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    Spy Guide by Delkin525 / nodforlife

    Version: 3.1 | Updated: 08/05/08 | Search Guide | Bookmark Guide

    ------------Team Fortress 2 – Spy Strategy Guide-----------------
     Version: 3.1
     Last Update: August 04, 2008
     This guide is subject to change, as it will continually be
     updated as seen fit.
     Authors: nodforlife & Delkin525 (aka sR+Orca)
     Email: (Delkin525)  -  delkin525@gmail.com
            (nodforlife) - nodforlife@yahoo.com
     We appreciate E-mails!!!
     Steam IDs: nodforlife, Delkin525
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    -                      Version History                          -
     •Version 3.1 / 08-04-2008                                      -
      -Added Video Section: (A10) So now you can watch what I praise-
       in this guide! At the moment, I've only finished and posted  -
       Part#1. I assure you there are many parts in the making. I'm -
       going to dedicate an entire video to dealing specifically    -
       with Engineers. Enjoy! Feed back on the video would also be  -
       great. Thanks, Delkin525 (aka sR+Orca)                       -
      -Updated a ton of the "In-Depth outline Section"              -
      -Renamed the "General Outline" section to "In-Depth Outline," -
       as I realized it was far more than just a general look at the-
       Spy's Weapons, Statistics, and Strategies.                   -
     •Version 3.0 / 08-02-2008                                      -
      -A few changes to the General Outline section, specifically   -
       the Butterfly Knife Section.                                 -
      -Some other minor changes here and there...                   -
     •Version 2.9 / 07-02-2008                                      -
      -Huge Updates to the General Outline Section, incorporating   -
       Speed charts, and other such charts.                         -
      -Updated Disguise section: Added Intro and other info         -
       throughout                                                   -
      -Added Pat to the reader comments section.                    -
     •Version 2.8 / 06-19-2008                                      -
      Largest update since the launch of the guide!                 -
      The following have been updated:                              -
      -Fixed some major issues with the index. All of the sections  -
       and codes now correspond to one another accurately.          -
      -General Do's and Don'ts (#10, #18, and other various points) -
      -The 'How to handle Engineer' section (revised here and there)-
      -Quick Tips: #29 has been edited; a few others have been      -
       added or changed as well.                                    -
      -General Outline: Now more of a one-stop place, contains      -
       specific information regarding each of the Spy's weapons and -
       tools. I've incorporated some robust changes here.           -
      -New Section: Why Spy? (Section 0)                            -
      -Updated Accredited Suggestions to thank more people: AlcyOne,-
       johnie102, and Insolence.                                    -
      -Moved 'Version History' section to the top of the guide      -
      -In general, we've modified nearly every section of the guide -
       in one way or another...                                     -
      -Flipped the Disguise section. Moved the best disguises before-
       the bad ones.                                                -
      -Also added 'Reader Comments' to Closing section...           -
      -Added to the Map Strategy section namely: 2Fort strategies,  -
       and strats for the new map: CTF_Turbine                      -
     •Version 2.7 / 02-15-2008                                      -
      -Rectified some typos                                         -
      -Slight changes throughout                                    -
     •Version 2.6 / 01-15-2008                                      -
      -Added two more sections: Spy Checking / Quick Tips           -
      -Fixed typos                                                  -
      -Added information, and edited randomly throughout            -
     •Version 2.5 / 01-08-2008                                      -
      -Fixed typos                                                  -
      -Added a slew of content throughout the guide                 -
      -Added to map strategies, namely Hydro specific information   -
      -Revised information throughout                               -
     •Version 2.4 / 12-27-2007                                      -
      -Fixed some typos (I'll always find more)                     -
      -Other various changes                                        -
     •Version 2.3 / 12-18-2007                                      -
      -Again with the grammatical/spelling errors                   -
      -Map Specific Strategies updated: CP_Well update              -
      -Revised guide layout                                         -
      -Added updates throughout                                     -
     •Version 2.2 / 12-15-2007                                      -
      -Reformatted Entire Guide                                     -
      -Added New Sections                                           -
      -Many grammatical/spelling errors have been fixed             -
      -Refined initial work, added to sections                      -
      -Spy disguise officially deemed poor disguise                 -
       The spy is considered by many to be the most difficult of the
     classes, and for good reason; he is. Of all the classes he
     demands the most micro (or coordination that is acquired over
     time with experience). The Spy is unique in the fact that he's
     not your typical first-person-shooter experience. You're goal is
     not to out-gun the enemy, in fact it's the exact opposite;
     you're striving to out-smart them, which makes it all the more
     satisfying. The Spy is the weakest of the classes physically,
     yet he makes up for it with a slew of cunning tricks that can be
     essential for the victory of your team. A well timed sapper can
     provide just enough of a lull in the opponent’s defenses to
     allow your team to bust through and capture a point. Flanking
     the entire team’s rush and stabbing their medics can end their
     offensive before it’s even had time to reach your front lines.
     Pesky heavies and camping Snipers frequently fall victim to a
     capable Spy’s blade. And, really, there’s nothing more
     satisfying in TF2 than backstabbing a Medic/Heavy combo and
     taking down their 600 combined health with two deft mouse
     clicks. The Spy is our favorite class for these reasons, and
     despite his obvious deficiencies he can easily dominate the
     scoreboards and lead his team to victory. This guide will
     provide for you a vast understanding of the Spy, and how he
     works, through the eyes of two very Spy-obsessed individuals.
     We'll explain in detail in-game scenarios you'll face, how to
     deal with specific classes, how to think like a spy, how to move
     like a spy, and so much more. By the end of this guide, you'll
     be that much closer to turning yourself into a very capable Spy.
     The next step is taking what you learn here to heart, and thus
     executing your newly acquired knowledge in-game.
       Some of you are without doubt hardcore players, and pride
     yourselves on clan-related matches, and or league matches. Yet,
     I'm sure even a larger number of you will spend the majority of
     your time playing in public servers, which is fine. The true
     difference between the two isn't really a measure of skill. Just
     because you play in cal, or other such league events doesn't
     mean you can't be owned by someone in a pub. The difference lies
     in team coordination. Teamwork is immensely more coordinated in
     league and clan matches, and as such, the match is more
     difficult, much more difficult than the sparse coordination
     displayed in pub matches. In addition, being that league/clan
     players are experienced, playing with them means that you will
     have to utilize your Spy strategies to the utmost of precision.
     There can't be error, however, don't fret. There's a learning
     curve to the Spy and we're more than willing to start you on
     that curve. Essentially, league matches are void of noobs; the
     majority of players there have a fair degree of skill.  If you
     take part in league matches, then you're probably treating the
     game more as a sport than a simple instrument of fun. 
       What you'll find in public servers is a vast-array of skill,
     from very good players, to the most horrid. I've said that
     teamwork is sparse in public matches, this is because each team
     usually has a handful of people coordinating (usually via mic)
     to accomplish a task. The other players either go along with
     their direction, or wander around on their own one-man missions.
     With that said, in a pub match if your team isn't winning, or
     can't push through a chokepoint, please realize the fact that
     this is largely because your team isn't functioning as a single
     body; which is a key role to TF2 gameplay.
