Difference between revisions of "Obtaining Scout achievements"

From Team Fortress Wiki
Jump to: navigation, search
(Revision, need some fact-checking done on some of these.)
(I'm never satisfied, am I?)
Line 5: Line 5:
 
{{Show achievement|Scout|Artful Dodger
 
{{Show achievement|Scout|Artful Dodger
 
| obtain-level = Easy  
 
| obtain-level = Easy  
| obtain-text = Immediately after consuming Bonk! Atomic Punch, run into a large amount of gunfire, such as in front of a [[Sentry Gun]] or revved-up Heavy. Be sure to give yourself enough time to retreat to a safe area before the effects wear off. Repeat this, without dying, until you get the achievement.  
+
| obtain-text = 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.  
 
}}
 
}}
 
{{Show achievement|Scout|Batter Up
 
{{Show achievement|Scout|Batter Up
 
| obtain-level = Easy  
 
| obtain-level = Easy  
| obtain-text = This achievement will unlock naturally after a decent amount of time playing as Scout. The fastest way to "grind" this achievement is to either continuously jump up flights of stairs or jump in areas with low ceilings, such as doorways, which will allow you to perform multiple small double jumps.
+
| obtain-text = This achievement will unlock naturally after a decent amount of time playing as Scout.
 
}}
 
}}
 
{{Show achievement|Scout|Batting the Doctor
 
{{Show achievement|Scout|Batting the Doctor
 
| obtain-level = Medium  
 
| obtain-level = Medium  
| obtain-text = Remember that a Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding his Medi Gun or Kritzkrieg. Even so, coming across a lone Medic who is fully charged is quite rare. The key to this achievement is to flank and ambush, as a Medic will usually be surrounded by his or her teammates. While an aware Medic will deploy his or her ÜberCharge if under attack, catching the Medic by surprise may not give any time to react. If you don't mind the additional risk, drink [[Crit-a-Cola]] shortly before attacking to increase your damage.
+
| obtain-text = A Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding his Medi Gun or Kritzkrieg. 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.
 
}}
 
}}
 
{{Show achievement|Scout|Beanball
 
{{Show achievement|Scout|Beanball
 
| obtain-level = Medium-Hard
 
| obtain-level = Medium-Hard
| obtain-text = You'll need to refill your Sandman's ball meter with an enemy Scout's ball. When you see an enemy Scout hit his or her ball, shoot your own ball, pick up the enemy Scout's ball, and stun that player with it.
+
| obtain-text = 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.
 
}}
 
}}
 
{{Show achievement|Scout|Belittled Beleauger
 
{{Show achievement|Scout|Belittled Beleauger
 
| obtain-level = Medium  
 
| obtain-level = Medium  
| obtain-text = This can happen at the beginning of a CTF round, when Scouts on both teams are rushing to capture the Intel before defenses are fully set up. If doing so, make sure you reach the enemy Intelligence before the other Scouts on your team do. Remember that your Intelligence compass is disabled while carrying the enemy Intel. If an enemy picks up your team's Intelligence, be sure to ask your team where the enemy is headed so you can intercept and kill him or her. If you're patient (and have a cooperative team), you can camp the Intelligence room of either your team or the enemy team, killing anyone who is holding your team's Intelligence.
+
| obtain-text = At the beginning of a CTF round, rush towards the enemy Intelligence before defense 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.
 
}}
 
}}
 
{{Show achievement|Scout|Block the Plate
 
{{Show achievement|Scout|Block the Plate
 
| obtain-level = Easy  
 
| obtain-level = Easy  
| obtain-text = While Defense isn't exactly the Scout's cup of tea, you can hang around [[Control Point|points]] and defend them against captures. Remember that you need to be standing on the point for a defense to be successful, so make sure not to accidentally stray off it before killing anyone trying to capture it. The [[Payload cart]] does not count as a Control Point, so you cannot get this achievement on Payload maps.
+
| obtain-text = Hang around [[Control Point]]s and defend them against captures. Do not accidentally stray off of a Control Point before killing any attackers.
 
