Community Hellstone strategy
|“Sun Tzu's got nothing on us!”
This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it.
Notes: Expand the "General strategy" section to cover map locations in more detail. Potentially look at the class-specific strategies as well.
|Community Hellstone strategy|
|Developer(s):||Tomi "ICS" Uurainen|
|Hazards:||Pitfall, Pumpkin bombs, Ghost,|
Skeletons, MONOCULUS, Lava
Horseless Headless Horseman
|Health drain, Infernal Lava|
|Health Kits:||×15 • ×5 • ×1|
|Ammo Boxes:||×10 • ×11 • ×6|
This article is about Community Hellstone strategy.
Note: It is recommended to read the main Hellstone article first to become familiar with the names of key map locations used in this article.
- 1 General strategy
- 2 Class-specific strategy
- 2.1 Scout
- 2.2 Soldier
- 2.3 Pyro
- 2.4 Demoman
- 2.5 Heavy
- 2.6 Engineer
- 2.7 Medic
- 2.8 Sniper
- 2.9 Spy
- 3 Horseless Headless Horsemann strategy
- 4 MONOCULUS strategy
See also: Community Payload strategy
See also: Community Skeletons strategy
- General Community Payload strategy applies, but with the added complication of scheduled monster spawns.
- As disruptive as they are, the monster spawns are generally a balancing factor, slowing a rapid BLU advance and weakening a strong RED defense.
- Attack only those Skeletons that chase your team; waste no fire on any other monster.
- There are only 4 Rare Magic Spells available each round on the main level; know where they are and when they unlock.
- At the beginning of the round, you might have to use the Bonk! Atomic Punch in order to safely get out of spawn, due to the tightly placed spawn exits enabling easy spawn camp.
- Once out, you can either stay and fight enemies in the open, or proceed up the Freight House where Red Snipers are commonly located.
- The Freight House is useful for flanking around the Mine Shack and quickly reaching the Red spawn, as well as for avoiding Sentry Guns commonly located near the Cubby Hole.
- You will quickly find out that the Yard present on checkpoint B is very open and spacious, allowing you to freely exercise the Scout's excellent mobility.
- Not to mention the numerous obstacles and props on which you can jump on in order to make it harder to hit you. This, in combination with any of your jump-extending weapons, can allow you to stay above the enemy's head at all times.
- When the Horseless Headless Horsemann spawns, use your Bonk! Atomic Punch to safely lead it into the Red defenses on checkpoint C.
- Since the Hells Bells location is enclosed and rather limiting, you might want to disengage from combat during this part of the map and let other classes, which specialize in this kind of environment, do the heavy-lifting.
- You, on the hand, can just stay behind and help push the Cart.
- Try to reach the top of the Red spawn, where unaware Snipers usually reside.
- There is a ledge connecting the Mine Shack and the Freight House, which you access via the Double jump.
- Attackers pushing through the Chokepoint in between the Freight house and Cubby Hole will be forced to clump up together, leaving them vulnerable to Mad Milk.
- The Mad Milk is also useful in the narrow road leading up to the Yard.
- Try to play carefully inside the Hells Bells, where explosive classes can easily tear you apart.
- Just left of the Red spawn, there is sneaky flank route which leads up to the Hells Bells. But to reach it, you will need one of you jump-extending weapons, such as the Soda Popper or the Atomizer.
- Separating the Blu spawn-area from the Mine Shack is a tall chain fence, on which you can Rocket jump in order to receive a High ground advantage.
- There are often Sentry Gun nests present inside the Cubby Hole, preventing your team from securing checkpoint A and continuing forward.
- In order to take them out, you can either rush down the Cubby Hole with an ÜberCharge or a Battalion's Backup charge and confront them directly.
- Or you can flank through the Freight House and reach the Mine Shack, from which you can spam them out from a far.
- Note that you will need to take over the Mine Shack for this to be achieved.
- The Mine Shack is also useful for generally raining down fire on enemies defending the first checkpoint. As well as for bombarding defensive entrenchments around Point B.
- The overall cramped nature of Hells Bells makes it an excellent place for utilizing the Direct Hit, especially against Red Sentry Guns.
- Establishing dominance over the Red spawn's rood will grant you and your team immense advantage.
- The two cargo containers located beside the Blu spawn are useful for bombarding the exiting attackers from high above.
