User:Sr Domi/TFC Text Files

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Team Fortress Classic: Text Files

Classess

Long

Civilian:

   STATS
   Max Health: 50
   Max Armor: None
   Max Speed: Medium
   WEAPONS
   Crowbar
   GRENADES
   None
   ABILITIES
   None

Demoman:

   STATS
   Max Health: 90
   Max Armor: 120 Medium Armor
   Max Speed: Medium
   WEAPONS
   Grenade + Pipebomb Launcher, Single-Barrel Shotgun, Crowbar
   GRENADES     
   Hand Grenades, MIRV Grenades
   ABILITIES
   Can set large explosive devices.
   SPECIAL SKILLS KEY
   Detonates all your pipebombs 
   Use your launcher.
   Your main weapon is your grenade/pipebomb launcher. It has two modes, grenade and pipebomb. In grenade mode it lobs grenades that explode on contact with enemies. If the grenades don't hit anything they explode after a couple of seconds. In pipebomb mode, the launcher lobs pipebombs. These are simply grenades that don't explode on contact. Instead, you remotely detonate them at any time by hitting your "Use Special Skill" key. These are great for setting traps! 
   Don't use too many pipebombs.
   You can have too many pipebombs lying around at once. If you reach your limit, your oldest pipebomb will automatically explode when you lob another one. Pipebombs will explode after they've lain there for a couple of minutes, but you'll rarely have to worry about this. Also, your pipebombs are rigged to your heartbeat, so when you die, all your pipebombs explode. It's not uncommon to see them blow up the same guy who just killed you. 
   Reload regularly.
   Your grenade/pipebomb launcher can only hold 6 grenades at a time, so when it's empty, you're in trouble. You can reload at any time by hitting your "Reload" key, so whenever you've got a moment, throw a few grenades into your launcher. Smart enemies will be counting the number of times you've fired, and they'll try and attack you when they think you're empty. Reload before you run out, and you can give them a nice surprise when they charge you. 
   Clear rooms with your grenades.
   No other class carries as powerful grenades as you do, let alone as many. Your MIRV grenades explode into smaller grenades which then explode again, killing anyone and everyone near them. These are great for clearing entire rooms. If you know there are enemies ahead, throw a few grenades in and watch them come running out. 
   Get up close and personal.
   All your weaponry is powerful at close range, but none of it is very useful at long range. Avoid having fights with enemy classes that are dangerous at long range, like the Sniper and Soldier. Either charge them, dodging as you go, or retreat behind cover and hope they come to you. Wherever possible, fight in enclosed areas where they can't avoid getting hit by the explosions from your grenades. 
   Use your detpack to open new pathways.
   Some TFC maps have specific obstructions that can only be destroyed by a detpack. These will be identified in the map Briefing screen. There are 3 different "Set Detpack" keys to allow you to set the timer on the detpack. Place a detpack in front of the obstruction by pressing your "Set 5 Second Detpack" (M by default) key. You must hold down the "Set 5 second Detpack" key for 4 seconds to place the detpack, during which time you'll be unable to move or shoot. If your enemies are smart, they're going to try and kill you during this time, so you might need to get a teammate to escort you. You can stop setting the detpack at any time by releasing your "Set 5 second Detpack" key, at which point you'll pick up the detpack and be able to move again. You can only carry 1 detpack at a time. 
   Learn to pipebomb jump.
   Pipebomb jumping is a crude method of gaining access to areas you can't get to normally. Throw a pipebomb out, then go and stand on it. Press your "Jump" key and your "Use Special Skill" key at the same time. This will cause you to jump and detonate the pipebomb simultaneously. The pipebomb's explosion will do a fair amount of damage to you, and propel you up into the air. It takes some practice, but once you've got it, you'll be able to get to places you couldn't before, like up into the middle of the enemy sniper positions. 

Engineer:

   STATS
   Max Health: 80
   Max Armor: 50 Medium Armor
   Max Speed: Medium
   WEAPONS
   Railgun, Double-Barrel Shotgun, Wrench
   GRENADES
   Hand Grenades, EMP Grenades
   ABILITIES    
   Can build automatic sentryguns 
   Can build ammunition dispensers 
   Can repair teammate's armor 
   Can create ammunition 
   SPECIAL SKILL KEY
   Brings up the Build menu 
   Get Metal.
   All your abilities as an Engineer rely upon you having enough metal. To get metal, grab armor from your Resupply Room. Any armor you can't wear is automatically converted to metal. To see how much metal you've got, select your Wrench and looking at the "ammo" count in the bottom right corner of your screen. 200 metal is the most you can carry. You need 130 metal to make or upgrade a sentrygun, and 100 to make a dispenser. 
   Build a Sentrygun.
   Your most useful contribution to the Team is your sentrygun. You can only have one of these built at a time, so positioning it well is important, although you can always dismantle it and build another. Don't worry if it quickly gets destroyed the first few times you build it. Just look for a new place to put it where the enemy will have a harder time killing it. Keep an eye out for other Engineers, and see where they're placing their sentryguns. Once you've picked a place to build yours, hit your "Use Special Skill" key to bring up the Build menu. If there's no option 2 to build a sentrygun, that means you don't have enough metal, so go get some more from the nearest Resupply Room. It takes 4 seconds to build your sentrygun, during which time you won't be able to move or shoot, so if you're building outside your base you might need someone to guard you. 
   Upgrade your Sentrygun.
   Once you've got your sentrygun built, you'll want to upgrade it quickly. Sentryguns have 3 levels, and at each increasing level they have more health, fire faster, and hold more ammo than at the previous level. Level 3 sentryguns fire rockets as well as their gattling guns, making them particularly vicious. To upgrade your sentrygun, make sure you've got at least 130 metal, and then hit your sentrygun with your wrench. The maintenance menu will come up. If there's no option 2 to Upgrade the sentrygun, you don't have enough metal, so go get some more from the nearest Resupply Room. Note that once your sentrygun is level 3, you won't be able to upgrade it any further. 
   Maintain your Sentrygun.
   Once the sentry guns are up and running and killing some enemies, you'll need to maintain it. If you look in the bottom left of your screen, you'll see your sentry gun's health and ammunition. If it's low on health, you'll need to repair it. Hit it with your wrench and select the "Repair" option from the menu. Keep doing this until it's fully repaired or you run out of metal (you can see the amount of metal you've got in the ammo count in the bottom right corner of your screen). If your sentrygun is low on ammunition, you need to restock it. Grab some shells from your Resupply Room, hit your sentrygun with the wrench and then select the "Put ammo in sentrygun" option. If it's a level 3 sentrygun, make sure you grab some rockets and put them in it. Keep doing this until it's fully stocked with ammunition. Finally, make sure your sentry gun's facing the right way. Sentryguns track better if they're facing the direction the enemies' are coming from, and they'll sometimes swing around and end up facing the wrong way after they've shot down an enemy. Hit the sentrygun with your wrench and select the "Rotate Sentrygun" option. Keep rotating it until you're happy with the direction it's facing. 
   Build a Dispenser.
   The next thing that your team would be eternally grateful for is an ammunition & armor dispenser. This is a small machine that creates ammunition and armor inside itself every 10 seconds, and lets anyone get some from it. It's like a mini Resupply Room. If you've got a group of Defenders in a place where they can't get to a Resupply Room quickly enough, a dispenser's the perfect thing to allow them to resupply without leaving their posts. Dispensers are also great if they're hidden somewhere near the enemy base to allow your attack squads to resupply right before they go into the enemy base. Like sentryguns, you can only have one dispenser built at a time, so place it wisely. They have little health, so keep your dispenser fully repaired if you can. Hit it with your wrench to bring up the Maintenance menu, just as you do for the sentrygun. 
   Repair your teammates' armor.
   Another important and often overlooked trait of the Engineer is his ability to repair his teammates' armor. Simply hit your teammates with your wrench. You'll need a bit of metal to repair them, but not much. Keep hitting them until their armor's fully repaired, or until you've run out of metal. Note that your teammates will probably use the "Call for a Medic!" command to ask you to repair their armor, so if you hear them yell for help, look around. The player who called for help will have a floating red cross above his head.
   Make ammunition for your teammates.
   The other useful thing an Engineer can do is make ammunition. This is great for swiftly delivering ammunition to Defenders, like HW Guys, who don't have time to get to the Resupply Room and back to their posts before the enemy attacks. Making ammunition is easy. Simply hit your "Drop Unused Ammunition" key (X by default). Unlike every other class, who only drop the ammunition they're carrying that they can't use, Engineers always drop some ammunition of each type, using their metal supply to fabricate ammunition that they don't have. If you don't have much metal, you won't be able to make much, but its probably still a better idea than sending that HW Guy back to the Resupply Room. 
   Protect your Sentrygun with EMP grenades.
   Your EMP grenades are tricky. They explode like any grenade, but instead of doing any damage themselves, they detonate anything explosive around them and rely on that to do damage instead. This means players with explosive ammunition, like rockets and shells, will explode like firecrackers. Detpacks will go boom. Pipebombs will detonate. Ammo packs will go up in smoke. Roughly speaking, the more ammunition lying around, the more dangerous the EMP blast is going to be, and some classes, like the Soldier and HW Guy, are carrying a heckuvva lotta ammunition. The only downside is that some classes, like the Scout, are carrying almost no explosive ammunition at all, and can simply walk right through an EMP blast. Use your EMP grenades, combined with your hand grenades, to destroy enemies who are trying to destroy your sentrygun. Your sentrygun is far more dangerous to them than you are, so if you're lucky, you'll be able to throw a grenade at their feet while they're otherwise occupied. 