}}
 
}}
 
{{Show achievement|Scout|Brushback
 
{{Show achievement|Scout|Brushback
 
| obtain-level = Easy  
 
| obtain-level = Easy  
| obtain-text = Stand back from the cart or CP and send those balls flying. On Payload maps, look for the cart's location. When it's being pushed, lob a ball at it. While the description only mentions enemies capturing or pushing, you can stun anyone on a point or cart, no matter who controls it or whether it is locked, and it will count towards the achievement. You do not need to immobilize your target with a long-range ball; simply causing the stun effect while they're on the point or cart will suffice.
+
| obtain-text = On Payload maps, look for the cart's location and lob balls at it. You can [[stun]] anyone on a point or cart, no matter who controls it or whether it is locked. You do not need to immobilize your target with a long-range ball; simply causing the stun effect will suffice.
 
}}
 
}}
 
{{Show achievement|Scout|Caught Napping
 
{{Show achievement|Scout|Caught Napping
 
| obtain-level = Medium  
 
| obtain-level = Medium  
| obtain-text = Try circle strafing (the Scout's default way to attack) or ambushing opponents from behind, and this should come over time. You can use your speed to bump into and reveal enemy [[Spy|Spies]], and shoot them in the back when they try to run away. If ambushing, a [[Crit-a-Cola]] can help significantly as it will allow you to kill any 125-HP class in one shot as well as almost anything else in two, provided that they're not overhealed.
+
| obtain-text = Circle strafe and ambush your opponents. If you don't mind the additional risk, [[Crit-a-Cola]] can greatly increase the damage you do when ambushing.
 
}}
 
}}
 
{{Show achievement|Scout|Closer
 
{{Show achievement|Scout|Closer
 
| obtain-level = Easy  
 
| obtain-level = Easy  
| obtain-text = Smaller CTF-style maps often have Scouts running past the other team's spawn points with high frequency, giving them easy access to the enemy Teleporters. On longer maps like [[Dustbowl]] or [[Badwater Basin]], a [[Bonk! Atomic Punch|Bonk!]] drinking Scout can run past the forward lines and destroy the Teleporters by the spawn. Using the [[Force-A-Nature]] on a map with numerous vertical access points and alternate paths, like [[Upward]] and [[Thunder Mountain]], can allow players to easily sneak into the enemy base and destroy the entrances. Beware that Teleporters will require at least three rounds to destroy and can be repaired from the other side.
+
| obtain-text = To sneak past enemy lines and get to their [[Teleporters]], drink [[Bonk! Atomic Punch]] or triple jump using the [[Force-A-Nature]] to access alternate paths.  
 
}}
 
}}
 
{{Show achievement|Scout|Doctoring the Ball
 
{{Show achievement|Scout|Doctoring the Ball
 
| obtain-level = Hard  
 
| obtain-level = Hard  
| obtain-text = This achievement is easier said than done, as few Medics will Über a Scout unless the situation is desperate enough. However, this achievement coincides with the Medic's "You'll Feel a Little Prick" achievement, so you may get lucky and find a willing Medic. If you do convince a Medic to Über you, try using the [[Kritzkrieg]], as you should be using your mobility to avoid damage while the [[Crit]]s make killing targets much easier. While under the effects of the ÜberCharge, remember not to stray too far from the Medic to avoid breaking the connection. Using either the regular [[Scattergun]] or [[Shortstop]] is more feasible than the [[Force-A-Nature]], as you will need to reload less often and waste less time. Using the [[Crit-a-Cola]] with an ÜberCharge from the [[Medi Gun]] is an alternate method, allowing you to deal [[Mini-Crit]]s with impunity.
+
| obtain-text = 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]], 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-Crit]]s with impunity. .
 +
 