- When defending checkpoint A, you should generally stay inside the Mine Shack, as it allows you to overview the Cart's path and grants you access to the Freight House.
- On checkpoint B, you can bombard approaching attackers from the safety of Horsemann's House.
- Just watch out for the Horseless Headless Horsemann spawning below you once the checkpoint B gets captured. Assuming you are still alive at that point.
- There is very little chance of the Blu team escaping a team wipe if you are able to catch them out inside the Hells Bells with a Kritzkrieg Medic.
- Right above the Checkpoint D is a small hole through which you can peak trough and fire onto the Cart.
- A niche strategy you can employ on this map would be to Airblast Red members into the Cart, resulting in them getting stunned.
- When exiting spawn, you should utilize one of your Flare Guns in order to harass Snipers inside the Freight House.
- Getting into the Cubby House with an ÜberCharge will allow you to quickly burn down the Sentry Gun nests present in it, thus clearing the way for your team.
- Keep an eye out on the Mine Shack, since Red Soldiers love to bombard your fellow teammates from within it.
- Since the Yard is quite open and usually filled with Sentry Guns, your offensive capabilities when attacking checkpoint B are severely reduced.
- Because of this, you should take up a more supportive role during this stage of the map, such as extinguishing teammates and reflecting enemy Projectiles.
- Inside the Foyer, there is small dropdown which leads straight to point D. Use it if you want to quickly flank around the defenders.
- On the last checkpoint, you can make use of the Thermal Thruster in order to reach the roof of the Red spawn.
- Be careful on this map, as due to your close-combat nature, you might have to occasionally approach the Cart, leaving you to prone to its effects.
- The Detonator can be used to access the Freight House's flank route from within the Mine Shack.
- In general, the Mine Shack is a good position for defending point A, so it might be a good idea to stay inside it rather then to wander off somewhere.
- On checkpoint B, Red Sentry Guns are bound to come under heavy fire from the Mine Shack's ledge, so pay attention to that location and Airblast any Projectiles originating from it.
- The Phlogistinator is useful for surprising and quickly melting down waves of attackers inside the Hells Bells.
- Just like your Blu counterpart, you can use the little dropdown inside the Foyer to flank your opponents.
- However, unlike him, you will need the Detonator in order to access the the said dropdown, as you will be approaching it from below.
- On checkpoint A, you will usually encounter a Red Sentry Gun nest inside the Cubby House. There are two ways to take it out.
- The first one involves approaching it directly, preferably with an ÜberCharge, and destroying it from point-blank range.
- The other, more conservative option, is to take it out from a distance, thus eliminating the need for a Medic. However, only position from which this can be achieved is the Mine Shack.
- And in order to access the Mine Shack without getting seen by the Cubby House requires the Freight House.
- Immediately after capturing the first checkpoint, you should take a brief moment to recollect yourself and reload all your weapons, before continuing into the Yard where more Sentry nests await.
- The Yard is quite open and spacious, opening up an opportunity in which the Base Jumper can shine.
- In this case, you can use it to float high above the defenders, while bombarding their entrenchments sprinkled around the Yard.
- Charging helps a Demoman who is IT to lead the Horsemann deeper into the enemy.
- The Final checkpoint consists of an even more open area then the Yard. Because of that, long-ranged weaponry, such as the Loch-n-Load or the Quickiebomb Launcher are particularly useful in this situation.
- Surprisingly, the Base Jumper can also be employed on the final checkpoint. Although you will need to watch out for Red Snipers sitting on top of their spawn when using it.
- The Blu team only has three exits, two of each lead to the same place. Due to this, trapping Blu members inside their spawn is fairly easy, especially when done by the Scottish Resistance.
- The Chokepoint, found in between the Cubby and the Freight House, is the last place in which the attackers can be halted, before they reach the first checkpoint. So make heavy use of it.
- While you are defending checkpoint A, keep an eye out on the Mine Shack, as flanking enemies can easily drop down from it and get uncomfortably close.
- Unless you want enemy Soldiers and Demomen bombarding you and your teammates, make sure to sticky trap the small ledge hanging of the Mine Shack's left side.
- As with any other Payload map, you can sit on top of the Cart and let it push you around. However, on Hellstone, this has the added benefit of protecting you against Spies, since the cart will Stun any Red members which approach it.
