35 templates missing Spanish translation

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Pages missing in Spanish (es – español): 35 in total. Data as of 22:11, 21 June 2025 (GMT).

See also

List

  1. Template:List of tournament medals has 23 uses and is missing 6 translations
    Line 306: Awarded to first-place finishers of AsiaFortress tournaments sponsored by Liquid.tf.
    Line 312: Awarded to second-place finishers of AsiaFortress tournaments sponsored by Liquid.tf.
    Line 318: Awarded to third-place finishers of AsiaFortress tournaments sponsored by Liquid.tf.
    Line 324: Awarded to participants in AsiaFortress tournaments sponsored by Liquid.tf.
    Line 330: Awarded to attendees at MCM Comic Con London in May 2024.
    Line 336: Awarded to coaches during AsiaFortress tournaments sponsored by Liquid.tf.
  2. Template:Crate series/93 has 21 uses and is missing 1 translation
    Line 55: <small>(Contents may be or with an Unusual Weapon effect.)</small>
  3. Template:Crate series/94 has 21 uses and is missing 1 translation
    Line 55: <small>(Contents may be or with an Unusual Weapon effect.)</small>
  4. Template:Crate series/99 has 20 uses and is missing 1 translation
    Line 81: <small>(Contents may be or with an Unusual Weapon effect.)</small>
  5. Template:Crate series/audition has 15 uses and is missing 1 translation
    Line 7: or an Exceedingly Rare Unusual Taunt!
  6. Template:Crate series/creepydemo has 15 uses and is missing 1 translation
    Line 5: or an Exceedingly Rare Halloween-themed Special item!<br><small>(Can be a or a of any tier for certain Halloween items, or an .)</small>
  7. Template:Crate series/creepyscout has 15 uses and is missing 1 translation
    Line 5: or an Exceedingly Rare Halloween-themed Special item!<br><small>(Can be a or a of any tier for certain Halloween items, or an .)</small>
  8. Template:Crate series/creepyspy has 15 uses and is missing 1 translation
    Line 5: or an Exceedingly Rare Halloween-themed Special item!<br><small>(Can be a or a of any tier for certain Halloween items, or an .)</small>
  9. Template:Crate series/directors has 15 uses and is missing 1 translation
    Line 7: or an Exceedingly Rare Unusual Taunt!
  10. Template:Crate series/109 has 14 uses and is missing 1 translation
    Line 43: <small>(Contents may be or with an Unusual Weapon effect.)</small>
  11. Template:Crate series/110 has 14 uses and is missing 1 translation
    Line 54: <small>(Contents may be or with an Unusual Weapon effect.)</small>
  12. Template:Crate series/114 has 14 uses and is missing 1 translation
    Line 40: <small>(Items in this crate cannot be or .)</small>
  13. Template:Crate series/115 has 14 uses and is missing 1 translation
    Line 30: <small>(Items in this crate cannot be or .)</small>
  14. Template:Crate series/116 has 14 uses and is missing 1 translation
    Line 28: <small>(Items in this crate cannot be or .)</small>
  15. Template:Respawn times/cactus canyon has 13 uses and is missing 1 translation
    Line 15: After final hill
  16. Template:Respawn times/mercenary park has 13 uses and is missing 1 translation
    Line 16: While contesting 3
  17. Template:Respawn times/pit of death has 13 uses and is missing 2 translations
    Line 6: BLU ahead
    Line 18: RED ahead
  18. Template:Respawn times/watergate has 13 uses and is missing 4 translations
    Line 6: BLU ahead >50%
    Line 17: BLU ahead <50%
    Line 29: RED ahead <50%
    Line 40: RED ahead >50%
  19. Template:StoryTimeline has 13 uses and is missing 3 translations
    Line 1318: A rocket carrying the monkeynaut Poopy Joe is launched, but due to its Australium fuel supply being replaced with gravel water from defective suitcase explosives.
    Line 1788: 2024
    Line 1791: An elderly Saxton and Maggie find themselves at the edge of a cliff, surrounded by a pack of angry cheetahs after fist-fighting a prior cheetah pack. After a brief exchange, they eagerly ready themselves to fight the rest of the cheetahs.
  20. Template:Reskins/limited classes has 10 uses and is missing 46 translations
    Line 62: Added in the for the update.
    Line 101: Added in the for the update.
    Line 117: Added in the for the update.
    Line 178: Added in the for the update.
    Line 267: Added in the for the update.
    Line 347: Added in the for the update.
    Line 379: Added in the for the update.
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    Line 1043: Added in the for the update.
    Line 1059: Added in the for the update.
    Line 1075: Added in the for the update.