 
}}
 
}}
 
{{Show achievement|Scout|Dodgers 1, Giants 0
 
{{Show achievement|Scout|Dodgers 1, Giants 0
 
| obtain-level = Easy/Medium  
 
| obtain-level = Easy/Medium  
| obtain-text = Try to deal a large amount of damage to a enemy Heavy that has the Sandvich equipped (using the "Display damage done as text over your target" option in Advanced Multiplayer options, you can estimate how much health the Heavy in question will have), or shadow one that's being attacked by a teammate. Avoid killing the Heavy, and follow him or her at a medium range, using corners to avoid being being spotted. Listen for the distinct chewing sounds the Heavy makes when eating the Sandvich and move in for the kill. Once you pick up the Sandvich you will obtain the achievement. Killing a Heavy carrying the [[Dalokohs Bar]] will also get you this achievement, and may be easier to accomplish since the Heavy will not be able to heal nearly as fast as with the Sandvich.
+
| obtain-text = 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.
 
}}
 
}}
 
{{Show achievement|Scout|Fall Classic
 
{{Show achievement|Scout|Fall Classic
 
| obtain-level = Easy/Medium  
 
| obtain-level = Easy/Medium  
| obtain-text = Remember that the Force-A-Nature does upwards of 110 damage point-blank, so be sure to fire only a single shot if you are trying to get this achievement against classes with low amounts of HP. Try to find an enemy at high elevation and knock him or her off, hopefully letting the fall damage finish the job. In maps with instant death pits, such as [[Steel]], [[Lumberyard]], and [[Double Cross]], stay near the pit and push an unlucky player down into it. With good timing, you can also use the trains in [[Well]] or the saw in [[Sawmill]].
+
| obtain-text = Look for enemies at high elevations and knock them off, allowing the fall damage to finish the job. On maps with environmental hazards such as pits, trains, or sawblades, stay nearby these instant death traps and push enemy players into them.
 
}}
 
}}
 
{{Show achievement|Scout|First Blood
 
{{Show achievement|Scout|First Blood
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = As the fastest class, Scouts are often the first to make contact with the enemy in Arena matches, so try to play aggressively. While unsporting, you can try to attack the same target as a teammate and hope that you get the kill. If you encounter a rocket-jumping [[Soldier]] or sticky-jumping [[Demo]], try to target them over other Scouts, as they will already have been previously injured.
+
| obtain-text = Scouts are often the first to make contact with the enemy in Arena matches. Play aggressively, targeting enemies who have already taken damage.
 
}}
 
}}
 
{{Show achievement|Scout|First Blood, Part 2
 
{{Show achievement|Scout|First Blood, Part 2
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = This is a follow-up of the First Blood achievement. It requires you to not only get First Blood, but goes further, requiring you to use the First Blood Crit buff to get additional kills. While obtaining First Blood may be reasonably easy, getting another kill within the five seconds when the Crit buff is applied can be quite difficult. Your best bet is to use the [[Scattergun]] or [[Pistol]] since the ammo capacity of those weapons allows you to quickly use the First Blood buff to get a second kill without having to reload.
+
| obtain-text = 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.
 
}}
 
}}
 
{{Show achievement|Scout|Foul Territory
 
{{Show achievement|Scout|Foul Territory
 
| obtain-level = Very Hard
 
| obtain-level = Very Hard
| obtain-text = This achievement is highly dependent on the map. The most reliable way to get this is stunning the enemy near an instant death pit, and then blasting them over while they are stunned using the Force-a-Nature. You can also get this achievement at the central area of [[Well]], by stunning a player on the train tracks as the train is about to cross, and at the center point of [[Sawmill]], by stunning a player in the path of a saw. On [[Payload]] maps, you can stun an enemy just before the final point is captured, allowing the resulting explosion to finish him or her off. Alternate methods include knocking an enemy into an instant death pit with the [[Force-A-Nature]], then hitting him with a ball before he or she touches the bottom, as well as stunning the player designated as “IT” on [[Mann Manor]] right before the [[Horseless Headless Horsemann]] kills him or her.
+
| obtain-text = The most reliable way to accomplish this would be to stun an enemy near an instant death pit, then blast them over using the Force-A-Nature]]. Stunning players 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.
 