- Due to this, the Brass Beast cart-hogging Heavy strategy is perfectly viable.
- On checkpoint A, keep an eye out on the Freight House, as there is usually a Sniper sitting there.
- Luckily, your teammates should capture the Freight House quickly, so there is not much of a need to worry about him.
- On your way to the second checkpoint, you will be exposed to a very long Sniper sightline from the Horsemman's House. So tread carefully.
- The Fists of Steel can greatly help you out in this situation.
- If you want to quickly clear out the Yard, you can jump out of the Mine Shack's left side, preferably with a Medic, and land right in the middle of Red defenses.
- The Tomislav is very useful on the Final checkpoint, where its accuracy bonus can come to light due to the openness of the map.
- The Mine Shack is an excellent position for a defensive Heavy on point A. You can patiently camp in it and wait for the attackers to close in, before jumping out of the Mine Shack and giving them a nasty surprise.
- Another good position for a camping Heavy would be the Cubby House, where you can join your fellow Engineers in defending the first checkpoint.
- Just like with the Mine Shack on checkpoint A, you can hide inside the Horsemann's House on checkpoint B and wait for the attackers to approach you.
- Alternatively, you san position somewhere within the Yard and provide suppressive fire to your teammates from a far.
- The Short Circuit is immensely valuable when attempting to exit your spawn, which will come under heavy fire during the initial few minutes of the round.
- Do note however that the Short Circuit can not protect you from everything, as there is bound to be a heavy Spell spam as well.
- Once you are out of spawn, there are a multitude of ways to approach checkpoint A.
- Firstly, you should setup a Sentry Gun on top of the Freight House's ledge. From this position, it can overview the Chokepoint leading to point A, as well as the Freight House itself.
- Your Dispenser should, ideally, be placed up against the Cubby House's back wall, where it can directly aid your teammates pushing the Cart.
- Teleporters are not necessary for a successful attack on the first checkpoint, unless your team is severely incompetent. In that case, you can place down the Teleporter exit inside the Freight House, thus incentivizing your teammates to make use of its powerful position.
- When attacking the checkpoint B, you might want to use the Rescue Ranger, since there will be a lot of moving stuff around.
- This is especially apparent with your Sentry Gun, which has multiple potential positions, all of which have their downsides and upsides.
- The first one is on top of the Road to Hell. From this position, your Sentry Gun can "escort" the Cart as it makes its way to checkpoint B. But in turn, it will be vulnerable to fire from the Horsemann's House.
- Its second position is slightly more to the left, inside the Blu's second spawn. In here, the Sentry is slightly more safer from enemy fire, while still being able to overlook the Cart through one of the openings.
- The third, and possibly final position is a high-risk-high-reward one. It involves making use of the ledge located off the Mine Shack's left side. If you manage to deploy your Sentry here, it will be able to overview the entirety of Yard. However, successfully setting it up here is quite hard, since the defenders will quickly react to your shenanigans and take the Sentry out before it is even done redeploying.
- There is really only one viable spot for a Dispenser, and that is on the Road to Hell, where it can support Blu members directly assaulting the Yard.
- Same thing goes for the Teleporter exit, which should, preferably, be placed inside the Mine Shack. This way, it will teleport teammates to an advantageous position, all while being safely stored behind a one-way gate.
- This is especially apparent with your Sentry Gun, which has multiple potential positions, all of which have their downsides and upsides.
- Unlike the checkpoint B, capturing checkpoint C is not so complicated and intricate. In fact, it is pretty straight forward.
- A fun strategy you can pull of with your Sentry is to place it on top of the Horsemann's House, and then use the Wrangler to shoot through the Hells Bell's giant opening. Then, when you have cleared out the checkpoint, you can move the Sentry directly into the Hells Bells.
- The Dispenser should simply follow your team.
- Make sure to destroy and replace your Teleporter entrance with a new one, since Blu spawns change after point B is secured.
- In terms of the Teleporter exit, it should be located inside the Horsemann's House.
- For the first checkpoint, you will primarily want to setup your nest inside the Cubby House, where there is plenty of ammo and cover. However, the Cubby House has a tendency of being surrounded, so equipping the Eureka Effect for a quick escape route is heavily recommended.