       In conclusion, this guide will provide for you details,
     hints, do's and don'ts, strategies, all formed around one of the
     most unique classes of any first-person-shooter out there; the
     Spy. It's truly a gaming experience like no other! The
     information within the premise of this guide will prove
     beneficial to any and all players, weather you're hardcore or
     just playing for the pure fun of it. 
     Good luck!
     This guide is divided into 12 sections. They are as follows:
     To skip directly to a section, click ctrl+F (the find command),
     then copy and paste the section code into the space provided,
     make sure to include the brackets []. Then hit search...
    •Section 0) Why Spy?                                 (code: [A0])
     :A Pros/Cons list for the Spy, designed to help if you are 
      questioning whether or not to play Spy. 
    •Section 1) In-Depth Outline                         (code: [A1])
     :An in-depth outline of the Spy’s weapons and statistics. This
      section also includes a speed chart, depicting the speed of
      each class with relations to the Spy. This comes in handy when
      chosing a disguise. Also home of advanced strategies.
    •Section 2) Disguises                                (code: [A2])
     :An in-depth take on which disguises to use and which not to
    •Section 3) General Do's and Don’ts                  (code: [A3])
     :A collection of random tips, strategies, and hints applicable
      to every map
    •Section 4) Targets                                  (code: [A4])
     :A detailed list of the best classes to backstab and the worst 
      classes to stab; a class by class assessment.
    •Section 5) How to Handle Engineers                  (code: [A5])
     :Detailed section telling everything a Spy needs to know, and
      master when dealing with Engineers. 
    •Section 6) Map Specific Strategies                  (code: [A6])
     :Detailed write-up of how to handle each of the 6 original maps
      as a Spy. If the map has attack/defensive sides then each side
      is discussed with a fair degree of accuracy. 
    •Section 7) Spy Checking                             (code: [A7])
     :Detailed section that states everything you need to know when 
      Spy checking. 
    •Section 8) Quick Tips                               (code: [A8])
     :The "Sparknotes" of the guide. Contains many tips, facts, and
      tricks, in a very brief 1-2 sentence description. Ideal for
      those of you who don't want to read page after page of this
      guide-- though I highly recommend that you do
      Note: Much of this section is already revealed throughout the
            guide in great depth. As I've said it is for those of you
            that are daunted by the thought of reading... Hence the
            "sparknotes" reference. 
    •Section 9) Closing                                  (code: [A9])
     :Closing comments, and a place where we thank those who
      contribute. In additon, this is a place where one can
      fine reader comments (comments that we've recieevd via
      E-mail regarding our guide).
      Please E-mail us if you've found this guide helpful! :D
    •Section 10) Spy Guide: Video Edition!              (code: [A10])
     :Links to Delkin's (aka sR+Orca's) Spy Guide: Video Edition!
    •Section 11) Copyright                              (code: [A11])
     :Standard copyright for our faq...
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    -                         Enjoy the Guide!                      -
    -                                                               -
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    -                                                               -
    -Section 0)                  Why Spy?                        [A0]
       This section is designed to reveal the pros and cons of the
     Spy. If you're pondering whether or not to play Spy, hopefully
     this section will be insightful, thus leading to a more
     concise decision. 
    |                            Why Spy?                           |
    |          Pros                ] [            Cons              |
    |                              |-|                              |
    |•Backstab is an instant kill  | |•Takes a wealth of experience |
    |                              |-| to truly be successful, due  |
    |•The revolver is effective at | | to Steeper learning curve.   |
    | long ranges.                 |-|                              |
    |                              | |•Extremely vulnerable to      |
    |•Can cloak to bypass enemy    |-| fire.                        |
    | lines.                       | |                              |
    |                              |-|•Poor against scouts.         |
    |•Far more versatile than most | |                              |
    | classes.                     |-|•The knife when used to       |
    |                              | | attack the front is weaker   |
    |•Can disable Engineer         |-| than every other melee       |
    | structures.                  | | weapon.                      |
    |                              |-|                              |
    |•Can use tele without the glow| |•Oftentimes get caught in     |
    | at his feet when disguised as|-| enemy crossfire. Depending   |
    | an enemy. No other class can | | on the scenario and map.     |
    | avoid this.                  |-|                              |
    |                              | |•Oftentimes forced to take    |
    |•Fairly quick in movement,    |-| the roundabout way.          |
    | faster than Demoman, Soldier,| |                              |
    | and the Heavy. Tied with many|-|•Low health.                  |
    | others for the same speed.   | |                              |
    |                              |-|                              |
    |•Only class that has the      | |                              |
    | option of playing            |-|                              |
    | independently from the team. | |                              |
    |                              |-|                              |
    |•Can gain health from enemy   | |                              |
    | Medics, Dispensers, and mine |-|                              |
    | carts.                       | |                              |
    |                              |-|                              |
    |•Looks amazing in a Tux!      | |                              |
    -Section 1)             In-Depth Outline                     [A1]
       The Spy is tied with the Scout, Engineer, and the Sniper for
     the lowest health available in TF2; placing them at 125 health
     points each. However, don't let his low health fool you, he's a
     cunning fellow. Overhealed by a Medic, said classes rise to 185
     HP (health points). The Spy has a slew of weapons and gizmos at
     his disposal, five in all: the revolver, the sapper, the
     butterfly knife, the disguise kit, and the cloaking device. A
     competent Spy must utilize each of these tools effectively. As
     such, due to the importance of the tools new Spies must work to
     familiarize themselves with them. You've got to practice
     everything at hand, it's essential.
    ** Below is a write up of said weapons, gizmos, and tools.   
     The Revolver:
     Clip size: 6 | Reserved: 24 | Total Bullets: 30
     Damage Chart:
      ________                              ______
     |Distance|                            |Damage|
     |                                     |                        |
     | Close Range                         | 50-60 Damage           |
     |                                     |                        |
     |                                     |                        |
     | Medium Range                        | 35-45 Damage           |
     |                                     |                        |
     |                                     |                        |
     | Long Range                          | 20-25 Damage           |
     |                                     |                        |
     |                                     |                        |
     |*Critial Hit (Regardless of Range)   | *120  Damage           |
     |                                     |                        |
     • The above chart shows that the Revolver does experience damage
       drop-off as the range increases. This however does not apply
       to critical hits.
        The Spy’s primary weapon. It holds six bullets before reload,
     and the reload time is fairly quick, which comes in handy during
     the frequent battles you will be having with the shotgun-toting
     Engineers, who have a very slow reload time in comparison.
     Generally speaking, the Revolver is only good at taking out
     weaker classes such as Engineers, Scouts, Medics, and other
     Spies, and retreating wounded enemies. When engaged in a fire-
     fight with the pistol, it’s best to retreat as you fire, since
     the Spy’s bullets do the same damage from any range, while the
     shotgun toting classes have their damage limited by distance,
     and you will be out of range of the Pyro’s flamethrower.
        It's also worth noting that the revolver has a very
     distinctive sound, to the experienced ear, it's a dead give-
     away. For example anytime that I hear the revolver being fired
     off, I immediately recognize it, then hunt for and kill the
     enemy Spy. Usually he is fire fighting a teammate of mine, but
     now that I too am aware of him, I may as well kill him. 