}}
 
}}
 
{{Show achievement|Scout|Gun Down
 
{{Show achievement|Scout|Gun Down
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = The easiest way to do this is to find a Sentry Gun being built, kill the [[Engineer]] working on it, wait until it's up, then shoot it down. You can also circle strafe around the Sentry Gun and Pistol it to death, or stand outside of its range and take advantage of the fact that attacking buildings does not suffer from falloff damage. Remember to use corners and the Sentry Gun's short range to your advantage if possible. Getting assistance from a heavier class also works, so long as you land the finishing hit. [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] used by [[Gunslinger]]-equipped Engineers are particularly easy to destroy with your Pistol, so don't pass up the chance.
+
| obtain-text = To eliminate a Sentry Gun using your Pistol, circle strafe around it or snipe it from long-range. You can get assistance from other classes as long as you land the finishing hit. [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] deployed by Engineers with the [[Gunslinger]] are particularly easy to destroy.
 
}}
 
}}
 
{{Show achievement|Scout|If You Build It
 
{{Show achievement|Scout|If You Build It
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = It’s possible to shadow or ambush an enemy [[Engineer]] and shoot down his buildings with your [[Pistol]] as soon as they are deployed. Engineers may or may not run off to collect more metal while their buildings are under construction.  If an Engineer remains at his position, adamant on seeing his structures built, kill the Engineer first before destroying his in-construction buildings at your leisure. You will have ample time, given the span required for a building to completely be assembled. Remember that [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] deploy in less than two seconds, so try to avoid attempting this against Engineers with the [[Gunslinger]] equipped.
+
| obtain-text = Ambush an enemy [[Engineer]] and pick off his buildings as soon as they are deployed. [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] deploy in less than two seconds, so avoid attempting this against Engineers with the [[Gunslinger]] equipped.
 
}}
 
}}
 
{{Show achievement|Scout|I'm Bat Man
 
{{Show achievement|Scout|I'm Bat Man
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = While Scouts aren't built to take much damage in one life thanks to their low health, staying near spawn exits while on defense in [[Payload]] matches is a good way to take small amounts of damage while being able to heal quickly. If on offense, try to hang around a [[Dispenser]] or a [[Medic]], as most Medics can't keep up with the Scout's quick movement. Alternatively, use fall damage and health kits to obtain this achievement. While attempting this achievement, make sure to be carrying either the default [[Bat]] or the [[Holy Mackerel]] instead of the [[Sandman]] to increase your survivability. The set bonus offered by equipping [[The Special Delivery]] can increase survivability further.
+
| obtain-text = Retreat from combat early, hanging around a [[Dispenser]] or a [[Medic]] to stay healthy. The health bonus offered by [[The Special Delivery]] item set can increase your survivability.  
 
}}
 
}}
 
{{Show achievement|Scout|Moon Shot
 
{{Show achievement|Scout|Moon Shot
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = On maps with large, open areas, hit speculative balls across the field. Eventually one will connect. Remember to take the ball's arc into account and aim above a target's head. [[Sniper]]s are easy targets, as they generally stand still while aiming; as long as you keep strafing or attack from outside their vision, you should remain relatively safe. For calculating stun time, the baseball’s total traveled distance is used rather than just horizontal distance, so use this to your advantage.
+
| obtain-text = 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. [[Sniper]]s are easy targets, as they generally stand still while aiming.  
 
}}
 
}}
 
{{Show achievement|Scout|No Hitter
 
{{Show achievement|Scout|No Hitter
Line 117: Line 118:
 
{{Show achievement|Scout|Stealing Home
 
{{Show achievement|Scout|Stealing Home
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = Sneak behind enemy lines and wait on or near the next CP, then jump on it right before the contested point finishes capping. You do not need to actually capture it; only initiating the cap is required for this achievement. On maps like Granary or Well, capturing a point right after the enemy has finished capturing it or pushing them off the middle point at the beginning of the round also works.
+
| obtain-text = 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 after the enemy finishes will work.
 