    Line 1118: Added in the for the update.
    Line 1140: As of May 23, 2019, the game has been removed from sale. However, any owners may still obtain its promotional items.
    Line 1179: Added in the for the update.
    Line 1195: Added in the for the update.
    Line 1269: Added in the for the update.
    Line 1368: Added in the for the update.
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    Line 1721: Added in the for the update.
    Line 1788: Added in the for the update.
    Line 1842: Added in the for the update.
    Line 1917: Added in the for the update.
    Line 1950: Added in the for the update.
    Line 2043: Added in the for the update.
    Line 2065: As of June 29, 2018, the game has been shut down, rendering this item no longer obtainable.
    Line 2237: Added in the for the .
    Line 2254: Added in the for the update.
    Line 2272: Added in the for the update.
    Line 2302: As of May 23, 2019, the game has been removed from sale. However, any owners may still obtain its promotional items.
  21. Template:Enforcer bypassed resistances has 6 uses and is missing 13 translations
    Line 2: Resistances that are pierced
    Line 10: Resistances that are not pierced
    Line 19: 's 10% bullet resistance and 75% bullet resistance from an ÜberCharge.
    Line 27: 's 50% damage resistance from the Resistance .<br>25% damage resistance from the Vampire Powerup.<br>50% damage resistance against Plague victims from the Plague Powerup.
    Line 36: The 66% damage resistance gained by Sentry Guns.
    Line 44: The 33% damage resistance gained by Sentry Gun's damage resistance.
    Line 53: The 35% damage resistance from the 's rage.
    Line 61: The Critical hit immunity from the Battalion's Backup's rage.
    Line 70: The 20% damage resistance gained by <br>with the or equipped when under 50% health.
    Line 79: The 40% damage resistance from the .
    Line 88: The 20% resistance from a Spy's .
    Line 97: The initial 75% resistance upon triggering the .<br>The 65% damage resistances gained for 3 seconds after activation.
    Line 106: Resistances that are not pierced are considered to be bugged and not intentional.
  22. Template:Contracts/tough break has 5 uses and is missing 108 translations
    Line 27: Score points: 1 CP
    Line 31: '''(Advanced)''' Score 10 points in a single life: 10 CP
    Line 35: Be MVP at the end of a round: 30 CP
    Line 42: Get a kill: 1 CP
    Line 46: Kill a Scout: 3 CP
    Line 50: Kill a Soldier: 3 CP
    Line 54: Kill a Pyro: 3 CP
    Line 58: Kill a Demoman: 3 CP
    Line 62: Kill a Heavy: 3 CP
    Line 66: Kill an Engineer: 3 CP
    Line 70: Kill a Medic: 3 CP
    Line 74: Kill a Sniper: 3 CP
    Line 78: Kill a Spy: 3 CP
    Line 82: '''(Advanced)''' Get 5 kills in a single life: 10 CP
    Line 89: Score points on a Payload map: 1 CP
    Line 93: Push the Payload Cart: 2 CP
    Line 97: '''(Advanced)''' Kill an enemy pushing the Cart: 3 CP
    Line 101: '''(Advanced)''' Win a round of Payload: 15 CP
    Line 108: Score points on a CP map: 1 CP
    Line 112: Defend a Control Point on a CP map: 3 CP
    Line 116: '''(Advanced)''' Capture a Control Point on a CP map: 5 CP
    Line 120: '''(Advanced)''' Win a round on a CP map: 20 CP
    Line 127: Score points as Scout: 1 CP
    Line 131: Kill as Scout: 3 CP
    Line 135: Kill while jumping as Scout: 5 CP
    Line 139: '''(Advanced)''' Kill while triple jumping as Scout: 10 CP
    Line 146: Score points as Scout: 1 CP
    Line 150: Kill as Scout: 3 CP
    Line 154: '''(Advanced)''' Kill a stunned enemy: 10 CP
    Line 158: '''(Advanced)''' Capture an objective as Scout: 10 CP
    Line 165: Score points as Soldier: 1 CP
    Line 169: Kill as Soldier: 2 CP
    Line 173: '''(Advanced)''' Direct-Hit enemy as Soldier: 2 CP
    Line 177: Minicrit kill as Soldier: 5 CP
    Line 181: '''(Advanced)''' Direct-Hit airborne enemy as Soldier: 15 CP
    Line 188: Score points as Soldier: 1 CP
    Line 192: Kill as Soldier: 3 CP