        Lastly, the Revolver is a surprisingly accurate weapon. At a
     distance, it can be used to 'snipe' the enemy, as it really is
     nearly that accurate. You can fair well against classes such
     as Heavy, Soldier, and even Demoman from afar, due to the fact
     that their weapons decrease in effectiveness with distance. For
     example, a barrage of bullets from a trigger happy Heavy spread
     out with distance. They spread out enough where  at a distance,
     it is nearly a useless weapon. Though, even with this knowledge
     of the Revolver, it should still primarily be a last resort, as
     stabbing and sapping are far more crucial to the success of a
     Spy. This knowledge gives some basis to the idea that if you're
     caught, you should retreat whilst shooting the enemy with your
     Revolver. It's accurate, and moving away from the enemy makes
     them less accurate. 
     The Sapper:
     Ammo: Infinite 
     • Can be knocked off structure with two wrench hits
        For destroying buildings. If you have this selected and
     approach an enemy building, a white outline of the sapper will
     appear on top of the nearest one. Clicking applies the sapper,
     but does not blow your disguise. It does, however, tip off
     everyone nearby since they will see a supposed friendly unit
     and a sapped building. Planting and running is the best
     strategy, unless there’s a nosey Engineer around (we'll talk
     about how to deal with them in the next section.) Sappers will
     disable the operation of whatever they are applied to for the
     duration of the sap, eventually causing the building to blow
     up. The sappers slowly suck the life from their buildings and
     they kill teleports and dispensers fairly quickly. Fully powered
     up sentries take a while and the sappers will usually be
     destroyed by an Engineer, since most Engineers consider a Tier 3
     sentry too valuable a prize to leave undefended. In this case,
     just reapply the sapper until the sentry dies. The sapper takes
     health faster than the engineer can repair it, and even if he’s
     pounding on it with his wrench the whole time you’re sapping it,
     you’ll kill it eventually.
     Sapping Times:
        Below is a list of approximately how long it will take for
     the sapper to destroy the structure it's attached to. This 
     approximation only considers straight sapping, with no
        * Sentry Gun
              o Level 1: 6 seconds
              o Level 2: 7 seconds
              o Level 3: 9 seconds 
        * Dispenser / teleporter entrance and exit: 6 seconds  
        To destroy the structure more quickly, once sapped, you can
     can shoot it with your revolver. Though, typically, to finish
     off a tier three sentry it will take northward of six bullets.
     Originally, before more current patches, a Spy could easily
     destroy a tier three sentry by shooting it once sapped. Now
     they've made it a slight bit more resistant to revolver fire,
     particularly while it's sapped. 
     The Butterfly Knife:
     • Side stabs (nearer the back), stabs from above, below, and the
       back register as backstabs. Note that above and below are
       special cases. I actually had a Heavy jump over a stair
       railing and land ontop of me-- I quickly looked up, stabbed,
       and his body crashed to the ground in a thunderous heap!
        This is where most of your points will come from. The knife
     kills most classes in about four stabs from the front, but from
     the back, side, or even above in some cases it’s a one hit
     kill. You’re rewarded with two points for a backstab instead of
     the one for a front stab. Since most of your kills come from
     backstabs, this can lead to some pretty lofty scores, and a good
     Spy can dominate the scoreboards by double-digit points if he
     can knife properly. Obviously, the slower classes like Heavies
     and Soldiers are easier to stab since they don’t dart around
     and prevent you from a clear path to their backs, like Medics
     and Scouts tend to do.
        Much like the Revolver, backstabbing someone makes a noise
     that is easily identifiable. It makes the enemy scream in a way
     that they wouldn't typically do at any point during the game.
     When I'm a class other than Spy, and I recognize the scream as a
     teammate behind me gets a knife thrust through his back, I
     immediately recognize a Spy without thinking twice. As such I
     quickly turn, and kill said Spy. In general, paying attention to
     your surroundings helps immensely especially when dealing with
     enemy Spies.
        A good Spy must be aware of the different backstab
     animations, and how to trigger them, as some animations are
     faster than others.
       • True Backstab Animation:
        This animation is the animation that occurs when one backstabs
     the enemy when they are within a very close proximity of said
     enemy's back. Think of it as a deadly pat on the shoulder.
     Unfortunately, as cool as this animation is, it's a laggy one no
     doubt. This means that after executing the animation, you'll be
     unable to do anything until the animation ends. Sure the
     animation is fairly quick, about a second or so. But it's
     noticably more laggy than the "poking" animation. Due to the
     lag this animation exudes, you may find yourself missing the
     target that you intended to stab. 
       • Poking Animation:
        This animation is the basic stab. If you were to stab the air,
     you'd be executing the "pokeing" or "flicking" animation. This
     is the ideal animation to use when killing an enemy, as, it is
     easier to land on the enemy, and, it doesn't lag. 
     *Note: This hasn't been mentioned elsewhere in the guide, and
            I think some attention should be brought to this as it
            is important for the Spy enthusiast to be aware of and
            master. There are two animations when attempting a
            backstab, the more definitive one occurs when you are
            close to the enemy. In this animation the Spy brings his
            knife skyward, then thrusts it into his target. Sure it
            looks cool, though, the problem is, it's a laggy
            animation. This means that once executing the move, it
            takes a bit of time for the animation to end. The other
            animation however is known as the "poke" or "flick."
     ***Advanced Techniques involving the Knife***
       • Cutting Corners:
          This is essential to any Spy that wants to be really
       successful. In order to be effective at catching up with an
       enemy especially a faster one such as a Medic for a backstab.
       You must learn to move efficiently, and as such, cut corners
       whenever you can. Remember the shortest distance between to
       points is a straight line. In this case, let's say you and
       your target are the two points. You can move efficently behind
       said target moving in as straight a path as possible. If they
       were to round a corner, you'd round it in more tight a fashion
       (hugging the wall) to get ever closer to them. 
         Remember, the only classes faster than you are Scouts and
       Medics. Pyros, Engineers, Snipers, and other Spies, however;
       move at the same speed as you. This means that at a straight
       away you can't catch up to any of those classes as they will
       move at the same rate you are. However, once you move more
       efficiently you'll find that catching up is no problem at all.
       Surprisingly, you'll even be able to catch up to Medics. This
       is somehting every Spy should be good at.
       Note: Remember to consider your disguise when chasing after 
             someone as your disguise effects your speed. The fastest
             disguises are Medic, Scout, Pyro, Engineer, Sniper, and
             Pyro. Though, Idon't recommend Medic or Scout for
             various reasons that you can read about in the disguise
             section of the guide.
       • Aerial Stabs:
          Using the above animations, primarily the swift poking stab
       it is possible to execute a backstab in mid-air. This means,
       that from any position that situates you above your enemy, you
       can potentially perform a falling backstab, otherwise known as
       an "aerial stab." This takes a bit of practice to perfect, but
       to be honest it's well worth it. It is almost impossible for
       the target enemy to anticipate this, as you are more than
       likely perched outside of their visual range. In fact, when
       people Spy-Check, and spin around to watch their backs, they
       hardly ever think of looking up. As most Spies aren't 
       intelligent enough to pull off an aerial stab. This is quite
       possibly the most satisfying way to kill off a target. I've
       done this more times than I can count, and it's hilarious each
       time. In doing this, before I make my move, I've even seen my
       target spin around multiple times trying to anticipate Spies,
       thankfully, I'm more than just a few steps ahead of him, as by
       this point I've landed on him and stabbed in in the back.
