Pickups are objects that are spawned or dropped in various locations across most maps and can be "picked up" by players coming into contact with them, such as by walking into them or colliding with them. Pickups usually apply various conditions on players when picked up; others can score points towards Achievements or game objectives, and a few pickups can add items to player inventories.
- 1 Regular pickups
- 2 Special pickups
- 3 Associated weapons
- 4 Related achievements
- 5 Update history
- 6 Gallery
Regular pickups are the types that can be found on any map on any given day and consist of varying forms of Health, Ammo, and Metal, with three standard sizes each for Health Kits and Ammo Cases. Players can only pick up these items when they are not at full Health, Ammo, or Metal, respectively. Any regular pickup used in this way disappears, and then respawns after ten seconds with a distinct sound effect. Health pickups and Ammo/Metal pickups each restore a percentage of the maximum health or ammo/metal capacity of a class.
Fixed spawn point pickups cannot be retrieved if an Engineer builds a Teleporter on the pickup spawn point. Other engineering buildings, such as Sentry Guns and Dispensers, allow friendly players to pass through but block enemy movement, so they can be used to prevent opponents from taking pickups. However, such buildings also block the builder from claiming them.
The Heavy's Sandvich can be used to create a pick-up item, in the sense that a Heavy can drop his Sandvich for his teammates or enemies to use. A Sandvich pickup can recover as much health as a medium-sized health kit. When a Heavy is at full health, he can pick up a health kit to instantly recharge his Sandvich if it has been depleted. The same can be done with the Dalokohs Bar or Second Banana; however, the pickup will only heal teammates or enemies as much as a small-sized health kit, though its faster recharge speed helps to compensate for that.
Other regular pickups:
- Ammo Cases dropped by killed players and broken building parts can both be picked up to replenish ammunition and metal.
- The Scout also produces small health packs whenever they score a kill or assist with the Candy Cane equipped.
- Hitting the Sandman Ball produces a rolling ball pickup that instantly recharges the Scout's Ball meter, and the Ball can be immediately hit again.
- A weapon dropped by a dead player can be picked up and used by another player that has a compatible class.
Some pickups are exclusive to certain conditions, such as events or game modes.
The regular pickups have Halloween and birthday variants. The change in appearance is merely cosmetic and does not alter the items' benefits. The Halloween variants can be found on Halloween maps, while the birthday variants appear on all maps when Birthday Mode is activated. Additionally, Birthday Mode variants are available for those players who equip Pyrovision with the proper goggles or any other item that enables it.
Halloween pumpkins are found on several Halloween maps; they randomly drop when players are killed. These Halloween pumpkins function simiarly to a medium ammo pickup and grant a 3-4 second Crit boost when picked up. Picking up 20 of them will also complete the Candy Coroner achievement, unlocking the Mildly Disturbing Halloween Mask. These effects of are always active when the maps are hosted, regardless of time of year, including achievement progress.
Ghostly Soul Gargoyles appear on certain Halloween maps, announced by Merasmus. During Halloween events, picking one up scores the player ten souls on their Soul Gargoyle backpack item counter. Picking up one will grant the player the Masked Mann achievement.
Haunted Halloween Gifts were dropped for players on a limited number of Halloween maps during events prior to Scream Fortress VII, 2015, when they were replaced by Soul Gargoyles spawning in the same locations. Successfully finding this gift awarded the player a random Halloween Mask, Halloween Costume item, Halloween Spell, Voodoo-cursed item, a Spellbook Page, or other random items depending on the map. The general function of awarding players Halloween gift items was replaced the same year by Merasmissions.
Beginning with the Australian Christmas 2011 event, Christmas gift pickups are dropped upon the death of a player during Winter events. These pickups appear as a small gift box and function similarly to the Halloween pumpkins, however, they do not grant the player additional critical hits. Collecting three of the Christmas gifts will grant the player the Gift Grab achievement. In subsequent Christmas/Smissmas events, Christmas gift pickups happen less frequently, but still count towards Gift Grab if picked up.
During the End of the Line Update event, killing players and completing objectives occasionally yielded rubber duck pickups, the "class" of the duck matching the player's class. The Duck Journal kept track of the number of ducks a player collected, and also increased the amount of ducks dropped.
On Carnival of Carnage, one of the Bumper Car minigames involves collecting toy ducks on a track. Smashing into enemy players makes golden "bonus ducks" fly out of the smashed player, worth twice as much. The team that collects the specified number of ducks first wins.
Game mode pickups
In Capture the Flag and Special Delivery, a case (containing intelligence, Australium, or carnival tickets) is picked up and carried from its spawn point to a capture objective. A carrying player is highlighted to all players on both teams.
In Medieval mode, medium health pickups appear as a slab of ham with a bone sticking out of it on a plate.
In Mann vs. Machine, destroying a robot will make it drop a pile of cash that can be collected and used to buy upgrades at any Upgrade Station. All collected cash is shared between team members. Scouts have a longer cash collect range and also gain health from from picking up cash. Sniper can remotely pick up cash from headshots if no other player picks it up first.
In Robot Destruction, the destruction of robots produces Power Cores, which are used to fuel the Reactor Core. The amount of Power Cores gained from killing a robot depends on the level of the robot. The first team to get a predetermined number of Power Cores wins the game.
In PASS Time, the JACK is a "game ball" that is visible through walls, may be picked up or thrown away by players, dropped by killed players, passed to teammates or intercepted, and thrown into scoring goals.
In Player Destruction, scoring pickups (beer bottles, souls, or body parts) are produced by killing players. These pickups need to be carried to a point near the center of the map to score points to win the game. When killed, a player drops one new scoring pickup plus all pickups they were holding at the time of death. The person carrying the most scoring pickups on a team becomes the team leader and gains the ability to self-heal and also heal nearby teammates at the rate of a Level 1 Dispenser. The amount of scoring pickups a player is carrying is displayed over their head.
|List of weapons related to pickups|
|Melee||On kill: A small health pack is dropped.|
|Melee||+50% health from packs on wearer.|
|Melee|| Ammo boxes collected give Charge
Refilling ammunition with pickups is not possible unless the player has a full Charge meter.
|Secondary||With secondary fire, throws it for another player to restore 50% health.|
|Sandvich||Buffalo Steak Sandvich|
|With secondary fire, throws it for another player to restore 20.5% health.|
|Dodgers 1, Giants 0|
Kill an enemy Heavy and take his Sandvich.
Small Health Pickup
Birthday mode pickups
Mann vs. Machine pickups
Gift box dropped during Australian Christmas 2011
RED Power Core pickup from Robot Destruction
The Beer Bottle pickup from Watergate
The Soul Pickup on Pit of Death
The Soul Pickup on Cursed Cove
The fallen body parts on Monster Bash