    Line 196: '''(Advanced)''' Kill while blast jumping as Soldier: 3 CP
    Line 200: '''(Advanced)''' Heal 100 damage on hit in a single life as Soldier: 5 CP
    Line 207: Score points as Pyro: 1 CP
    Line 211: Extinguish a burning teammate: 3 CP
    Line 215: '''(Advanced)''' Environmental kill as Pyro: 3 CP
    Line 219: '''(Advanced)''' Kill with a reflected projectile as Pyro: 15 CP
    Line 248: Score points as Pyro: 1 CP
    Line 252: Kill as Pyro: 3 CP
    Line 256: '''(Advanced)''' Crit kill as Pyro: 3 CP
    Line 260: '''(Advanced)''' Minicrit kill as Pyro: 4 CP
    Line 268: Score points as Demoman: 1 CP
    Line 272: Melee kill as Demoman: 3 CP
    Line 276: Collect a head as Demoman: 3 CP
    Line 280: '''(Advanced)''' Bash an enemy with a shield: 5 CP
    Line 284: '''(Advanced)''' Taunt kill as Demoman: 15 CP
    Line 291: Score points as Demoman: 1 CP
    Line 295: Sticky grenade kill: 3 CP
    Line 299: Kill an enemy doing the objective: 3 CP
    Line 303: '''(Advanced)''' Land a Double Donk with the Loose Cannon: 10 CP
    Line 310: Score points as Heavy: 1 CP
    Line 314: '''(Advanced)''' Feed an injured teammate: 2 CP
    Line 318: Capture or defend an objective as Heavy: 3 CP
    Line 322: '''(Advanced)''' Take 1000 damage in a single life: 10 CP
    Line 329: Score points as Heavy: 1 CP
    Line 333: Kill as Heavy: 3 CP
    Line 337: '''(Advanced)''' Block 500 damage as Heavy: 5 CP
    Line 341: '''(Advanced)''' Take 1000 damage in a single life: 5 CP
    Line 348: Score points as Engineer: 1 CP
    Line 352: Kill with a Sentry: 3 CP
    Line 356: '''(Advanced)''' Kill with a Wrangled Sentry: 3 CP
    Line 360: '''(Advanced)''' Get 5 Sentry kills in a single life: 10 CP
    Line 367: Score points as Engineer: 1 CP
    Line 371: Teleport a teammate: 1 CP
    Line 375: Dispense 500 health to teammates: 3 CP
    Line 379: '''(Advanced)''' Revenge Crit Kill with the Frontier Justice: 5 CP
    Line 386: Score points as Medic: 1 CP
    Line 390: Heal 50 health with the Crusader's Crossbow: 2 CP
    Line 394: Regenerate or collect 200 health as Medic: 2 CP
    Line 398: '''(Advanced)''' Long range heal with the Crusader's Crossbow: 5 CP
    Line 405: Score points as Medic: 1 CP
    Line 409: Assist in a kill as Medic: 3 CP
    Line 413: '''(Advanced)''' Assist in a crit-boosted kill: 4 CP
    Line 417: '''(Advanced)''' Assist in 3 kills in a single Kritzkrieg uber: 10 CP
    Line 424: Score points as Sniper: 1 CP
    Line 428: Kill as Sniper: 1 CP
    Line 432: '''(Advanced)''' Jarate assist as Sniper: 3 CP
    Line 436: '''(Advanced)''' Kill an enemy covered in Jarate: 5 CP
    Line 443: Score points as Sniper: 1 CP
    Line 447: Long range arrow kill as Sniper: 3 CP
    Line 451: '''(Advanced)''' Headshot with an arrow as Sniper: 4 CP
    Line 455: '''(Advanced)''' Close range arrow kill as Sniper: 4 CP
    Line 459: '''(Advanced)''' Taunt kill as Sniper: 15 CP
    Line 466: Score points as Spy: 2 CP
    Line 470: Destroy a building with a sapper: 4 CP
    Line 474: '''(Advanced)''' Absorb 125 health with the Dead Ringer: 5 CP
    Line 478: '''(Advanced)''' Survive an attack that would otherwise kill you: 8 CP
    Line 485: Score points as Spy: 2 CP
    Line 489: '''(Advanced)''' Kill Heavy, Medic, Sniper or Engineer as Spy: 3 CP
    Line 493: Destroy a building with a sapper: 4 CP
    Line 497: Undisguised kill as Spy: 4 CP
    Line 501: '''(Advanced)''' Backstab the enemy you are disguised as: 15 CP
    Line 508: Score points on Snowycoast: 1 CP
    Line 512: '''(Advanced)''' Win a round on Snowycoast: 15 CP
    Line 519: Score points on Vanguard: 1 CP
    Line 523: '''(Advanced)''' Win a round on Vanguard: 15 CP
    Line 530: Score points on Landfall: 1 CP
    Line 534: '''(Advanced)''' Win a round on Landfall: 15 CP
    Line 541: Score points on Highpass: 1 CP
    Line 545: '''(Advanced)''' Win a round on Highpass: 15 CP
    Line 551: Applied to any gamemode that involves the use of .