          The timing takes the most practice, as it's a fancy
       technique. To aid you a bit, I can say this; try to time it so
       that when you drop or jump you land just at the enemy's back.
       This way, as you're falling you can stab, or just as you've
       landed you can stab.
          Another way the aerial stab can be put to use is on
       stairways or other such slanted plains. Basically, if an enemy
       was running towards you up a set of stairs, you being at the
       top, you could jump over them, spin, then stab just as you
       pass over their body. Sometimes it helps to crouch as you're
       moving over them. This is even more fancy, and well worth it.
       Though it's a slight bit more situational. 
       • Flick Stab: Also considered a "quick-stab"
          This is yet another fancy technique that requires a bit of
       practice. Whilst you are disguised and passing by an enemy
       position yourself in such a way that you'll walk right past
       them without colliding with them. If you bump into them, the
       gig's up, and you've been cought. Right as you pass by them
       flick your wrist towards them quickly, and stab. It's called
       "flick" stab do to the quick flicking motion your wrist makes
       to pull off the stab. This also one of the more gratifying
       ways to eliminate a target. It's also even more humiliating to
       to the enemy after the kill because they could have prevented
       it. They literally saw you approach them and didn't do
       anything about it; completely ignorant to the fact that you're
       a Spy.
       • Stalking / Tailing
          This is another very useful technique that a good Spy will
       have mastered. This technique ensures a kill, even against
       enemies as potent as a Pyro. Here's how it works.
          While cloaked, as an enemy runs past you, turn and follow
       very closely to his back, moving with almost "connected" to
       the enemy. Right as you engage the enemy like this, de-cloak.
       As soon as you're de-cloaked, backstab the enemy. This is 
       effective because it keeps you close to your taget's back with
       out giving them the oppertunity of making distance between you
       and your knife.
          For example, if you saw a target, ran let him run by you,
       then de-cloaked in a corner... you'd no longer be able to catch
       up to said target. At least, not until said target stops, or
       messes up his movement.
          This is called "stalking" because that's literally what
       you're doing. You're basically being the biggest creep ever,
       and the enemy has no idea. Yet, at the same time, it's called
       "tailing" because you're essentially becoming the enemy's tail
       because you're traveling so close to their back. 
          Why would you do this against Pyro's, along with every
       other class? Simple, one of the last things a Pyro expects is
       to be backstabbed, as he knows most Spies fear him. A Pyro
       may not watch his back as often as most other classes because
       he may not feel the need to do so. 
       Note: This technique can also be done by way of Aerial Stabs.
             You can drop to a stalk then knife the enemy. It comes
             in quite handy.
     The Cloak:
        This is key. Knowing when to cloak is the difference between
     a skilled Spy and an amateur. Right-clicking the mouse will
     begin the cloak. It takes a moment before you’re completely
     transparent and enemies can still bump into you. If they do, you
     will shimmer for a moment and your location will be revealed.
     This also happens if you take damage, so staying out of the path
     of the Heavy’s mini-gun or the Pyro’s flames is recommended. The
     cloak lasts 10 seconds before the meter is empty and it
     recharges to full as long as you’re not using it. When
     fully cloaked (after one second) it is safe to disguise without
     displaying the smoke like effect. Also, while cloaked, sentries
     will not shoot at you. Disguising whilst cloaked is recommended,
     as it is far more discrete than disguising in the open. I'd
     only disguise openly if I know I'm in a safe area, or with my
     team. It all depends on how you want to go about doing things.
     Q: How can I tell if I'm fully cloaked?
     A: Simple, You can tell if you're fully cloaked by looking to
        see if your disguised character icon in the lower left is
        fully transparent. That displays the status of both
        disguises and cloaking. As such, the same display will
        notify you whether or not you're fully disguised. 
        A good Spy is a master of deception...
        Remember, the cloaking device is the single most imporant
     device the Spy has at his disposal. Why you ask? Simple, it's
     the only tool that truly allows the Spy to be deceptive. Sure
     the disguise kit is all about deception, but it's still not as
     useful as the cloaking device. 
        Once you've mastered the cloaking device, you'll realize that
     it can be used for more than just bypassing enemy lines. It
     can be used to through off the enemy entirely. You can even
     purposely be caught just to trick the enemy. 
        Essentially, here's the idea. It takes one second to fully
     cloak and de-cloak. Take advantage of this one-second in between
     period to fake out your enemy. For example, while running in a
     direction that you don't actually intend to go; activate the
     the cloak. Once fully cloaked (after one second or.. after the
     icon of the disguise in the lower left is fully transparent)
     quickly change your path. This is made easier when you pretend
     to go somewhere that would make sense to go, or that provides
     the enemy with an understanding of where you're going. 
        For exmaple:
       Say you're caught, you could head into a hallway or tunnel,
     and begin your cloak as you enter, continue to run deeper into
     said tunnel/hall until you are full cloaked, then double
     back and change your direction. If you execute this techniqu
     properyly, your enemy will believe that you've actually
     traversed further into the area when in reality, you've tricked
     them into believe you have. Now, you can either stab them, or
     travel to where you actually intended to go before you sent them
     off on a hunt.
        This technique is all about mind games. You want to trick
     your enemy into traveling where you want them to. Given the
     scenario, you can intentially blow your cover to lore an enemy
     after you, just to deceptively have them run into an area you
     haven't actually traversed. With that said, you might find a
     scenario where you can lure an enemy Engineer from his Sentry,
     and Dispensor, and have him chase a ghost while you've actually
     just lured him away to sap his sentry and dispensor. This is 
     where quick thinking comes into play, as you truly have to
     quickly out smart your enemy.
     The Disguise Kit:
        Does what the name implies. You can disguise as either an
     enemy or friendly class and you will appear to the enemy as
     such. It takes a moment for a disguise to take effect and a
     small cloud will appear around you for the duration of the
     change. Once disguised, using the revolver or knife will take
     off the disguise, exposing you to sentries or other defenders,
     so only go for the kill if you a) are spotted and have to fight
     or b) have an easy backstab. Also, you will appear to the enemy
     as whichever class you’ve selected carrying its primary weapon
     (e.g. if you’re a Pyro you’ll have  the flamethrower, a Heavy
     you’ll have the mini-gun, etc). There are essentially a few
     primary disguises, ones that you will find more useful in more
     situations. Among these disguises is Pyro, Demoman, Engineer,
     and Sniper. If you play the part well, even Medic can work...
     though it's a risky disguise, especially for the inexperienced
        As a rule of thumb, anytime you are amongst your team, you
     should be in a friendly disguise. The point of the Spy is to
     sneak around unnoticed, it's hard to do this when you've given
     yourself away early. I suggest that you disguise yourself as a
     friendly Pyro to deter enemy Spies each time you spawn, then
     traverse the map as far as you can with a friendly disguise.