}}
 
}}
 
{{Show achievement|Scout|Strike Zone
 
{{Show achievement|Scout|Strike Zone
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = You can get points towards this achievement via assists as well as personal kills. Try stunning enemies when your teammates are around, and they may finish off your target for you and credit you with an assist. If you are trying to kill the targets yourself, try hitting the ball from further away before closing in for the kill. If you have time, you can down a [[Crit-a-Cola]] right before hitting your ball at targets, and then kill them with your primary weapon. The [[Force-A-Nature]] is usually sufficient to put down any target with 150 HP or below, and the short delay between shots allows you to place both shots before the stun wears off. Enemies stunned by other Scouts are also fair game. Although rare, killing someone with the ball itself also earns a point toward this achievement.
+
| obtain-text = 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.
 
}}
 
}}
 
{{Show achievement|Scout|The Big Hurt
 
{{Show achievement|Scout|The Big Hurt
 
| obtain-level = Hard
 
| obtain-level = Hard
| obtain-text = As with Batting the Doctor, your best bet will be to sneak behind enemy lines and find a fully charged Medic who isn't paying attention to his or her flank. Remember that a Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding the [[Medi Gun]] or [[Kritzkrieg]] while it is equipped.
+
| obtain-text = 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]] or [[Kritzkrieg]].
 
}}
 
}}
 
{{Show achievement|Scout|The Cycle
 
{{Show achievement|Scout|The Cycle
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = You have to be submerged in water for part of this achievement, which not many maps have. Maps suitable for this include [[2Fort]] and [[Well]], where a body of water is situated reasonably near areas of combat. Remember that this achievement requires you to make kills while ''you'' are on the ground, in the air, or underwater. Land and air are part of a Scout's regular kill routine, so it is usually wise to try to begin with the underwater kill.
+
| obtain-text = 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.
 
}}
 
}}
 
{{Show achievement|Scout|Triple Play
 
{{Show achievement|Scout|Triple Play
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = Play [[Well]] or [[Granary]] until you get the achievement.  This can also be done on maps like [[Gravel Pit]] and [[Junction]], but be sure to not die after capturing the first point. If a group of enemies approaches while you are capping a point, it's wise to retreat unless several teammates are also capturing the point with you.
+
| obtain-text = 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.
 
}}
 
}}
 
{{Show achievement|Scout|Triple Steal
 
{{Show achievement|Scout|Triple Steal
 
| obtain-level = Hard
 
| obtain-level = Hard
| obtain-text = This is best done on 24/7 CTF servers, as those usually have the time limits for each round greatly extended. Note that the captures do not need to be in a single life or even consecutive, so you do not have to worry about getting killed while carrying the Intelligence or about other Scouts capturing it in-between your runs, unless the capture limit is only 3 (some servers will set it at 4 or more).
+
| obtain-text = 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.
 
}}
 
}}
  

Revision as of 22:38, 19 February 2011

A Year to Remember
A Year to Remember
Get 2004 lifetime kills.
Difficulty: Easy
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
Artful Dodger
Dodge 1000 damage in a single life using your Bonk! Atomic Punch.
Difficulty: Easy
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.


Batter Up
Batter Up
Perform 1000 double jumps.
Difficulty: Easy
How to obtain: This achievement will unlock naturally after a decent amount of time playing as Scout.


Batting the Doctor
Batting the Doctor
Kill a Medic that is ready to deploy an ÜberCharge.
Difficulty: Medium
How to obtain: A Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding his Medi Gun or Kritzkrieg. 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.