    Line 556: Despite the name, neither weapon was required to fulfill the contract.
  23. Template:Weapon Halloween Spell paragraph2 has 5 uses and is missing 1 translation
    Line 1: Prior to , it could be found during Halloween events inside of s on , or from a .
  24. Template:Mvm mission Short Circuit has 4 uses and is missing 128 translations
    Line 20: "
    Line 20: "
    Line 20: Minicrits become crits
    Line 20: The 
    Line 53: "
    Line 53: "
    Line 53: On Hit: Bleed for
    Line 53: seconds
    Line 58: "
    Line 58: "
    Line 92: "
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    Line 94: "
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    Line 100: "
    Line 100: "
    Line 100: On Hit: Bleed for
    Line 100: seconds
    Line 115: "
    Line 115: "
    Line 120: "
    Line 120: "
    Line 120: resistance to bullets (passive)
    Line 120: resistance to bullets (shield bubble)
    Line 120: has
    Line 123: "
    Line 123: "
    Line 128: "
    Line 128: "
    Line 128: resistance to explosions (passive)
    Line 128: resistance to explosions (shield bubble)
    Line 128: has
    Line 132: 20,000
    Line 139: "
    Line 139: "
    Line 139: On Hit: Bleed for
    Line 139: seconds
    Line 168: "
    Line 168: "
    Line 180: "
    Line 180: "
    Line 185: "
    Line 185: "
    Line 190: Spawn at
    Line 195: Spawn at
    Line 200: "
    Line 200: "
    Line 200: damage bonus
    Line 209: "
    Line 209: "
    Line 209: bullets per shot
    Line 214: "
    Line 214: "
    Line 219: "
    Line 219: "
    Line 233: "
    Line 233: "
    Line 233: Projectile penetration
    Line 233: flame size
    Line 233: afterburn duration
    Line 238: Type
    Line 238: Type
    Line 238: Spawn at
    Line 242: "
    Line 242: "
    Line 242: The 
    Line 252: "
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    Line 257: "
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    Line 265: "
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    Line 279: The 
    Line 286: "
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    Line 286: degree rocket spread
    Line 291: "
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    Line 301: "
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    Line 306: "
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    Line 317: "
    Line 317: "
    Line 317: On Hit: Bleed for
    Line 317: seconds
    Line 334: "
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    Line 339: "
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    Line 344: "
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    Line 346: "
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    Line 350: "
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    Line 350: bullets per shot
    Line 358: "
    Line 358: "
    Line 358: The 
    Line 358: On Hit: Bleed for
    Line 358: seconds
    Line 359: The 
    Line 359: On Hit: Bleed for
    Line 359: seconds
    Line 359: has
    Line 368: "
    Line 368: "
    Line 368: The 
    Line 368: On Hit: Bleed for
    Line 368: seconds
    Line 376: "
    Line 376: "
    Line 376: The 
    Line 381: "
    Line 381: "
    Line 381: resistance to bullets (passive)
    Line 381: resistance to bullets (shield bubble)
    Line 381: has
    Line 383: "
    Line 383: "
    Line 383: resistance to explosions (passive)
    Line 383: resistance to explosions (shield bubble)
    Line 383: has
    Line 387: "
    Line 387: "
    Line 394: "
    Line 394: "
  25. Template:Operation Ghoulish Gambit missions has 4 uses and is missing 65 translations
    Line 8: Butcher
    Line 12: Malpractice
    Line 19: Creepside
    Line 23: Midnight Massacre
    Line 30: Decay
    Line 34: Night Errors
    Line 41: Legerdemain
    Line 45: Legacy Heresy
    Line 52: Madhattan
    Line 56: Apoplexy
    Line 63: Nightsky
    Line 67: Night of Fire
    Line 73: Skeleclipse
    Line 77: Twilight of Terror
    Line 84: Sludge
    Line 88: Logging Dreadwood
    Line 94: Underworld
    Line 98: Astral Projection
    Line 113: Bloodmoon
    Line 117: Sed De Sangre
    Line 124: Spooky Spiral
    Line 131: Boogge
    Line 135: Boneyard Shift
    Line 142: Night Of The Living Bread
    Line 149: Butcher
    Line 153: Meat Grinder
    Line 160: Creepside
    Line 164: Catastrophic Conjuring
    Line 171: Dust to Dust
    Line 178: Decompose
    Line 182: Deprecated Designs
    Line 189: Heatrock
    Line 193: Heated Argument
    Line 200: Outlands
    Line 204: Hectic Haywire
    Line 211: Rancher
    Line 215: Contact
    Line 221: Skeleclipse
    Line 225: Vicious Delicious
    Line 232: Swirl Event
    Line 236: Sordid Scene
    Line 243: Terrorlict
    Line 247: Accursed Aggrievocation
    Line 253: Underworld
    Line 257: Undead Dread
    Line 264: Villa