     Once you get to the point where you'll be nearing enemies,
     cloak, re-disguise as an enemy, then let the mayhem begin. 
        One might ask, why would you use a friendly disguise if the
     enemy will kill you when they find you, as you are still an 
     enemy to them? Well, it's simple really. If you use a friendly
     disguise while amongst your team, like a Pyro, when the enemy
     sees you, they will have intent to kill you, but at the same
     time, they must consider the risk of your teammates around
     you. They won't charge in to go after a Pyro because the Heavies
     and Medics are probably better targets. If however, you were
     wearing an enemy disguise, and they spotted you running with
     your team, they'd notify their team of your whereabouts, where
     you're headed, and what you're disguised as. You've already
     lessened your chances of success exponentially based on the
     fact that the enemy is aware of you. 
        Conversely if you had just stuck to the friendly disguise,
     you could have made a disappearing act, and once you reappeared
     you'd already be disguised as a new class, even the enemy.
     Another useful purpose in using friendly disguises is that the
     enemy won't suspect you as being a Spy, they will believe your
     disguise. If you're disguised as a friendly Pyro, enemy Spies
     will likely avoid you, given the threat that Pyros pose to
     Spies. On that same note, if the enemy was trying to kill you,
     and you were disguised as a friendly class, say a Pyro, you
     could round a corner, and cloak. If they didn't see you cloak,
     they will have no idea that you cloaked, and they will still be
     looking for a Pyro. This works because cloaking is not a
     property of a Pyro, so the enemy wouldn't expect one to do so.  
     Once they've realized that you may have cloaked, that you were
     actually a Spy, assuming they realized at all, it's too late
     for them, because you are either far from them, or have already
     backstabbed them.
        Seeing as how the golden rule of Spying is staying hidden
     from the enemy, setup-time is no exception. Some Spies will go
     to the enemy's gates during setup-time, and start taunting. I
     find this to be ridiculously foolish, because now the enemy is
     aware of said Spy. They will anticipate him, and could counter
     him. If the enemy is aware of the Spy, they will anticipate his
     antics. He may not prove as successful to a knowing enemy. For
     example, the enemy may attempt countering you with Pyro, waiting
     for you to make your move, then burning you alive. However, if
     you were disguised as a friendly Pyro, then you would be no
     different than the countless teammates around you who are
     waiting for the gates to open. Once the time nears zero, you
     can easily hide behind any number of things, cloak, re-disguise,
     then de-cloak in a more opportune position so that you're well
     placed for the opening doors. The underlying idea here is that
     you don't want the enemy to be aware of your presence at any
     point in time as a Spy.
        In the end, a Spy must master coordination between both his
     cloaking, and his disguises. Mastering these two tools truly
     sets the bar for an amateur Spy and a skilled Spy. Knowing when
     to cloak is as we've stated before "key." Furthering that,
     using disguises effectively out of cloak, is equally as
     Q: How can I tell if I'm fully disguised?
     A: Simple, You can tell if you're fully disguised by looking to
        see if your disguised character icon in the lower left is
        fully transformed. That displays the status of both
        disguises and cloaking. As such, the same display will
        notify you whether or not you're fully cloaked. 
    **The following are unique properties regarding the Disguise Kit: 
     • Every single time a disguise is deployed, so to does the Spy's
       health change to the enemy. The health that the enemy can see
       is not his actual health. Typically, this random, fake health
       status is anywhere from half-health to full-health, it's not
       always half-health like many once believed. If you disguise as
       a Pyro, you may appear to have half-health to the enemy. In
       that same life, one could disguise as a Demoman, as such, your
       health shown would once again randomize. This time, you may
       have three quarters health to the enemy. Though a Spy never
       knows how much health he is displaying, it's important to know
       that it changes each time the disguise does. That way, people
       may be thrown off when chasing a Spy disguised as a Demoman
       with half-health, when they find the same Spy newly disguised
       as a Pyro with near full health. It's a subtlety but changing
       your disguise frequently, especially once spotted, is hugely 
       important to the success of a Spy. 
     • While in an enemy disguise, one can gain health from
       dispensers, mine carts, and potentially enemy Medics.
     • While in an enemy disguise, sentries will not target you. As
       they will recognize you as a member of their team.
     • It takes a few seconds for a new disguise to take effect,
       during this time, a cloud is visible around you. This "cloud"
       can easily give you away to the enemy, as it draws attention
       to the eye. It is best to disguise while cloaked, as it avoids
       the "cloud" like effect. Here's another subtley that will help
       one know when the disguise has taken full effect. When one
       deploys a disguise, a white outline of the Spy shrinks to the
       lower left hand corner of the screen, shrinking to the HUD. 
       Once this has happened, and the two pictures in the bottom are
       the Spy, and which ever class you disguised as; you're good to
     • Once disguised, bumping into the enemy is an immediate
       indication to them that you aren’t one of them. So avoid
       being "bumped" into at all costs. 
     • When taking on a disguise, the Spy's actual speed changes to
       reflect the class he's disguising as. This means, that if you
       disguised as a Heavy, not only would you look like one to the
       enemy, but you'd move as slowly as one too. However, if you 
       disguise yourself as a class that's faster than the Spy, such
       as a Scout, your speed won't increase. If one disguised as a
       Scout, to the enemy, they'd look like a really slow moving
       Scout, which is a dead give away.
     • Spies do not show pain. If an enemy was to shoot you, your
       health would not change to reflect that, at least, not from
       their point-of-view. If you continued with what you were
       doing, there is no way for them to tell if you've been
       injured. Sometimes pretending that you haven't been shot will
       make the enemy believe your disguise.
     • While disguised as a friendly class, one can still assist in
       capturing a point, without letting onto the enemies that 
       they're a Spy. 
     • If disguised as an enemy class while using a teleporter the
       glow is not visible at the Spy's feet. However, if you used
       a friendly disguise you could negate the "pixie" like effect
       when you initate your cloaking. It dissapears fully once
       you've become fully invisible. 
             **More on disguise specifics in Section 2**
     Speed Comparisons:
        This section shows the speed of each class, with relations to
     the Spy. It's important to note that if a Spy was to disguise as
     one of the faster classes his speed doesn't increase. Conversely,
     if the Spy was to disguise as a slow class, a Heavy for example,
     his speed would lessen to match that of a
     real Heavy.
        This chart is arranged from fastest classes to slowest:
      _____                                 _____________________
     |Class|                               |Speed Relative to Spy|
     |                                     |                        |
     | Scout                               | 133%                   |
     |                                     |                        |
     |                                     |                        |
     | Medic                               | 107%                   |
     |                                     |                        |
     |                                     |                        |
     | Pyro, Engineer, Sniper, & Spy       | 100% (BASELINE)        |
     |                                     |                        |
     |                                     |                        |
     | Demoman                             | 90%                    |
     |                                     |                        |
     |                                     |                        |
     |                                     |                        |
     | Soldier                             | 80%                    |
     |                                     |                        |
     |                                     |                        |
     | Heavy                               | 76.6%                  |
     |                                     |                        |
     |                                     |                        |
     | Heavy (revved), Sniper (in zoom)    | 26.6%                  |
     |                                     |                        |
        This chart indicates that a Spy is slower than both the Scout
     (obviously) and the Medic. Conversely, he's tied with the Pyro,
     Enineer, and Sniper, for the same baseline speed. Yet he's
     faster than the Demoman, Soldier, and Heavy. Then as seen at the
     bottom the Heavy and Sniper are tied for the slowest when
     executing their secondary functions; revving, and zooming. 