Heavy Weapons Guy:

   STATS
   Max Health: 100
   Max Armor: 300 Heavy Armor
   Max Speed: Very Slow
   WEAPONS
   Assault Cannon, Single-Barrel Shotgun, Double-Barrel Shotgun, Crowbar
   GRENADES
   Hand Grenades, MIRV Grenades
   ABILITIES    
   Heavy, isn't pushed by explosions.
   SPECIAL SKILLS KEY
   Selects the assault cannon 
   Defend.
   Don't go on Offense with this class until you're fairly experienced. You're the slowest moving class in the game, and you'll be picked off by enemy snipers before you even get into the enemy base. You're one of the strongest defensive classes in the game. Just keep firing your assault cannon at anyone firing at you, and they'll be the ones to die first. 
   Work in relatively open areas.
   Your assault cannon takes a second to wind up before it begins firing. This means that it's not a good idea to guard places where a Scout can appear and get past you before you've begun firing. Enclosed spaces are also bad for you because they allow the enemy to jump out, lob rockets and grenades at you, and then duck back behind cover before you can hit them. That said, large open spaces are also dangerous for you due to your slow speed. Snipers and Soldiers can pick you off from a distance, where the inaccurate fire of your assault cannon renders it fairly ineffective. Luckily, enemy snipers rarely make it into your base. An ideal defensive position for a HW Guy is at one end of a long corridor that enemies have to move through, allowing you to fire at them as they approach. 
   Stand in doorways.
   Scouts hate you. You're their worst nightmare. The only thing on an enemy Scout's mind when he sees a HW Guy on Defense is "How can I get past him?". Do your part to make it harder for Scouts by standing in doorways that they need to get through. Scouts will run up and attempt to squeeze by you. Ignore them if they're shooting at you, since they have about 1/5 of the armor you have. Wind up the assault cannon and let 'em have it. If you're feeling particularly nasty in a Capture The Flag map, go and stand right on top of your Flag. Watch out for their concussion grenades though. 
   Work with a Medic or Engineer.
   Try and get an Engineer or Medic to defend near you, so that you can get them to heal you and repair your armor. Since you're so slow, it takes you longer than any other class to get to the nearest Resupply Room, stock up, and return to your position. If you've got a Medic and/or Engineer nearby to save you the trouble, you can ensure your position is never left undefended. Remember to use your "Call for Medic!" key to signal that you need assistance from them. 

Medic:

   STATS
   Max Health: 90
   Max Armor: 100 Medium Armor
   Max Speed: Fast
   WEAPONS       
   Medikit, Super Nail Gun, Single-Barrel Shotgun, Double-Barrel Shotgun
   GRENADES     
   Hand Grenades, Concussion Grenades
   ABILITIES     
   Can heal teammates with the Medikit 
   Automatically regenerates health
   SPECIAL SKILLS KEY 
   Selects the medikit 
   Heal your teammates.
   When you look at your teammates (by pointing your crosshairs at them), the status bar in the lower left corner of your screen will show you their health and armor. If their health is less than 100%, they need some healing. Select your medikit by hitting your "Use Special Skill" key, run over to your teammate, aim your medikit at them (just like you would a crowbar), and press your "Fire" button. One "hit" and they'll be back to full health. 
   Cure your teammates.
   Your medikit will heal everything. If you see that one of your teammates is concussed, hallucinating, infected, crippled from a leg shot or caltrop, or burning from a pyro's flamethrower, use your medikit on them to cure them of their affliction. They'll be eternally grateful. 
   Power up your teammates.
   You can do even more than just heal and cure your teammates. If you use your medikit on a teammate who's already at full health, you'll inject him with adrenaline, increasing his health 5 points over his maximum health level. The maximum you can adrenalize him up to is 50 over his normal maximum health. Adrenaline is short-lived, and the player's health will slowly drop down until it's back at his normal maximum health. This is an excellent way to give an attack squad a boost before they enter the enemy base. The only drawback is that the medikit needs some "ammunition" to do this. You can get more medikit "ammunition" by picking up health packs in your Resupply Room. You'll need medikit "ammunition" to heal yourself over time too.
   Infect your enemies.
   If you use your medikit on an enemy, you'll infect him with an infectious virus. It'll drain his health slowly, until he either dies or is healed by a Medic on his team. The virus is particularly lethal because it's airborne. If the infected player gets near any of his teammates, the virus will infect them as well. 
   Listen for "Medic!".
   Other teammates might signal to you that they need healing by shouting out "Medic!". You'll see a flashing red icon above the player who is calling for assistance. Heal 'em! 