    Line 268: Forgotten
    Line 284: Meltdown
    Line 288: Lights Out
    Line 295: Memorial
    Line 299: Necropolis
    Line 305: Null
    Line 309: 0
    Line 316: Whitecliff Event
    Line 320: Light Up The Night
    Line 335: Bloodlust
    Line 339: Reanimation
    Line 345: Metro
    Line 349: Baleful Bonanza
    Line 363: Condemned
    Line 367: Trespasser Remaster
    Line 373: Redridge
    Line 377: Red Ridge
    Line 383: Terrorlict
    Line 387: Echoes Of A Warzone
  26. Template:Reference pose list has 4 uses and is missing 21 translations
    Line 4: Method
    Line 11: Equip and switch to the , , or . Walk outside of your spawn room and type in the . When you respawn, quickly go back to your dropped weapon. Switch to the same weapon and use it by holding down primary fire. While still holding down primary fire, pick up the dropped item. You are now in the reference pose, indicated by a bugged viewmodel.
    Line 20: Equip and switch to the . Walk outside of your spawn room and type in the console. When you respawn, quickly go back to your dropped Beggar's Bazooka. Switch to it and empty its ammo by holding down primary fire. The last rocket cannot be a misfire. While still holding down primary fire, pick up the dropped Beggar's Bazooka. You are now in the reference pose, indicated by a bugged viewmodel.
    Line 27: By equipping the and the , then rocket jumping high enough to take fall damage, you may occasionally switch to the reference pose until you land on either the ground or another player.
    Line 34: You can use any of the three s and the to enter the reference pose. Equip any of the banners, then charge them up by damaging another player; once charged, go into your loadout and equip the B.A.S.E. Jumper. Once done, use the banner by holding down primary fire. Now return to the spawn and simply walk into the . You are now in the reference pose indicated by a bugged viewmodel.
    Line 40: You will not have the effects of the banner you are using, but you can use the B.A.S.E. Jumper's parachute.
    Line 49: Equip and switch to any primary that can . Walk outside of your spawn room and type in the console. When you respawn, quickly go back to your dropped primary. Switch to it and empty its ammo by holding down alt-fire. While still holding down alt-fire, pick up the dropped primary. You are now in the reference pose, indicated by a bugged viewmodel.
    Line 56: only
    Line 61: If you use the just as you get turned into the first Zombie, you enter the reference pose.
    Line 70: Equip the and any non-shield secondary. With your secondary weapon out, switch to any shield and refresh your loadout by either swapping the weapons in spawn or touching the Resupply cabinet. You are now in the reference pose, indicated by a bugged viewmodel.
    Line 76: You will not be able to charge with your shield while in the reference pose, but you can use the B.A.S.E. Jumper's parachute.
    Line 85: Equip and switch to any primary (the is recommended due to its increased ammo consumption rate). Type in the console. When you respawn, quickly go back to your dropped primary. Empty your current weapon by holding primary fire. While still holding down primary fire, pick up the weapon you dropped when you died. You are now in the reference pose, indicated by a bugged viewmodel.
    Line 92: Zombie Infection only
    Line 97: If you unrev your primary just as you get turned into the first Zombie, you will enter the reference pose.
    Line 105: Equip and switch to the . Walk outside of your spawn room and type in the console. When you respawn, quickly go back to your dropped weapon. Switch to the same weapon and use it by holding down primary fire. While still holding down primary fire, pick up the dropped item. You are now in the reference pose, indicated by a bugged viewmodel.
    Line 113: While playing any class, find a friendly Engineer's Dispenser. Get close to their Dispenser and type in console.<br>After respawning, run over and pick up your recently dropped weapon to reset its disappear timer. Try to pick it up while ''standing'' in the Dispenser (easier to do if the Dispenser is up against a wall).
    Line 120: only
    Line 125: While in Setup time, use the command and then select the class you were playing as to enter the reference pose.
    Line 132: only
    Line 137: While playing as any class, equip a weapon that you can taunt with. Walk outside of the spawn room and equip a different weapon that you can also taunt with. Go back into the spawn room and make sure you have enough money left for an upgrade. While holding the item, go towards the then taunt. While the taunt is playing, get an upgrade. When you get out of the Upgrade Station, you are in the reference pose as indicated by the bugged viewmodel.