     • All classes move 10% slower whilst moving backwards.
       -This does not include crouching, as it's a new fixed speed,
        which is the same in any direction.
    -Section 2)                Disguises                         [A2]
        Disguises play an important role for the Spy. The correct
     disguise could very well be the difference between life and
     death. Generally speaking, no disguise, not even the best ones
     will truly trick the enemy, especially smart, alert ones. They
     are powerful at a glance, as at-a-glance, the enemy might not
     think anything of you. Thankfully, due to the fast paced nature
     of the game, there will be many times that the enemy fails to
     notice you at-a-glance. A disguise alone will not make the Spy,
     as, managing his cloak is the true key to a Spy's success.
        Acting is also important, as it is the next step in making
     your disguise believable. You should, while in disguise, appear
     to be concerned with your team, as if they were threatening to
     you. You could look in their direction, jump and "dodge" their
     fire, as if to fear being hit. Also, you may find scenarios
     where backing from said ally fire and calling an enemy Medic
     will benefit you, as even smart Medics mess up on occasion. 
        You can also use certain disguises to lure Medics, especially
     foolish ones. One way to do this is to take on the role of a
     more offensive class, such as a Heavy or Soldier, and head to
     your side of the map. I might do this if I see a lone Medic on
     the frontlines. Luring him to me via the Cry-for-help voice
     command, I'd then proceed towards my base, and he would more
     than likely follow within a safe distance behind. If you aren't
     able to take him out via your Revolver or stab, as in attempting
     may result in death, continue to lure him towards your team so
     that your team can kill him. He may very well stick by you
     thinking that he's helping you out, and you're going to protect
     him. This isn't the most concrete strategy, as it's incredibly
     risky, but if it works, it's hilarious. 
    =========[Your best disguise options are as follows]============= 
     The Pyro is probably the single best disguise ever. Why?
     Simple… The Pyro is a trademark anti-Spy character, and is also
     short-ranged. Because Pyros hunt spies, they are known to
     randomly wander about, having no concrete order of gameplay. In
     addition, because they are short-ranged, they rarely attempt
     attacking enemies at a distance; which means there is little
     suspicion of you if you aren't shooting at an enemy that would
     otherwise normally by out of reach for a Pyro. Oftentimes you
     won't be noticed, being that it’s not so suspicious of a Pyro
     to be anywhere and everywhere. As stated above, the Pyro is
     short-ranged, and as such he won't attract as much attention
     for not shooting constantly. Conversely, if you imitate a Heavy
     or Soldier, it is likely that the enemy can tell that you’re a
     Spy based on the fact that you aren’t shooting. Also, you
     aren't slowed down at all in this disguise.
     Note: Posing as a friendly Pyro (a Pyro of your team color) is
     also an incredibly effective way of scaring off, and dealing
     with enemy Spies. This is so for a few reasons. One, as you'll
     see later in this guide Pyros are the worst target for a Spy,
     and should be avoided at all costs. With that said, the enemy
     Spy will more than likely try to avoid you, this is good because
     if you are looking for an enemy Spy, and you notice that one of
     your own is avoiding you, cough, Spy. Now you can have a
     revolver duel, alert others, or attempt stabbing him to death.
     If you are really daring you could attempt all three at once!
     The engineer is one of the best disguises to take out
     sentries, being that it is typical of an engineer to stick near
     his sentry and dispenser. Sap first then stab (sapping is
     explained in greater depth in the target section). Sadly, the
     engineer is a highly suspected disguise; this is thanks to the
     fact that too many spies are uncreative and think there's no
     other way to deal with sentries than to take on this disguise.
     Pyros will constantly check engineer's above all else. This
     disguise will not slow down the Spy's movement at all.
     Note: You can immediately determine whether or not an Engineer is
     an enemy Spy based on whether or not the Engineer is
     holding his wrench, or shotty. A Spy as an Engineer would be
     holding his primary weapon, the Shotty, where as most every 
     Engineer wields his wrench as his weapon of choice. At a glance,
     if the Engineer has a wrench or pistol in hand, you know for
     sure he's not a Spy. This is important because too many noobs
     spy-check everyone, pay attention to detail... 
     The Demoman is among the best in-between disguises. It's
     not highly expected, and it won't slow the movement of the spy.
     Still, if the Demoman is seen wandering in a fashion unlike a
     Demoman it's obvious to the enemy that you're a Spy so, be
     careful. This disguise will slow the Spy's movement by 10%,
     which isn't too noticeable. 
     The Sniper disguise is good when you are in the appropriate
     place. If you are in a particular part of a map in which Snipers
     dwell, then props to you. Stab them Snipers! Otherwise this
     class is suspicious.
     •This class also won't slow down the Spy's movement.
     Note: When posing as a Sniper, to avoid suspicion be aware of 
     your surroundings, have a target in mind, and act interested in
     your team. Act as though they (your team) are a dynamic worry to
     you, strafe back-and-forth looking in the direction of your
     team, especially when enemies are present. As soon as a target
     is within range, or when the moments right, break from the act
     and assassinate. 
     Note: When posing as a Sniper, you cannot bring the Sniper rifle
     to a zoomed state, holding it to your face, because that's a
     property that only the Sniping class has. Being that you aren't
     a Sniper, don't have a sniper rifle, you can't ever look to be
     looking in  the scope. As such, you can expect that a Spy
     disguised as a Sniper will be holding the sniper rifle lower. It
     doesn't make a huge difference, because a good Sniper isn't
     always behind his scope, as it narrows his vision. 
    =========[Your worst disguise options are as follows]============
     You're a huge target. Most people realize whether or not
     their team has a Heavy, they are a class that demands attention,
     whether they mean to or not. Part of the reason that a Heavy is
     a dead give away is the fact that they are so huge. People pay
     attention to you more. Not to mention that a Heavy is always
     situated on the front line, and is always firing away. Seeing as
     how you can’t shoot, you'de like grow suspicious in the watchful
     eyes of the enemy. Also, it’s worth noting that disguising as a
     Heavy will not help in large when trying to kill Medics, being
     that you're slow moving now.
     This disguise could potentially be useful for advanced Spy
     strategies, like the one listed in the section intro, though
     only the most dastardly Spies should attempt it.
     Note: Most Medics know exactly how a Heavy (or anyone they are
     healing) should act, and deviating from that known way of
     acting only causes suspicion. To better act as a Heavy, always
     appear to be advancing towards your base which to the Medic
     healing you is his enemy's base.
     As a Scout your speed doesn't increase. It's obvious to the
     enemy that you're not a Scout, because you appear slow moving to
     them. In addition, Scouts are frantic bastards and double jump
     like there’s no tomorrow. Surely a Spy can't perform as such.
     • Worst disguise in my opinion, as it's blatanlty obvious that
       you're a fake because you can't move as fast as a Spy, or
       double Jump. This is probably the worst disguise ever.