Pyro:

   STATS
   Max Health: 100
   Max Armor: 150 Medium Armor
   Max Speed: Medium
   WEAPONS      
   Flame-Thrower, Incendiary Cannon, Single-barrel Shotgun, Crowbar
   GRENADES  
   Hand Grenades, Napalm Grenades
   ABILITIES    
   Flame resistant.
   SPECIAL SKILL KEY
   Selects the flamethrower 
   Set them on fire.
   The strength of a Pyro comes in his ability to set enemies on fire with his flamethrower and incendiary cannon. The more you hit your enemies with fire, the longer they'll burn and the more damage they'll take. You're a great class for sowing confusion in the enemy ranks, mainly because it's really hard to aim effectively when you're burning to death. Keep in mind that your weaponry doesn't do a lot of damage though, and it'll take quite a while to kill armored classes like the Soldier and HW Guy. Get in close, set them on fire, and retreat while they burn. Keep doing it until they die. 
   Use your incendiary cannon effectively.
   The flamethrower is your main method of setting enemies on fire, but the incendiary cannon has two advantages that make it essential in some situations. First, and most obvious, is that it has a far greater range and can ignite multiple targets at once. The rockets travel fairly slowly, but have a larger blast radius than the Soldier's rockets. They don't do much damage, and they don't set everyone on fire, so they're great for lighting up the enemy Snipers and providing the confusion your team needs to get a squad across the open areas between bases. Secondly, and most importantly, they ignite enemies through walls. The heat generated by the rockets penetrates right through walls, floors and ceilings, setting any enemies on the other side alight as well. If the enemy Snipers are causing you trouble on 2fort, run under them and fire some shots into the ceiling. 
   Be the first line of Defense.
   One of the most useful things a Pyro can do is be the first line of Defense for a team. Guard the entrance to your base, and make it your mission to set every single enemy who passes you on fire. Don't worry too much about killing them, just make sure you ignite them a bit. Once they're past you, warn the rest of the team's Defense that there are incoming enemies. This early warning, combined with the fact that no attackers reach the main Defense without being singed, can often be the thing that prevents the enemy from breaking through. 
   Hold them off with your napalm grenades.
   Napalm grenades set an area of ground on fire for a few seconds, igniting any players who try to move through it. They're great for blocking off an area, saving time and probably your life. Drop them on the ground if you're being pursued, or throw one into rooms filled with enemy defenders  to force them to move away from their positions. 

Scout:

   STATS
   Max Health: 75
   Max Armor: 50 Light Armor
   Max Speed: Very Fast
   WEAPONS     
   Single-Barrel Shotgun, Nail Gun, Crowbar
   GRENADES     
   Caltrop Canisters, Concussion Grenades
   ABILITIES     
   Can remove an enemy Spy's disguise
   Can disarm Demomen's detpacks
   SPECIAL SKILL KEY
   Displays the status of each team's Flag on Capture The Flag maps 
   TIPS:
   Run. Don't fight. 
   Every single enemy you meet is a better fighting class than you are. Remember, your goal is to get the Flag, not kill the enemy. Leave the killing to your teammates who are playing fighting classes.
   Don't run in straight lines. 
   Your enemies will be doing everything they can do to prevent you from getting into their base. Use your "Move Left" and "Move Right" keys to dodge incoming fire. Even if you can't see an enemy, keep dodging as you run, because chances are good that there's a sniper aiming at you. 
   Call for help. 
   If the enemy has a defensive position that you just can't get past, or a sentrygun that keeps killing you, call for backup. Tell your teammates where the enemy (or sentrygun) is, and let them take care of him for you. 
   Concuss enemy defenders. 
   If there are a lot of enemy defenders in a room, use your Concussion grenades to soften them. Hold down your "Throw Grenade Type 2" key for a  couple of seconds before releasing it. This will throw the Concussion grenade a second or so before it goes off. Hopefully the defenders won't  have time to avoid it with only a second's warning. After the grenade has exploded, run like the wind! Concussed defenders find it hard to hit  any target, let alone a Scout running at full speed. 
   Slow down pursuers with caltrops.
   Caltrops are small metal spikes that injure and slow down anyone who walks over them. When you're being pursued, hit your "Throw Grenade Type 1" key to drop a canister of caltrops. Try and drop the canister just around a corner or in a narrow passage to ensure the enemy runs over the caltrops. If you're lucky, this will slow them down long enough for you to escape. 