    Line 143: If done with a consumable, you can only equip a similar consumable (e.g. if you equip a , you have to equip another food item).
  27. Template:Unusual effects has 4 uses and is missing 131 translations
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  28. Template:Weapon list (Classic) has 4 uses and is missing 55 translations
    Line 9: Slot 1 Weapons
    Line 17: HUD icon
    Line 39: Infection
    Line 52: Instant kill
    Line 72: Slot 2 Weapons
    Line 80: HUD icon
    Line 97: Shells
    Line 116: Shells
    Line 124: Varies
    Line 134: Shells
    Line 147: Nails
    Line 158: Slot 3 Weapons
    Line 166: HUD icon
    Line 183: Shells
    Line 196: Shells
    Line 212: Slot 4 Weapons
    Line 220: HUD icon
    Line 237: Nails
    Line 253: Rockets
    Line 266: Nails
    Line 279: Cells
    Line 292: Slot 5 Weapons
    Line 300: HUD icon
    Line 317: Rockets
    Line 325: Varies
    Line 335: Rockets
    Line 348: Shells
    Line 361: Rockets
    Line 372: Primary Grenades
    Line 385: Varies
    Line 392: Deals massive damage on a four second fuse.
    Line 402: Causes leg injury which slows down enemies.
    Line 410: Secondary Grenades
    Line 425: Releases nails for a short while before detonation.
    Line 435: Splits into multiple grenades upon detonation, which detonate shortly afterward.
    Line 445: Deals no damage, but causes considerable and disorientation.
    Line 455: Ignites environment and enemies within blast radius for a limited amount of time upon explosion.
    Line 465: Continuously deals slight damage and causes knockback and "hallucinations" (mirage objects) on activation.
    Line 473: Varies
    Line 480: Detonates all of the ammo an enemy is holding.
    Line 488: Special
    Line 500: Detpack
    Line 506: Instant kill
    Line 513: Deals massive damage on a 5, 20, or 50 second fuse. Can destroy designated parts of certain maps.
    Line 521: Cut weapons
    Line 534: presumed no ammo
    Line 540: presumed all classes
    Line 546: Weapon from the '''' mod. Was not added in the end. It was added in '''' for the game mode.
    Line 554: presumed no ammo
    Line 561: The medkit's alternate fire, before it and the medkit were merged into one weapon.
    Line 568: , Teleporters Return
    Line 574: Cells
    Line 581: Spy-detecting weapon from the '''' mod. Ultimately not added.
    Line 589: Grenade
    Line 596: The Sniper's secondary grenade. Cut for unknown reasons.
  29. Template:Water locations table has 3 uses and is missing 87 translations
    Line 4: List of maps with water
    Line 12: Water location
    Line 21: There is a large pool of deep water beneath the bridge in the center of the map. The sewers at each team's base contain shallow water as well.
    Line 30: Identical to the water on 2Fort.
    Line 39: There is a shallow puddle of water leading to the courtyard in both team's buildings.
    Line 48: On each side, inside both bases, there is deep water under the B point.
    Line 57: The map takes place on an island that is surrounded by water.
    Line 66: There is a large pool of water under the delivery point.<br>There is a small pool of water near the catwalk stairs.
    Line 75: On each side, there is a small pond of deep water beneath the small concrete bridge to the left of the .
    Line 84: Identical water locations to the Arena version.
    Line 93: The entire map is surrounded by an ocean of deep water.
    Line 102: A large pool of water is seen near the robot spawn area, with a waterfall running into it. It is out of bounds, however.
    Line 111: There is a shallow pool of blood-colored water between the second and third checkpoints.
    Line 120: A river flows along the side of the map near the the first Control Point.
    Line 129: The helicopter and entrances to the caves are surrounded by shallow water.<br>A lake stretches across the edge of the map.<br>Between both spawns out-of-bounds is a pool of deep water (and a submarine).
    Line 138: A bay of deep water connected to the ocean resides under the central Control Point.
    Line 147: A river runs underneath two bridges near the final checkpoint.
    Line 156: There is a large puddle of water with floating chunks of ice around the base of control point C's tower.<br>Another large puddle of water with chunks of ice is found in front of the small shack near control point B and it continues into the cave.
    Line 165: The coastline surrounds the outdoor portions of the map. There is a large deadly body of water in the back of the BLU team's first spawn room.
    Line 174: There is a shallow pool of water under the bridge in the center of the map.