Beanball
Beanball
Stun a Scout with their own ball.
Difficulty: Medium-Hard
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
Belittled Beleaguer
Kill an opposing player that has your intelligence while holding theirs.
Difficulty: Medium
How to obtain: At the beginning of a CTF round, rush towards the enemy Intelligence before defense 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 the Plate
Block 50 point captures.
Difficulty: Easy
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.


Brushback
Brushback
Stun 50 enemies while they are capturing a point or pushing the cart.
Difficulty: Easy
How to obtain: On Payload maps, look for the cart's location and lob balls at it. You can stun anyone on a point or cart, no matter who controls it or whether it is locked. You do not need to immobilize your target with a long-range ball; simply causing the stun effect will suffice.


Caught Napping
Caught Napping
Kill 50 enemies from behind with the Force-A-Nature.
Difficulty: Medium
How to obtain: Circle strafe and ambush your opponents. If you don't mind the additional risk, Crit-a-Cola can greatly increase the damage you do when ambushing.


Closer
Closer
Destroy 3 teleporter entrances.
Difficulty: Easy
How to obtain: To sneak past enemy lines and get to their Teleporters, drink Bonk! Atomic Punch or triple jump using the Force-A-Nature to access alternate paths.


Doctoring the Ball
Doctoring the Ball
Kill 3 enemies while under the effects of a Medic's ÜberCharge.
Difficulty: Hard
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, 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
Dodgers 1, Giants 0
Kill an enemy Heavy and take his Sandvich.
Difficulty: Easy-Medium
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
Fall Classic
Cause an environmental death or suicide using the Force-A-Nature's knockback.
Difficulty: Easy-Medium
How to obtain: Look for enemies at high elevations and knock them off, allowing the fall damage to finish the job. On maps with environmental hazards such as pits, trains, or sawblades, stay nearby these instant death traps and push enemy players into them.


First Blood
First Blood
Get the first kill in an Arena or Competitive match.
Difficulty: Easy
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
First Blood, Part 2
Kill 5 enemies with the First Blood crit buff in an Arena match.
Difficulty: Medium
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
Foul Territory
Cause an environmental death by stunning or slowing an enemy.
Difficulty: Very Hard
How to obtain: The most reliable way to accomplish this would be to stun an enemy near an instant death pit, then blast them over using the Force-A-Nature]]. Stunning players 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
Gun Down
Destroy an active sentry gun using your pistol.
Difficulty: Medium
How to obtain: To eliminate a Sentry Gun using your Pistol, circle strafe around it or snipe it from long-range. 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.


If You Build It
If You Build It
Destroy 3 enemy buildings while they are still under construction.
Difficulty: Easy
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
I'm Bat Man
Survive 500 damage in one life.
Difficulty: Medium
How to obtain: Retreat from combat early, hanging around a Dispenser or a Medic to stay healthy. The health bonus offered by The Special Delivery item set can increase your survivability.


Moon Shot
Moon Shot
Stun an enemy for the maximum possible duration by hitting them with a long-range ball.
Difficulty: Medium
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.


No-Hitter
No-Hitter
Steal and then capture the enemy intelligence without firing a shot.
Difficulty: Easy
How to obtain: This achievement does not need to be done all the way from the enemy Intelligence spawn area; you can pick it up where a teammate dropped it and get this achievement so long as you don't fire your weapons while carrying it (note that your melee weapon can still be used). If you are capturing the Intelligence yourself, you can drop it before reaching your own Intelligence room and pick it up again and cap it.


Out of the Park
Out of the Park
Bat an enemy 25 meters.
Difficulty: Hard
How to obtain: To obtain this achievement, the enemy ragdoll must actually fly 25 meters when you kill him or her with the Sandman's taunt. If the ragdoll collides into another object before doing so, you will not get the achievement. Thus, this achievement can only be done outdoors or in open areas. Note that this is the longest taunt in the game, so it is best tried on a scoped Sniper or distracted and revved-up Heavy. It is possible to attempt this near the end of Setup time, at the gates that separate the two teams. Make sure that you're aiming towards an open space so that your enemy's ragdoll flies far enough.