- Of course, if you are opting out for a battle Engineer loadout, then playing more aggressively and directly supporting your teammates on the frontlines is also perfectly fine.
- When defending the second checkpoint, your biggest threats are going to be bombing Soldiers originating from the Mine Shack.
- The Yard offers a wide amount of good Sentry positions, all of which are viable.
- When retreating to checkpoint C, watch out for Snipers, to whom you will be exposed when entering the Hells Bells.
- The "Ninjaneer" playstlye is particularly effective inside the Hells Bells, as it contains many nooks and crannies behind which a sneaky Teleporter can be hidden.
- When exiting the Blu spawn, it is recommended that you use the Medi Gun's stock ÜberCharge, as due to the spawn layout, it is easily "campable" by the Red team.
- Watch out for enemy Snipers targeting you from the Freight House, as well as for Red Scouts and Soldiers flanking through there.
- The Sentry Gun nest found inside Cubby House can be easily taken out by an Übered Pyro.
- Take note of the Sniper sigthline originating from the Horsemann's House, to whom you will be exposed.
- Defensive entrenchments found inside the Yard can be easily destroyed by jumping out of the Mine Shack with an Übered heavy.
- The entire area of the Final checkpoint is immensely open, warranting the use of the Crusader's Crossbow, especially if avoiding Snipers on top of the Red spawn is your main priority.
- The Blu's poor spawn layout can be exploited by the Kritzkrieg, with whom your explosive classes can send crit Projectiles deep inside the Blu spawn.
- When defending checkpoint A, look out for flanking enemies dropping down from the Mine Shack.
- Also, it is not recommended to stay inside the Cubby House, where you can be easily encircled by enemy forces.
- The Amputator's healing taunt is especially effective inside the cramped Hells Bells.
- Not to mention that your team is bound to take heavy damage inside the close-quarters nature of checkpoint C, making the Quick-Fix a necessity as well.
- Immediately after successfully exiting your spawn, take a peek at the Freight House, chances are that there is an enemy Sniper located there.
- If you want to get a peek into the Mine Shack, there is a ledge on the Freight House on which you can stand while aiming down sights.
- You can splash Red defenders inside the Yard with Jarate by launching it through the Mine Shack's one-way gate.
- Alternatively, its possible to traverse the said gate yourself and get a clear shot on enemies inside the Yard, but this will make you a big target.
- The whole area of Hells Bells is completely enclosed and rather cramped. Due to this, you should opt for a more short-ranged loadout, which performs better in these situations then stock.
- Take note of the Red Snipers sitting on top of their spawn's roof, as they will cause you and your team a lot of trouble when attacking the Final checkpoint.
- Although the Freight House might seem like a decent position for a Sniper, it is rather obvious and not-so inconspicuous. Not to mention that its prone to getting overrun in the first minute of the game.
- As the attackers are pushing the Cart up to checkpoint A, you will be able to splash them with Jarate from the Mine Shack, before dropping down on them with the Bushwacka.
- Just be careful not to approach the Cart during your massacre, as its ghost will temporarily stun you.
- The Horsemann's House is an excellent position for a Sniper. You can see down the entire Road to Hell from within it, while having access to Health and Ammo.
- Due to the Road to Hell's relative narrowness, attackers will often be forced to clump up together when approaching you, making them an excellent target for the Machina.
- If you plan on camping on the roof of Red spawn, make sure to equip the Razorback, since you will be a pretty big target for Spies.
- Unless you want to get obliterated by the incoming Spell spam, you should stay back and wait for the team's power classes to successfully push out spawn.
- If you still insist on immediately rushing out, the Dead Ringer can help you achieve that in one piece.
- For the first checkpoint, you will usually find Red Snipers camping out in the Freight House, making them easy prey due to a general lack of witnesses.
- The Freight House's desolateness can also be used for sneaking in to the Mine Shack, without consuming your Cloak meter or risking enemy encounters.
- Once you have reached the Mine Shack, you can use it to either overlook the Red spawn and backstab anyone exiting it, or to harass enemy Engineers in the Cubby Hole.
- Make heavy use of the Horsemann's House when attacking the checkpoint B, as no one really pays attention to it and it is filled with metal.
- Plus, there are a couple of boards connecting it with other structures in the Yard, making it easy to change positions.
- The General chaotic nature of the appropriately named Hells Bells is both an advantage and a detriment so Spies.
