Team Fortress Classic guide (part 2 of 2)
written and copyrighted by James Spairana, A.K.A "Paragon"
e-mail: [email protected]  (Questions?  Clarifications?  Suggestions?)
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Legal Notes:

You can post this guide on your website, as long as you do a few simple things:

- Make sure that the content is completely unchanged.
- Make sure that I'm credited for writing it.  The first few lines of this file do that
 well enough, and any normal credit you give to authors should apply to me as well.
- Notify me that you're posting it by e-mail.  You don't have to ask permission, just let me
 know that you're posting it.  (You don't have to wait for a reply or anything, either.)
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Version: 1.0

. .this is basically the final version.  I'm not labelling it "final" because I'll gladly
put in any submissions people send me, and if it gets updated, then it really wasn't final,
was it?  :P

The only place I'm sending this to personally is www.gamefaqs.com, so that site is sure to have
the latest version at all times.
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Q: Why aren't you updating your guides/writing any more guides?

A: I'm not that deep into gaming.  College, homework, and work take up most of my time, and
  most of the games I play already have plenty of FAQs for them.  Sure, I _could_ write
  a guide for, say, Civilization 2 or Dynasty Warriors 2, but do you really need another
  big text file that just repeats the same info that's already there now?
  Another (related?) reason. . .to put it simply, I'm horrible at games.  I enjoy them, but
  I'm not the type of gamer that can write a walkthrough while playing the first time through
  a game.  (More often, I need a walkthrough myself. :P)

Q: But this guide is out of date!  There are things that need to be added or changed!

A: If you think something needs to be added, type it up in an organized manner, run a
  spellcheck, and send it to me and ask me to add it to the guide.  I'll most likely add it,
  and I'll credit you for it.
  REMEMBER:  I will basically be copy/pasting your e-mail into this file, so make it look like
             part of a FAQ should.  Spellcheck!  Organization!  Et cetera.
  Alternately, you can write a guide for the game.

Q: What if I have a question that's not covered in this FAQ?

A: If it's not in the FAQ, I don't have the answer for it.  Seriously--everything I know about
  the guide's topic goes into the guide itself.

Q: niec FAQ man this game ruls

A: Hey. . .that's not a question, is it?!?!?

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Warning:

This guide to TFC is very old.  I think it was written before version 1.5 was released.
It is out of date.  I'm assuming a lot of the general rules still apply (Scouts != fighters)
but I'm also assuming there will be things that no longer apply.
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Map Tips:

2Fort

       *The good sniper spots are on the battlements, and inside the main entrance.

       *If an enemy has SGs up in their ramp room, use the Pyro's Rocket Launcher or the Engy's
        EMP grenade to take it out through the ceiling.  It will take more than one of either.

       *If you're going after the flag, when you emerge from the ramp spiral, go right and drop
        down instead of going through their battlements.

       *The rocket jump can get a soldier into the enemy battlements, or into his own quicker
        if he's carrying the flag.  Also, a skilled rocket jump can get a soldier through the
        hole in the steel grating, which is above the enemy's main entrance.

       *Going underwater can give you safe passage into the enemy base, although not much
        farther than the main entrance.  This seems like an amateur tip, but many people forget
        it.

Well

       *The rocket jump can get you over the bunker in the middle of the map.

       *The demoman can use a detpack to blow apart the underwater grating.

       *If the enemy has many skilled snipers, go through the water when you're capping the
        flag.  That is to say, don't come up for air until you've reached the bunker in the
        middle of the map, and you HAVE to.

       *Good Sniper spots: behind main entrance, in the bunker, in the sniper deck, and on
        either your roof or your enemies' roof.

       *You can get the backpacks in the enemy's attic or respawn, if you can get there.  Go
        through the underwater tunnel in the flag room to get to their respawn, grab a bag,
        and leave before the automated turret gets you.

       *Demomen can sit on the enemy's roof and lay pipebombs in front of the enemy's base,
        detonate them when the enemy walks over them.  Make sure to have an HW up there to
        protect the demoman.

Dustbowl

       *Defense needs Engineers, Snipers, Demomen, and HWs more than anything else.

       *Offense can only be hurt by having Snipers and Engineers.

       *Spies are incredibly useful for taking out the huge number of SGs that the defense will
        have.

       *Scouts and medics are useful for capping the flag.

       *Soldiers are indispensable for part three on offense, to take out the SGs from a
        distance.

       *Good SG spots: near any of the cap points, above the many corridors, overlooking the
        offense's entrance

Rock2

       *Demomen can clear a path in the enemy's underground tunnel, and then a hole in their
        yard with detpacks.  They can also seal their own tunnels in this way.

       *Don't bring the key back to your own gas chamber.  You have to take it to the enemy's.

       *When one team scores, nerve gas is released, which kills everyone.  There are ways to
        avoid being killed, however:
        Get a suit, located conveniently throught both your and your enemy's bases
        Jump into the water(you MUST be underwater!!!)
        Be inside the Gas Chamber(whichever one the key was brought to) or either Warden's
        Office

       *You can use the bench and lockers in the enemy's locker room/shower to get on their
        deck.  Use the crouch-jump method(jump, then crouch).

Crossover2

       *Demomen can blow the tunnel to the left of the enemy's main entrance.

       *Good SG spots: nearly anywhere in the yard, on the bridge, in the lobby, in the flag
        area.

       *Snipers and engineers can benefit from using a "grenade jump" to get onto their roof.

       *It's possible to grenade jump into the rafters of your lobby, but it's very hard.

       *Going through the water entrance takes you right to the enemy's flag area.

       *The alcove above the enemy's flag area can be used to snipe from.

       *It's possible to rocket-jump twice to go straight from the enemy flag area to the
        enemy yard.  The first rocket-jump should land you on the small ledge where the
        water entrance is, and the second(a deft one, not the same as normal) can take you
        up to the yard.

Badlands

       *There are many ways to get to many entrances of the enemy base; the side canyons hold
        two side entrances, and a second path to the main entrance.

       *This is sniper's heaven.  Use the canyons to your advantage; the enemy will have a hard
        time finding you.  Likewise, enemy snipers can do the same.

       *SGs are best placed in the flag area, and in the main entrance area.

       *Soldiers can rocket jump into the enemy flag room; go right from the main entrance
        and you will see a platfrom that you can't jump to regularly.  Rocket jumping onto that
        brings you right to the flag.

       *Demomen can be useful by laying pipebombs directly on the flag.

       *Spies will have a field day with the many side entrances into the enemy base.

       *If an SG outside the enemy's main entrance is giving you trouble, take a soldier
        into the enemy base by going along the canyon walls, and shoot the SG from the enemy's
        own battlements.