    Line 183: At the end of the cove is the sea, which can be partially entered. Additionally, when players enter Davy Jones' Locker, Jones has driven the water back from the shipwreck.<br>After a time Jones allows the swimable water to return, drowing players that do not leave it soon enough.
    Line 191: A straight partially frozen over river running through the center of the map. The side furthest from the cart has a section of water with no ice on top.
    Line 198: A waterfall flows into a large lake at the bottom of a gorge running along the side of the map.
    Line 206: There are flooded corridors and room at the bottom of the play-space.
    Line 214: There is a pool of water at the bottom of a gorge underneath a building.
    Line 222: There is a small pool of deep water at the broken crate area, underneath the pick-up location for the neutral Australium.
    Line 230: A pool of deep water is found beneath the drop hatches of the spawn rooms.
    Line 238: The ocean is below the start of the Payload track.<br>A small room contains a shallow hot spa.
    Line 246: A large body of water containing , separate from the main map. Falling in causes instant death.
    Line 254: Two large bodies of water connect from the exits of and 's buildings under the main buildings to a small pool on the other side of the midpoint.<br>The water allows for flanking and an easy way around the trains.
    Line 262: The rightmost exit of BLU spawn leads to a small, barely noticeable area covered with shallow water.
    Line 270: On the first stage there is a small lake behind a fence near the second control point.<br>On the second stage there is a large lake down below, behind BLU's spawn as well as one behind RED's spawn.<br>There is also a small body of water behind a fence near control point B. On the third stage a river runs through the map right outside of BLU's spawn.
    Line 278: A large body of water containing , separate from the main map. Falling in causes instant death.
    Line 286: Multiple small puddles surround the central building.
    Line 294: Leading into Control Point C is a sewer containing shallow water.<br>Out-of-bounds underneath BLU spawn is a pool of deep water.
    Line 302: There is a lake out-of-bounds behind the BLU team's initial spawn building.
    Line 310: One of the places the trains drive through has a bridge with a river underneath.<br>Another has a lake at the bottom of a canyon. Another is entirely underwater (only cosmetic).
    Line 318: There is shallow water in the Dam and Warehouse territories.
    Line 326: Underneath the capture point is a small stream of near-deep water. Further up the stream it becomes more shallow as it surrounds a statue.
    Line 334: Holes on the tracks drop players onto the crocodile-infested waters below the boardwalk. The whole map is set on a boardwalk.
    Line 342: In the center building next to the control point there is a small pool of deep water. A lake is next to the middle of the map.
    Line 350: A large ocean exists that surrounds the outer areas of the robot carrier tank (out of bounds).
    Line 358: A river runs underneath the bridge to Dracula's castle.
    Line 366: A pool of water in Mall First Floor Area 1 adjacent to the control point.
    Line 373: Next to both spawn rooms behind a fence are small pools of water.
    Line 381: The map takes place on an island in the middle of the ocean.
    Line 389: A lagoon surrounds the center control point areas.
    Line 397: There is a small stream of water just after point A.
    Line 405: The majority of the outdoor area is covered with water.
    Line 413: On stage 3, there is a very small pond of deep water in the center of the map under the cart tracks.
    Line 421: The ocean resides off the edge of the cliff near the second capture point.
    Line 429: There is a river along the right edges of the map near BLU's spawn.
    Line 437: The second stage goes over a stream and has a pond of water to the right side of BLU. The third stage has a waterfall that the cart pushes up with a pool of water below it.
    Line 444: There is an out-of-bounds lake behind the RED team's flag capture zone. There is an out-of-bounds pool of water near the overpass in the centre of the map.<br>There is a pool of water underneath the overpass in the middle of the map. There are two pools of water in the underground tunnels connecting to the vents.
    Line 452: There is a room with a pool of water in both RED and BLU's underground tunnels connecting to the vents.
    Line 459: There is a water wheel behind BLU's first spawn building that leads into a small stream that enters the spawn.<br>There is a shallow pool of water next to BLU's first spawn building.<br>There is a shallow pool of water near the final checkpoint.
    Line 467: A long canal of deep water runs through the center of the map underneath the first capture point. The indoor dockyard with the third capture point has deep water.<br>The map is surrounded by ocean, but the island cannot be circumnavigated.
    Line 475: On stage 3, the small canal beneath the cart tracks has deep water.
    Line 483: A small lake resides outside the map behind the final checkpoint. Another is in the clearing behind BLU Team's second spawn room.
    Line 491: The center of the map has a channel of deep water.
    Line 499: At the lower side of the map underneath the tall, large building, deep water can be found in the small alcove.
    Line 507: There are two lakes out-of-bounds next to roads. There is rushing water under the pipes next to the final control points.