Sniper:

   STATS
   Max Health: 90
   Max Armor: 50 Light Armor
   Max Speed: Medium
   WEAPONS
   Sniper Rifle (with automatic fire), Nail Gun, Crowbar 
   GRENADES
   Hand Grenades
   SPECIAL SKILL KEY
   Toggles the sniper rifle zoom
   Become one with your sniper rifle.
   The sniper rifle takes a bit to master. The trick to using it is to learn to aim effectively. When you press your "Fire" button, you begin to aim. Your rifle will rise slightly and a red laser sight will appear where you're aiming. When you release the "Fire" button, the rifle fires. The longer you hold down the "Fire" button, the more damage the shot does. If you aim for a full 2 to 3 seconds before you fire the shot, you'll kill almost any class in a single hit. If the enemy is a fair distance away, use the zoom capability of the rifle by pressing your "Use Special Skill" key (right mouse button by default). 
   Use your sniper rifle like a rifle.
   Always remember that the sniper rifle is a rifle, not a pistol or shotgun. You can't just shoot from the hip. If you're running, you won't be able to fire the sniper rifle until you slow down and take aim. If you need to fire on the run, use your nailgun or auto rifle. 
   Aim for the head.
   The sniper rifle does more damage if you hit your target in the head. This damage adds to the damage created by the amount of time you aimed before firing. You'll kill anyone if you aim for a couple of seconds and hit them in the head. Another thing to note is that if you shoot them in the legs, you'll slow them down. 
   Avoid letting enemies get close.
   You're fairly weak when it comes to close combat, so don't let your enemies reach you. Find a position where they can't get to you easily. If they do get near you, don't try to kill them with the sniper rifle. Change to your nailgun or auto rifle and gun them down. You can try lobbing some grenades at them to keep them away too. 
   Hide your laser sight.
   It's a good idea to start aiming before you see your enemies so that you can build up a bit of damage before you fire at them. Since your laser sight is visible, learn to hide it in places where your enemies can't see it. 
   Use your auto rifle to finish them off.
   The auto rifle is a great weapon for finishing off targets you know are low on health. If you hit them with a well-aimed shot from your sniper rifle, it's more than likely they'll be low on health, so switch to your auto rifle and pump a few rounds into them. They'll have a hard time dodging you. 

Soldier:

   STATS
   Max Health: 100
   Max Armor: 200 Heavy Armor
   Max Speed: Slow
   WEAPONS      
   Rocket Launcher, Single-Barrel Shotgun, Double-Barrel Shotgun, Crowbar 
   GRENADES
   Hand Grenades, Nail Grenades
   SPECIAL SKILL KEY
   Reloads your currently selected weapon 
   Reload regularly.
   Your rocket launcher only holds 4 rockets at a time. When it's empty, you're vulnerable. You can reload at any time by hitting your "Use     Special Skill" (right mouse button by default) or "Reload" (R by default) keys, so whenever you've got a moment throw a rocket or two into your launcher. Smart enemies will be counting the number of times you've fired, and they'll try and attack you when they think you're empty. Reload before you run out, and you can give them a nice surprise when they charge you. 
   Use your nail grenade to pin your enemies down.
   When your throw a nail grenade, it rises into the air and then begins to spit nails in all directions for a few seconds before exploding. It's a great room clearer, and the perfect way to keep enemies pinned down. If they're pursuing you, drop one behind you as you run. If you're defending a room, you've been told enemies are incoming, and you need health, drop one into the room before you run to the Resupply Room. 
   Learn to rocket jump.
   One of the unique things a soldier can do is rocket jump. It's a term for a fairly brute force method of gaining some height. Aim your rocket launcher straight down at your feet, and press your "Fire" button and your "Jump" button at the same time. The rocket will hit the ground at your feet, exploding and propelling you up into the air. It'll hurt you a bit, but it's a great way to get into areas of the map that are normally inaccessible. It takes a bit of practice, but once you've got it you'll be the bane of snipers everywhere as you rocket jump into their sniping positions from the ground below. 