     • The only way to even attempt this disguise is to move about 
       while crouched, though, how often do you see a friendly Scout
       crouched and moving along the ground? It's still an eye
       catcher to say the least.
     The Soldier is only a slight bit faster than a Heavy, which
     isn't saying much for the Soldier's speed. This class is an
     easy target for Snipers, thanks to his cumbersome movement. Also
     Soldiers are generally seen on the frontlines, as they are a
     highly offensive class. As such, this disguise will prove more
     effective when executed on the front lines. This disguise is
     ill-advised as it slows the Spy's movement a great deal, like
     the Heavy. It will make it difficult to catch up with classes,
     and at a straight away, it'll be impossible to catch up to most.
     This class should only be used for advanced Spy strategies, such
     as luring enemy Medics, even then it's quite risky. 
     Medics are the WORST possible disguise. Why you ask, because
     they are constantly being demanded upon by their team, and as
     such you will have the enemy following you around, all the
     while begging to be healed. Because a real medic is always
     healing, and the fact that you can't is a dead give-away. The
     point of being a Spy is to bring the least amount of attention
     your way, and unfortunately Medics receive an exorbitant
     Note: Another factor that contributes to the downfall of this
     disguise is the fact that when the enemy aims at you there is
     no ubercharge percentage. Typically, when you look at a medic
     that is on your team, you’d see an ubercharge percentage. 
     Yet another indication and dead give away that you're a spy.
     Note: An experienced player will know that a Spy's physical
     appearance when taking on this disguise includes that he is
     holding his primary weapon (which is the case for every
     disguise); the syringe-gun. Typically, Medics are seen wielding
     their medi-gun, and as such anytime a Medic is seen wandering
     about with his syringe-gun it's worth Spy-checking him.
     In the beginning, early in TF2's release, the Spy was a good
     disguise. At this point in time however, specific details point
     out the flaw of this disguise. 
     Firstly, when disguised as a Spy, you don't have a cardboard
     cut-out mask on your face. This means that from the enemy's
     point-of-view, they see you, an apparent ally Spy, who has for
     whatever reason decided to walk around without a disguise on.
     To the trained eye this is an immediate indication that you're
     an enemy spy.
     Secondly, wandering around the enemy's base, without the cover
     of a mask is an immediate suspicion as they'd expect to at least
     see you wandering the other teams base (your team), not their
     own. After all, how often do you as a Spy wander around your own
     base with no mask on? -- Good response, you never do. 
     Note: When disguised, a cardboard cut-out mask is on your face,
     Only visible to your teammates, the mask represents the class
     that you are disguised as. However, when you disguise as a spy
     the enemy sees you as a spy without the cut-out mask on. It can
     be a dead give away to the trained eye. 
    -Section 3)        General Do's and Don’ts                    [A3]
     While each map has specific strategies that work best, there are
     some basic techniques that are applicable to all stages, both
     offense and defense. This section lists some Do's and Don'ts and
    1) DON’T attempt to get into firefights unless absolutely
     necessary. You have too little health for that kind of exercise
     and most every other gun in the game is more powerful than yours.
     The only classes that you have a chance of killing consistently
     are Spies, Medics, Scouts (if you can hit them), Demomen (if you
     can avoid their splash damaging explosives)and Engineers. Though,
     Engineers they are usually guarded by their allies or sentries,
     since most Engineers camp nearby their teams spawn points;
     especially late game.
     Note: Surprisingly a good medic will often times out-gun you,
           based on the fact that their Syringe gun has a much better
           rate of fire than the Spy's revolver. Though, the revolver
           is stronger than the syringe-gun per shot. A Medic will
           especially have an advantage over you with the Blutsauger
           (the new syringe gun) equipped. It vamps 3 health from you
           and gives it to them each and every time you get hit.
           Trust me, this syringes come out very quickly, and if the
           Medic is good, he'll be able to aim them very well-- even
           at exceedingly long distances. Good Medics have been known
           to take out Sentries, and Dispensers from afar, even at
           angles a Soldier could never dream of, thanks to the arc
           of that the Syringe gun provides. 
    2) DON’T run toward the enemy unless you’re cloaked. Even if
     you are disguised as them, the fact that a supposed teammate is
     running at them is a dead giveaway that you are a Spy and they
     will kill you. Cloak, get BEHIND their lines, then stab away.
    3) As an addendum to Number 2, the disguise can be pretty much
     worthless for fooling the other team if you fail to act
     appropriately. All but beginners have learned to be suspicious
     of everyone, and will shoot every teammate enough times to kill
     a disguised Spy. Be especially weary of Pyros, since being set
     on fire does not disappear when cloaked. In fact, steering clear
     of Pyros altogether is a good idea, unless they are set up for
     the perfect stab.
    4) You should always be in disguise! If you're spotted, you
     should act quickly to either start killing, or cloak/
     re-disguise, then scamper off, then return and continue to
     harass the enemy.
    5) The best way to get backstabs is to cloak right before you
     get to the point in the map where the teams are clashing, then
     run back to a safe point behind their lines where you can
     de-cloak and ‘join’ their team for the fight. Often times this
     takes agility to avoid the firefight on the front lines, but if
     you can juke your way around the flying grenades, rockets, and
     Heavy bullets, there can often be bountiful rewards awaiting
     your knife-wielding hands. Be careful there are no Engineers
     around, since they like to hang out near the rear. Usually, if
     you see the Medics run by that means the whole line has passed,
     since Medics typically run behind everyone with their beam on a
     Heavy or Soldier.
    6) DO stab their Medics first. They are crucial to any
     offensive push, especially if they can get their Ubercharge.
     Killing them makes a brief retreat/heal or Uber-rush for the
     other team impossible, effectively ending their rush and
     allowing your team to pick off the attackers. I list the order
     of priority to stab at 1) Medics 2) Heavies (since it’s really
     easy) 3) Soldiers 4) Demomen 5) Everyone else. Obviously,
     killing Engineers is important, too, but they are rarely on the
     front lines and can be dealt with separately.
    7) Accept the fact that as a Spy, YOU WILL DIE A LOT. Spies are
     weak, sapping sentries is often a suicide mission, and sometimes
     their front line is so full of people and firepower that
     sneaking by is impossible. Just suck it up, re-spawn, and go
     back at them. There’s a reason you get twice as many points for
     a backstab, since you probably die twice as much as other
     classes just getting into the position to get one. But oh, how
     sweet they are.
    8) Plan proactively. If you can see your team has a capture
     well in hand, try to sneak onto the next point for an easy
     capture before the enemy can get its defenses up. This works
     great on the final points on Granary and Well since they capture
     really fast and you can almost always get the point before they
     can stop you. Then you can rush into their spawn before your
     team can get there and steal all the juicy free kills.
    9) Don’t get greedy with sapping. When you put a sapper on
     something, be sure you can get away cleanly unless you’re just
     trying to get a sentry and dying is expected. If there are four
     enemies with their backs to you and an enemy teleport nearby,
     LEAVE IT ALONE. If the Engineer is nearby, he’ll announce that
     he’s being sapped and his team will raise hell looking for you.
     Besides, killing the enemy troops is worth more points, and is
     usually better for your team, especially if there're Medics in
     the bunch. 