    Line 515: At the left side of the spawn area, a large river of water can be found over a railing.
    Line 523: A long river flows out of a dam and runs along one side of the map.
    Line 531: A hose pours water into a large puddle at the bottom of a gorge running along the side of the map.
    Line 539: There is water in the fountain in the courtyard.
    Line 547: Bodies of deep water are found at the Lumbershack and Waterfall areas of the map.<br>In the version, shallow water also covers the Intelligence room's floor.
    Line 555: The map takes place on a harbour connected to the sea.
    Line 563: The harbour area around the control point is full of instant-death shark-infested water. There are shark tanks in both spawn rooms.
    Line 571: There is a large lake out-of-bounds. There is a small pool of water connected to a waterfall in a cave. The water is alligator-infested and instantly kills mercenaries.
    Line 579: Water surrounds the play-space. A hallway next to the control point leads into a flooded tunnel. There is a beach with shallow water near the control point.<br>On both sides of the map, outside the spawn rooms there is a ramp with a shallow puddle.
    Line 587: On both sides of the map connected to the central building is drop-down to a flooded passageway.
    Line 595: Water surrounds the mothership at the final point's pitfall.
    Line 603: The map is surrounded by the ocean. There is a fountain near the start of the Payload track.<br>There is a circular pond, a pool on a balcony, and another fountain near the final checkpoint.
    Line 611: Shallow water surrounds the platform Point A is on.
    Line 619: The river surrounds the center control point (shallow water), and waterfalls off the edge of the cliff.
    Line 627: There is a miniature pond behind BLU's spawn room. There is a tub of steaming water inside BLU's spawn room.<br>There is a small pool of steaming water outside of BLU's spawn leading to control point A.<br>There is a river and multiple waterfalls next to and underneath control point A.<br>There is a lake of steaming water underneath control point B.<br>This lake connects to a large pool of boiling water surrounding and enveloping control point D.
    Line 635: There is an ocean outside the map.
    Line 643: First BLU spawn leads to small river (shallow water).
    Line 651: On stage 2, there is a small stream which has deep water right outside of the BLU spawn.
    Line 659: Small pools around the map.
    Line 667: There is a lake of water far out-of-bounds at the end of a large gorge.
    Line 675: There is an ocean behind BLU's initial spawn room. The map has canals of water running through it.
    Line 683: There are small ponds of deep water around the valley below the central tower.
    Line 691: The center of the map has a canal of deep water.
    Line 699: Deep water channels outside the teams' buildings consisting of underwater routes connecting each team's base building to the central train house building.<br>The is similar to the Control Point version, except the route to the central building is removed with the building itself.<br>The features a small pool adjacent to the central building which offers a quick route to the main point.
    Line 707: There is a large lake with a boathouse.
  30. Template:Crate series/Unlocked cosmetic crate medic has 2 uses and is missing 1 translation
    Line 12: Items in this crate have a chance to be , ( only), or both.
  31. Template:Crate series/Unlocked cosmetic crate multi class has 2 uses and is missing 1 translation
    Line 18: Items in this crate have a chance to be , ( only), or both.
  32. Template:Crate series/Unlocked cosmetic crate sniper has 2 uses and is missing 1 translation
    Line 10: Items in this crate have a chance to be , ( only), or both.
  33. Template:Crate series/Unlocked cosmetic crate soldier has 2 uses and is missing 1 translation
    Line 11: Items in this crate have a chance to be , ( only), or both.
  34. Template:Ocean Commotion stats change has 2 uses and is missing 22 translations
    Line 3: New Stats/Stats Change
    Line 9: '''The Sneeze Gun'''<br>
    Line 15: 20% less accurate
    Line 21: '''The Battering Ram'''<br>
    Line 27: <br>
    Line 33: '''The Flame Jumper'''<br><br>
    Line 39: '''The Conductor'''<br><br>
    Line 45: No self blast damage taken
    Line 51: Shoots normal grenade
    Line 57: '''The '''<br>
    Line 63: -20% damage resistance when below 50% health and spun up<br> -65% slower move speed while deployed
    Line 69:
    Line 75: Per shot: -50 metal
    Line 81: '''The Laser Tag'''<br><br>
    Line 87: <br> -25 max health on wearer
    Line 93: <br> +200% faster taunt speed
    Line 99: '''The '''<br>
    Line 105: On Hit: 12.5% ÜberCharge added
    Line 111: +2 arrows per shot
    Line 117: -25% "Focus" duration
    Line 123:
    Line 129:
  35. Template:TFBot quiet weapons list has 2 uses and is missing 2 translations
    Line 2: List of quiet weapons
    Line 10: Weapon ID