Spy:

   STATS
   Max Health: 90
   Max Armor: 100 Light Armor
   Max Speed: Medium
   WEAPONS      
   Tranquilizer Pistol, Double-Barrel Shotgun, Nail Gun, Knife
   GRENADES      
   Hand Grenades, Hallucination Grenades
   ABILITIES    
   Can disguise to look like an enemy
   Can feign death 
   Can remove an enemy Spy's disguise
   Can backstab for an instant kill
   SPECIAL SKILL KEY
   Brings up the Disguise menu 
   Pretend to be one of them.
   Your number one skill as a Spy is your ability to look like a member of the enemy team. Wherever possible, avoid letting the enemy see you as a Spy. Once they know you're playing a Spy they'll be much more alert. Luckily, the paranoia induced in a Team from the knowledge that there is an enemy Spy wandering around is worth playing a Spy for in itself. It takes a couple of seconds to disguise yourself, so try not to be discovered. 
   Think before you disguise.
   The Spy is the thinker's class. You need to outwit your enemy. After your first couple of infiltrations, it's fairly likely the enemy is on the lookout for you. They'll be watching for anyone on their team who's doing anything out of the ordinary. You need to watch the enemy so you can become one of them. Pick your disguise carefully, and change it whenever you're alone and the disguise is no longer fitting. If the enemy has one Sniper, and he's defending the base entrance, don't disguise yourself as a Sniper and walk into their Flag room. 
   Remember your teammates.
   Remember that your teammates will also see your disguise. So if you're disguised as an enemy Sniper, your teammates will probably think you're an enemy Sniper too. If they're smart, they'll read your ID in their status bar and know you're a Spy, but usually, they'll pump a few rounds into you. You can help prevent this by sticking to a simple rule: Never change your Team disguise inside your own Team's base. 
   Think before you shoot.
   As a spy, attacking anyone is not a decision to be made lightly. This is because when you attack, you lose your disguise. That's right. You're back to looking like a Spy, and you can be sure that any enemies who see you won't be amused that you've been pretending to be their buddy for the past 2 minutes. The only exception to this rule is grenade throwing, which means that you can throw a grenade and still maintain your disguise. Unfortunately, any enemy who sees you throwing grenades around is probably going to get a little suspicious. 
   Avoid enemy Spies and Scouts.
   Enemy Spies and Scouts will remove your disguise if they touch you, so avoid them if you're disguised. Try not to look like you're avoiding them though. 
   Be careful when picking up Flags.
   Some maps have objects that remove your disguise. For example, in Capture The Flag maps, if you grab the enemy Flag while you're disguised, your disguise will be lost, and you won't be able to re-disguise while carrying it. 
   Lie in wait for them.
   Use your ability to feign death a lot. Spies are very effective at killing specific individuals on the enemy team, so they are particularly lethal on maps where 1 or 2 classes are important. For example, in CanalZone 2, Scouts are essential because they're needed to carry Flags from their base out to points on the map. Find places where the Scouts will be moving past, and lie in wait for them. Be careful not to look around while you're "dead", because the enemy will be able to see your "corpse" moving. Wait until they pass you, then stand up and knife them in the back. Another useful thing to know is that you can disguise yourself while you're feigning death, which is often the safest way of disguising yourself. 
   Knife them in the back.
   When used right, your knife is the most lethal weapon you carry. If you stab an enemy in the back with it, it'll kill him in one hit. Even if your stab isn't perfect, it'll still inflict severe damage upon him. Bear in mind that as a result you'll lose your disguise, and you can be sure that if there are enemies around to notice this, they won't be amused.
   Provide intelligence.
   If you're in the enemy base, waiting for the perfect opportunity to grab their Flag while no-one's looking, or to knife a particular Defender in the back as your Team's attack squad comes in, make yourself useful. Report back information to your teammates. Tell your Team where the enemy Defenders are located, what classes they are playing, where their sentryguns are, and so on. 
   Take out their sentryguns.
   Sentryguns are dumb. They won't fire at you if you're disguised as a teammate of the Engineer who built them. They won't even fire at you when you throw grenades at them. This makes you the ultimate anti-sentrygun weapon. If your team's Scouts are getting mowed down by enemy sentryguns, walk on into the enemy base and put some grenades on the sentrygun when no-one's looking. 

Short

Civilian:

   STATS
   Max Health: 50
   Max Armor: None
   Max Speed: Medium
   WEAPONS
   Crowbar
   GRENADES
   None
   ABILITIES
   None

Demoman:

   STATS
   Max Health: 90
   Max Armor: 120 Medium Armor
   Max Speed: Medium
   WEAPONS
   Grenade + Pipebomb Launcher,
   Single-Barrel Shotgun, Crowbar
   GRENADES
   Hand Grenades, MIRV Grenades
   ABILITIES
   Can set large explosive devices.