- On one hand, the appearance of the Horseless Headless Horsemann and MONOCULUS can severely distract Red defenders and open up opportunities for some easy stabs.
- On the other hand, the numerous Pumpkin Bombs alongside the checkpoint C's cramped nature makes it very difficult to actually sneak into the enemy's backline
- A Cloak and Dagger BLU Spy lurking about the cart after the third capture should also monitor the cart timer, uncloaking to tap it as needed.
- The roof of the Red spawn usually contains many clueless Snipers, so take note of that.
- Playing Spy on defense is usually a lot more harder then on offense, since offensive Spies have a lot more flank routes at their disposal then defensive ones.
- Not to mention the Cart's ability to "spook" Red members, making you unable to attack its pushers with any of your knives.
- There is a small indent behind the Blu's left spawn exit, in which you can hide and wait for Blu members to exit their spawn.
- You can use the Blast Jump spell in order to reach the Freight House from the within Mine Shack.
- The same Blast Jump spell can be used for quickly reaching the Hells Bells via one of its dropdowns.
- The Horsemann's House allows you to attack passing Blu members making their way to checkpoint C.
- You can occasionally sneak into the Caved-in-Tunnel and backstab the attackers camping out there.
Horseless Headless Horsemann strategy
See also: Community Mann Manor strategy
- The strategies for accommodating the Horseless Headless Horsemann in your Hellstone battle plans are contrary to most of the strategies for defeating the Horsemann on Mann Manor.
- There is generally no advantage in the Payload game mode to expending fire power on Horsemann.
- Most tactics and match-ups for fighting the Horsemann apply in Hellstone only when the team has agreed to fight the Horsemann instead of the enemy.
- Instead of fighting the Horsemann, assign the IT player to leading the Horsemann as far into the enemy as possible.
- It is better to attempt the Sleepy Holl0WND achievement in Mann Manor.
- The Horsemann will not chase players much farther than the second and forth capture points. With no immediate target within that range, the Horsemann will run towards the third capture point.
- If BLU is driven off of the cart shortly after capturing the second point, the Horsemann's attention will be focused exclusively on RED.
- The IT player can lose the Horsemann by running into second BLU spawn or around the Mine Shack (but not into the Mine Shack).
- Have the IT player lead the Horsemann as far into the enemy area as possible; dying to enemy fire deep in the enemy is as an effective way of tagging them as any melee hit.
- Fire on any enemy IT player attempting to lead the Horsemann to your team.
- Wearing a Saxton Hale Mask or Horseless Headless Horsemann's Head will prevent you from getting stunned by the Horsemann's taunt, allowing you to gain ground on him as you lead him into the enemy.
- The Horsemann cannot jump up, so jumping up to a ledge will force the Horsemann to chase you the long way around, ideally through the enemy.
See also: Community Eyeaduct strategy
- The strategies for accommodating MONOCULUS in your Hellstone battle plans are contrary to most of the strategies for defeating MONOCULUS on Eyeaduct.
- There is generally no advantage in the Payload game mode to expending firepower on MONOCULUS.
- Most tactics and match-ups for fighting MONOCULUS apply in Hellstone only when the team has agreed to fight MONOCULUS instead of the enemy.
- Laying heavy fire on MONOCULUS draws its attention to your team and makes your team vulnerable the enemy.
- Truce is not called on Hellstone; the cart may be pushed and points may be captured while MONOCULUS is active.
- It is better to attempt the Optical Defusion achievement in Eyeaduct.
- Dodge MONOCULUS: build defenses behind its covering fire and launch pushes into enemy groups it disrupts.
- Critical hits anger MONOCULUS, causing it to rapid fire three projectiles with perfect lead.
- Attempting to anger MONOCULUS while it is in the middle of several of the enemy is an exception to the rule of not firing on MONOCULUS.
- Attempt this only when you know your weapon has a Crit Boost and you do not have another priority target.
- Avoid angering MONOCULUS when it is in your team's area.
- Stay away from MONOCULUS when it begins to rapid fire its projectiles. Use cover from buildings if you are close to it when it gets angry.
- Watch for MONOCULUS stuns as opportunities to safely run past.
- Do not stun MONOCULUS when it is in the middle of your enemy, use the underworld boost instead to injure the enemy.