ball and use it to stun him. Look to see when he fires his ball so you know when to release your own.
| Belittled Beleaguer|
Kill an opposing player that has your intelligence while holding theirs.
How to obtain: At the beginning of a CTF round, rush towards the enemy Intelligence before defenses are fully set up. Your Intelligence compass is disabled while carrying the enemy Intel, so communicate with your team to intercept the enemy's carrier. If you're patient (and have a cooperative team), you can camp the Intelligence room of either team, killing anyone who is holding your team's Intelligence.
| Block the Plate|
Block 50 point captures.
How to obtain: Hang around Control Points and defend them against captures. Do not accidentally stray off of a Control Point before killing any attackers.
Stun 50 enemies while they are capturing a point or pushing the cart.
How to obtain: When you see enemies trying to complete the respective map objectives, use the Sandman to lob balls at them. You can stun anyone on a point or cart, no matter who controls it or whether it is locked.
| Caught Napping|
Kill 50 enemies from behind with the Force-A-Nature.
How to obtain: Ambush your opponents from behind, using the Force-A-Nature's severe burst damage to make short work of them.
Destroy 3 teleporter entrances.
How to obtain: Use your speed and double jump to sneak past enemy lines and get to their Teleporters. The Force-A-Nature or Atomizer can also aid in accessing alternate paths, while Bonk! Atomic Punch can be consumed to bypass an occupied area. Destroying Teleporter Exits also counts towards the achievement.
| Doctoring the Ball|
Kill 3 enemies while under the effects of a Medic's ÜberCharge.
How to obtain: This achievement coincides with "You'll Feel a Little Prick," a corresponding achievement for the Medic. If you actually convince a Medic to Über you, your mobility should be enough to avoid damage, so use the Kritzkrieg to increase your crowd control capabilities. It is preferable to use the regular Scattergun or Shortstop over the Force-A-Nature or Soda Popper, as you will spend less time reloading. Alternatively, use Crit-a-Cola in tandem with a standard ÜberCharge from the Medi Gun to deal Mini-Crits with impunity.
| Dodgers 1, Giants 0|
Kill an enemy Heavy and take his Sandvich.
How to obtain: Shadow a retreating Heavy who has taken significant damage. When you see or hear him eating his lunchbox item, move in for the kill and pick up the dropped Sandvich.
| Fall Classic|
Cause an environmental death or suicide using the Force-A-Nature's knockback.
How to obtain: You will need to be credited with having "finished off" an enemy. Use the Force-a-Nature's knock back to blast enemies into any sort of environmental hazard, whether it be bottomless pits, trains, or sawblades. Alternatively, look for enemies at high elevations and knock them off, allowing the fall damage to finish the job.
| First Blood|
Get the first kill in an Arena match.
How to obtain: Scouts are often the first to make contact with the enemy in Arena matches. Play aggressively, targeting enemies who have already taken damage.
| First Blood, Part 2|
Kill 5 enemies with the First Blood crit buff.
How to obtain: After obtaining First Blood, use the corresponding Crit buff to get additional kills. Use the Scattergun or Pistol, weapons with reasonable ammo capacity that you can use to quickly get a second kill without having to reload.
| Foul Territory|
Cause an environmental death by stunning an enemy.
Difficulty: Very Hard
How to obtain: Use the Sandman to stun enemies near environmental hazards such as the trains on Well, the sawblades on Sawmill, or the Horseless Headless Horsemann on Mann Manor will work. On Payload maps, you can stun an enemy just before the final point is captured, allowing the resulting explosion to finish your work.
| Gun Down|
Destroy an active sentry gun using your pistol.
How to obtain: The safest way to take out a Sentry Gun with your Pistol is to snipe an exposed section from long-range, especially if it is unattended. A more risky method would be to attack as you would with the Scattergun, circle strafing around the Sentry Gun so it does not lock onto you. You can get assistance from other classes as long as you land the finishing hit. Combat Mini-Sentry Guns deployed by Engineers with the Gunslinger are particularly easy to destroy. This achievement can be obtained by using the Shortstop as well.
| If You Build It|
Destroy 3 enemy buildings while they are still under construction.
How to obtain: Ambush an enemy Engineer and pick off his buildings as soon as they are deployed. Combat Mini-Sentry Guns deploy in less than two seconds, so avoid attempting this against Engineers with the Gunslinger equipped.
| I'm Bat Man|
Survive 500 damage in one life.
How to obtain: Retreat from combat early, hanging around a Dispenser or a Medic to stay healthy. The health bonus offered by Pretty Boy's Pocket Pistol can increase your survivability.
| Moon Shot|
Stun an enemy for the maximum possible duration by hitting them with a long-range ball.