Pop Fly
Pop Fly
Kill 20 players while double-jumping.
Difficulty: Easy
How to obtain: Double jumping constantly when in combat will help get this achievement. The Scattergun may be the better weapon to attempt this with, as the Force-A-Nature's recoil may throw off your aim while jumping.


Quick Hook
Quick Hook
Kill a player in Well before the round starts.
Difficulty: Medium
How to obtain: It is possible for Soldiers and Demomen to use their explosives to jump over the trains to the other side, so one way to get this achievement is to simply wait for someone on the enemy team to try to jump over, then ambush and kill him. However, using the Force-A-Nature, you can use the Force Jump to get over the trains yourself and kill an enemy on the other side. Counting the time it takes to reach the center, you will have roughly 15 seconds to get a kill once on the other side, so try to make the most of it by targeting either a Demoman or a low-health class like a Spy, Sniper, or Engineer. There is a small space between one of the obstructing train cars and the wall of the first control point building through which you can see enemy players and shoot them with your Pistol. It is a very small gap, but it is still possible to achieve a kill this way.


Race for the Pennant
Race for the Pennant
Run 25 kilometers.
Difficulty: Easy
How to obtain: This will come naturally over time (approximately 172 minutes of running).


Retire the Runner
Retire the Runner
Kill a Scout while they are under the effect of Crit-a-Cola.
Difficulty: Easy
How to obtain: Shoot at Scouts with a glowing weapon equipped, a clear sign that they are under the effects of Crit-a-Cola and will suffer also Mini-Crits. Using the Pistol's longer range will give you an advantage since a player cannot equip both the Pistol and the Crit-a-Cola simultaneously. It is also possible to get this achievement by killing a Heavy under the effects of Buffalo Steak Sandvich.


Round-Tripper
Round-Tripper
Capture the enemy intelligence 25 times.
Difficulty: Easy
How to obtain: This should come after a reasonable amount of playing time, as the Scout's speed allow players to capture the Intelligence fairly easily. The beginning of a match is the easiest time to accomplish this, when the enemy's Engineers will have not completed setting up defenses in their base. When making team pushes into the enemy Intelligence, make sure that your teammates allow you to pick up the Intel. Have them distract the enemy as you run out.


Set the Table
Set the Table
Initiate 10 point captures that ultimately succeed.
Difficulty: Easy
How to obtain: Note that you only have to be the one to initiate a capture. A suicidal dash that begins the capture process will work, as long as your team finishes the job. Capping points by yourself (aided by the Scout's double capture rate advantage) will also get you points towards this achievement.


Side Retired
Side Retired
Capture the last point in a CP map.
Difficulty: Medium
How to obtain: Sneak behind enemy lines and wait on or near the final CP. Once the preceding one has been captured, jump onto the point and try to cap it before the enemy knows you're there. While this achievement does not have a time limit, it is generally easier to capture the final point while the enemy is focused on the first point(s). Playing on 5-point maps like Well and Granary makes this easier because it takes less than 3 seconds to capture the final point. Try to avoid maps that have long cap times for the final point such as Gravel Pit and Steel.


Stealing Home
Stealing Home
Start capping a capture point within a second of it becoming available.
Difficulty: Easy
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 after the enemy finishes will work.


Strike Zone
Strike Zone
Kill or assist kill 50 enemies while they are stunned or slowed.
Difficulty: Easy
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
The Big Hurt
Stun 2 Medics that are ready to deploy an ÜberCharge.
Difficulty: Hard
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 or Kritzkrieg.


The Cycle
The Cycle
In a single life, kill an enemy while you are on the ground, in the air, and in the water.
Difficulty: Medium
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
Triple Play
Capture three capture points in a row in one life.
Difficulty: Easy
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
Triple Steal
Capture the enemy intelligence 3 times in a single CTF round.
Difficulty: Hard
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.