Engineer:

   STATS
   Max Health: 80
   Max Armor: 50 Medium Armor
   Max Speed: Medium
   WEAPONS
   Railgun, Double-Barrel Shotgun, Wrench
   GRENADES
   Hand Grenades, EMP Grenades
   ABILITIES
   Can build automatic sentryguns
   Can build ammunition dispensers
   Can repair teammate's armor
   Can create ammunition

Heavy Weapons Guy:

   STATS
   Max Health: 100
   Max Armor: 300 Heavy Armor
   Max Speed: Very Slow
   WEAPONS
   Assault Cannon, Single-Barrel Shotgun,
   Double-Barrel Shotgun, Crowbar
   GRENADES
   Hand Grenades, MIRV Grenades
   ABILITIES
   Heavy, isn't pushed by explosions.

Medic:

   STATS
   Max Health: 90
   Max Armor: 100 Medium Armor
   Max Speed: Fast
   WEAPONS
   Medikit, Super Nail Gun, Single-Barrel Shotgun,
   Double-Barrel Shotgun
   GRENADES
   Hand Grenades, Concussion Grenades
   ABILITIES
   Can heal teammates with the Medikit.
   Automatically regenerates health.

Pyro:

   STATS
   Max Health: 100
   Max Armor: 150 Medium Armor
   Max Speed: Medium
   WEAPONS
   Flame-Thrower, Incendiary Cannon,
   Single-barrel Shotgun, Crowbar
   GRENADES
   Hand Grenades, Napalm Grenades
   ABILITIES
   Flame resistant.

RandomPC:

   Every time you die, RandomPC will randomly pick one of the other classes to become.

Scout:

   STATS
   Max Health: 75
   Max Armor: 50 Light Armor
   Max Speed: Very Fast
   WEAPONS
   Single-Barrel Shotgun, Nail Gun, Crowbar
   GRENADES
   Caltrop Canisters, Concussion Grenades
   ABILITIES
   Can remove an enemy Spy's disguise.
   Can disarm Demomen's detpacks.

Sniper:

   STATS
   Max Health: 90
   Max Armor: 50 Light Armor
   Max Speed: Medium
   WEAPONS
   Sniper Rifle (with automatic fire), Nail Gun,
   Crowbar
   GRENADES
   Hand Grenades

Soldier:

   STATS
   Max Health: 100
   Max Armor: 200 Heavy Armor
   Max Speed: Slow
   WEAPONS
   Rocket Launcher, Single-Barrel Shotgun,
   Double-Barrel Shotgun, Crowbar
   GRENADES
   Hand Grenades, Nail Grenades

Spy:

   STATS
   Max Health: 90
   Max Armor: 100 Light Armor
   Max Speed: Medium
   WEAPONS
   Tranquilizer Pistol, Double-Barrel Shotgun,
   Nail Gun, Knife
   GRENADES
   Hand Grenades, Hallucination Grenades
   ABILITIES
   Can disguise to look like an enemy.
   Can feign death.
   Can remove an enemy Spy's disguise.
   Can backstab for an instant kill.

Maps

2 Fort:

   2 Fortresses - Capture The Flag
   Objective: Enter the enemy Base and make your way to where their Flag resides in the Basement. Grab it and bring it back to your Battlements. Place it on the raised square to Capture it. 
   Scoring: 10 points per Capture.
   Other Notes: Flag carriers drop the Flag when they die. Dropped flags return to their Base after 60 seconds.

Avanti:

   Avanti - Invade and defend
   Objective: Blue team starts as the attacker. Red team starts as the defender. The attacking team starts at the bottom of the hill and must take control of the town by moving uphill and taking control of Command Points sequentially. The defending team simply tries to hold out as long as they can. Once the attackers succeed, teams swap, and play begins again. Command Points are captured by taking the flag from the previous point and carrying it to the next. When a Command Point is secured, the flag required to capture the next Command Point  appears on top of it. For example, the flag  needed to capture Command Point 3 will always  spawn at Command Point 2. Dropped flags return after 15 seconds.
   Scoring:
   Attacking team - 10 points per Command Point captured.
   Defending team - Points are awarded over time for defending the Church.

Badlands:

   Badlands - Capture The Flag
   Objective: Enter the enemy Base and make your way to where their Flag resides in the air shaft. Grab it and bring it back to your spawnroom. Place it on your team logo to Capture it.
   Scoring: 10 points per Capture.
   Other Notes: Flag carriers drop the Flag when they die. Dropped flags return to their Base after 60 seconds.