How to obtain: On maps with large, open areas, hit speculative balls across the field. Take the ball's arc into account and aim above a target's head. Snipers are easy targets, as they generally stand still while aiming.
Steal and then capture the enemy intelligence without firing a shot.
How to obtain: Although you cannot fire your weapons, you can still use your melee weapon. This feat does not need to be performed all the way from the enemy's Intelligence room; you may pick up and carry the Intelligence from where a teammate drops it. It is possible to quickly drop and retake the Intelligence immediately before capturing it.
| Out of the Park|
Bat an enemy 25 meters.
How to obtain: When killed by the Sandman's taunt kill, the enemy's ragdoll must actually fly 25 meters without colliding into another object. Thus, it is best to attempt this achievement outdoors or in open areas so that there is room for your enemy's ragdoll to fly far enough.
Although the Sandman's taunt is silent, it is longest in the game, so it is best tried on a distracted enemy, such as a scoped Sniper or revved-up Heavy. Drinking Bonk! Atomic Punch before executing the taunt will allow you to attempt this achievement without fear of another enemy killing you in mid-taunt.
| Pop Fly|
Kill 20 players while double-jumping.
How to obtain: Double jump when in combat in order to dodge enemy fire. The Force-A-Nature is weak in aerial combat, as its recoil may throw off your aim.
| Quick Hook|
Kill a player in Well before the round starts.
How to obtain: You can use the Force-A-Nature, Soda Popper, or Atomizer to get over the trains that separate the two teams. Counting the time it takes to reach the center, you will have roughly 10 seconds to get a kill once on the other side. Alternatively, wait for an aggressive Soldier, Demoman, or another Scout to jump to your side.
| Race for the Pennant|
Run 25 kilometers.
How to obtain: This will come naturally after a modest amount of time playing as the Scout.
| Retire the Runner|
Kill a Scout while they are under the effect of Crit-a-Cola.
How to obtain: Unless they are holding the Soda Popper, Scouts that are holding a glowing weapon are under the effects of Crit-a-Cola. Use the Pistol's range to gain the advantage, killing them before they kill you.
Capture the enemy intelligence 25 times.
How to obtain: The Scout's speed makes him a natural candidate for capturing Intelligence. Push into the enemy's base with your teammates and have them distract the enemy as you run out.
| Set the Table|
Initiate 10 point captures that ultimately succeed.
How to obtain: A suicidal dash to begin the capture process will work so long as your team finishes the job. Capturing points by yourself will also net points towards this achievement.
| Side Retired|
Capture the last point in a CP map.
How to obtain: Control Points on standard 5-CP maps are captured very quickly. When on the offensive, push in with your team and secure the last point. Alternatively, sneak behind enemy lines and wait near the last Capture Point, jumping on it after the preceding one has been captured. It is generally easier to attempt this on 5-CP maps, rather than Attack/Defend ones.
| Stealing Home|
Start capping a capture point within a second of it becoming available.
How to obtain: Sneak behind enemy lines and wait near the next Capture Point, jumping on it immediately after the contested point is captured. On standard Control Point maps, capturing a point right after the enemy finishes will work.
| Strike Zone|
Kill or assist kill 50 enemies while they are stunned.
How to obtain: Stun enemies when your teammates are around; they may finish your target off and credit you with an assist. If you are trying to kill a target by yourself, hit the ball from further away before closing in for the kill. Enemies stunned by other Scouts are fair game. Although rare, killing someone with the ball itself also counts towards this achievement.
| The Big Hurt|
Stun 2 Medics that are ready to deploy an ÜberCharge.
How to obtain: Your best bet will be to sneak behind enemy lines and find a fully charged Medic who isn't paying attention. A Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding his Medi Gun, Kritzkrieg, Quick-Fix or Vaccinator.
| The Cycle|
In a single life, kill an enemy while you are on the ground, in the air, and in the water.
How to obtain: Not many maps have a large body of water. Maps suitable for this include 2Fort and Well, where a body of water is situated reasonably near areas of combat. Begin with the underwater kill, as land and air are part of a Scout's regular routine.
| Triple Play|
Capture three capture points in a row in one life.
How to obtain: Standard Control Point maps such as Well or Granary have Control Points that frequently change hands, allowing a team with momentum to capture several in succession. Play conservatively, retreating if a group of enemies approaches while you are capturing a point.
| Triple Steal|
Capture the enemy intelligence 3 times in a single CTF round.
How to obtain: The captures do not need to be done in a single life or even consecutively, so you do not need to worry about getting killed or your teammates interfering, unless the capture limit is set to only three.