Casbah:

   Mideast - Capture The Flag
   Objective: Steal the enemy flag from their flag room, and return it to your own. 
   Scoring: 10 points per Capture.
   Other Notes: Flag carriers drop the Flag when they die. Dropped flags return to their Base after 60 seconds.

Crossover2:

   Crossover - Capture The Flag
   Objective: Enter the enemy Base and make your way to where their Flag resides in the Basement. Grab it and bring it back to your Battlements. Place it on the raised square to Capture it. 
   Scoring: 10 points per Capture.
   Other Notes: Flag carriers drop the Flag when they die. Dropped flags return to their Base after 60 seconds.

Cz2:

   Canalzone 2 - Territorial Control
   Objective: Take Flags from your Base and place them on the Command Points situated throughout the map. Use the map in your base to see who owns each territory.
   Scoring: 1 point for every 30 seconds you hold a Command Point.
   Other Notes: Flag carriers move at  half-speed. 

Dustbowl:

   Dustbowl - Invade and defend
   Objective: Blue team must take their flag to Red team's Headquarters to win the game.  There are two command points on the way  which must be secured in order.
   Scoring: Red team - 5 points per minute
            Blue team - 30 points per capture
                      - 50 points for HQ
   Other Notes: When a capture point is secured,  spawn points are revised and a new flag  appears. Rounds last 25 minutes.

Epicenter:

   Epicenter - Reverse CTF
   Objective: Take your team's flag from the spawnroom to your APC at the other end of the map. The enemy is trying to do the same. The game resets when one team scores. Dropped flags sit for 30 seconds before returning to base.
   Scoring: 10 points per capture.

Flagrun:

   War - Control the flags
   Objective: Bring all four flags in the map to the capture point in your base to win  the round. Secured flags can be stolen from the enemy base
   Scoring: Returning a flag - 2 points 
            Securing a neutral flag - 5 points
            Capturing a stolen flag - 10 points
   Other Notes: When a flag carrier is killed, the flag returns to the neutral flag room.

Hunted:

   Hunted - Assassination / Escort
   Objective: The Hunted must reach the truck alive. The Assassins need to kill The Hunted. The Bodyguards need to protect The Hunted.
   Scoring: If The Hunted dies, the Assassins get 25 points. If The Hunted reaches the truck,  he and the Bodyguards get 50 points.
   Other Notes: Whenever The Hunted dies or makes it to the truck, all players are moved back to their starting positions.

Push:

   Push - Football
   Objective: Grab the ball from the warehouse in the center of the field. Run it into the ENEMY base and place it on the raised square to score a goal.
   Scoring: 10 points per goal.
   Other Notes: Ball carriers drop the ball when they die. Dropped balls stay where they are. All players are reset whenever a goal is scored.

Ravelin:

   Ravelin - Capture The Flag Variant
   Objective: Take your team's flag from the spawn area of your base to the  command center of the enemy base in order to capture it.
   Scoring: 10 points for each capture.
   Other Notes: Use a detpack to destroy the enemy's power generator. This will disable spot lights and laser security grid guarding alternate entrance to the command center. Engineer can repair the power generator after it has been broken.

Rock 2:

   The Rock - Capture The Flag Variant
   Objective: Steal the Keycard from the enemy Warden's office. Take it across to the other side of the enemy Base and hit the switch to release the Gas. Don't bring the Keycard back to your own Base.
   Scoring: 15 points for each Gas Release.
   Other Notes: To survive the Gas, get a protective suit from behind the marked  doors, or hide under the water.

Warpath:

   Sequential Territorial Control
   Objective: Capture all five command points in the map in sequential order. Move onto a capture point to capture.
   Scoring: 30 points for capturing all the command points.
   Other Notes:
   Blue captures points in order -- 1,2,3,4,5.
   Red captures points in descending order -- 5,4,3,2,1.
   Once a point has been captured, it cannot be re-captured for 15 seconds. Points have a panel covering them when they cannot be captured.
   The tunnel under the bridge requires a detpack to clear. Once it's been cleared, another detpack explosion can re-seal it.

Well:

   The Well - Capture The Flag
   Objective: Enter the enemy Base and make your way to where their Flag resides in the Tower. Grab it and bring it back to the base of your Tower. Place it on the raised square to Capture it. The flag will then return to the enemy Base.
   Scoring: 10 points per Capture.
   Other Notes: Flag carriers drop the Flag when they die. Dropped flags return to their Base after 60 seconds.

Misc.

TFC English

Sentences

Command Menu

MOTD

Spectator Menu