     More on Engineers and Sentries later...
    10) Originally, Spies were unable to use teles due to the fact
     that it would leave a glow at their feet-- giving them away
     to the entire enemy team. This pixie dust like glow effect
     lasted long enough where if the Spy had just walked instead
     of using the tele, he'd probably get to the target destination 
     around the same time the pixie dust effects would have worn off.
     This means that it made sense for the Spy to ignore the tele,
     thus taking the roundabout path instead. 
        Thankfully however, Valve has changed tele and Spy properties
     in a more current update, changing the "glow" like attributes.
     Now a Spy can use a tele safely without the glow at his feet.
     The catch is, the Spy must be disguised as the enemy for this to
     take effect. If the Spy is disguised as anything aside for the
     enemy, he will still show the pixie glow at his feet. 
    11) The true skill that comes into play while playing Spy is
     speed. The only time you should sit still, if ever, is to
     recharge your cloaking, and that's only if you are in a very
     secure spot. Otherwise, constantly change your disguise after
     being spotted, and while cloaked might I add. Spies are hunters;
     sometimes they let their prey come to them.
    12) As a Spy, you have to avoid your own team when passing a
     choke point, no not because you are afraid to be seen with your
     team in an enemy disguise (giving away the fact that you're a
     Spy), as you can easily cloak and sneak away. The problem is
     that when you move with your team, even whilst invisible, you'll
     likely be shot in the crossfire and often times killed. For
     example, if your team goes to point A, go to point B. Or, if
     they go to point A go to point B and make your way to point A.
     Take the most convoluted way possible, and kill everyone
     along the way.
        As stated before, while with your team, or on your side of
     the map, use a friendly disguise until you get close enough to
     the enemy where you cloak, re-disguise, and sneak off. 
    13) Don't worry about what classes the enemy team has when it
     comes to deciding upon a disguise (unless it’s a very small
     game). The enemy is usually too busy running about and won’t
     notice what their entire team is comprised of.
    14) Also, be on the lookout for enemy Spies, they are up to the
     same things that you are, so expect what they're up to before
     they even know what they're doing. There is nothing like out-
     spying a Spy. Keep track of enemy Spy movement especially after
     having breached the enemy’s side of the map. Oftentimes you’ll
     see an enemy Spy take on a disguise in plain site. Also, if you
     want to hunt enemy Spies who are plaguing your team, one good
     strategy is to disguise yourself as a Pyro of your own team.
     Spies usually fear Pyros, and don’t attempt stabbing them. This
     will usually give you an edge over enemy spies. Make sure to
     watch for typical de-cloaking areas that you would use as a Spy
     to catch their Spies in the act.
    15) If you're chasing down an enemy, and can't catch up, gun them
     down. The revolver isn't the most powerful weapon, but if used
     correctly (and by all means this is correctly), there are many
     scenarios in which it can prove effective. Though, must I
     remind you that as a Spy your primary focus should be that of
     your knife.
    16) Sometimes you’ll be caught in a scenario where you’ll have no
     choice but to pass straight by an enemy who will soon hopefully
     walk right by you without suspicion. A few tips will aid you in
     doing so with little suspicion. Firstly, don’t look straight at
     them, look straight ahead. Don’t act like you’re afraid of them,
     try to act natural, so in this case no backing off then
     proceeding forward again. At the very instant that you're about
     to pass by each other, turn to them very quickly and stab their
     side. If your stab lands on their side near enough their back, 
     it's a one-hit-wonder (which will usually be the case in this
     scenario). This is such a satisfying way of dealing with the
    17) When cloaking/de-cloaking always do so out of enemy site,
     and give the cloaking/de-cloaking process time to complete
     before you run out of cover. Many Spies don’t realize that when
     they de-cloak, they appear differently to the enemy, it takes
     about two seconds to fully de-cloak for them to look like their
     disguise. Otherwise they will be half translucent for a few
     moments, and then their cover is blown. The same issue is
     involved with cloaking. If you cloak and immediately try to run
     by enemies they will see you for a second, shoot in the area
     that you were headed, causing you to become slightly visible,
     and continue to shoot you. Heavies will do this all the time,
     if they are shooting and clip a Spy, they will follow the
     invisible Spy based on the translucent figure they saw when they
     hit you. Usually a Heavy will finish you like this, which is
     very annoying.
    18) Sometimes people like to rely on hard facts to consider how
     they might go about playing. For example, many people would say
     never get in a fire fight with a Spy because his revolver is
     among the weakest weapons in the game, and the Spy also has
     little health in comparison to other classes. Though, those
     people fail to take into consideration the obvious. Often times
     when you use the revolver, the enemy will not expect it. If the
     enemy isn’t aware of you to begin with you’ll easily land
     multiple hits, (usually enough to kill) before they even have
     time to react. So, stats aside, it’s still a handy weapon, when
     used accordingly.
     Note: When dealing with the Heavy, Soldier, and any other class
     with a considerable amount of health use the revolver as a last-
     ditch effort, seeing as how they won't go down easily. In fact,
     you're better off fleeing said classes rather than engaging in a
     fire-fight with them. 
     NOTE: Generally speaking, the Revolver should only be used when
     a backstab is not possible. Say for example you are chasing
     someone. Sometimes you simply can't catch up. As such, pulling
     out the revolver and landing a few slugs in their back could
     very well kill them, however, if you fail to land the hits,
     you've blown your cover. Oftentimes it's better to avoid making
     yourself known to the enemy. Simply put, don't blow your cover
     if you don't have to. 
    19) Furthering #18, in some cases you’ll be forced to use your
     revolver because you’ve run out of cloak and the enemy has
     already fired a few shots at you. Just take your time, and
     strafe to avoid their fire. One strategy I’ve found to increase
     accuracy when the enemy is wildly moving about is actually to
     let strafing act as a sort of aiming. Once you’ve got your
     crosshair on the same level as the enemy, for example, on the
     same level as the body, strafe in whichever direction the enemy
     is moving, to line-up your shot on them. For example, an
     Engineer is running back and forth firing off shotty rounds at
     you, sometimes simply aiming can work great, but it’s also easy
     to miss, and you only have six shots. Move your crosshair so
     that when you strafe to the left or right it will fall upon the
     enemy; once you lineup with the enemy; fire. Sounds odd, but it
     works incredibly well. Why would you do this? Well, seeing as
     how you’re adding strafing as a way of lining up your shot,
     you’re increasing the difficulty for your enemy to hit you. Try
     it out, practice. 
    20) Walking backwards towards your enemy ("retreating to them")
     can sometimes be one of the most discrete ways of sneaking
     amongst enemy ranks. Though, abusing your option of doing so
     could manifest a growing suspicion of you in the eyes of your
     enemy. Walking backwards is usually done when you are running
     out of cloak in, or amongst enemy ranks, and it's always done
     when your team is present so it appears as if you are concerned
     with them. For example, one time I was running out of cloak, so
     I quickly looked for a spot to de-cloak, which in this case was
     on the other side of some rather large crate. After de-cloaking
     I quickly left my position joining nearby-by enemy forces (which
     were within my relative vicinity). I decided to face where the
     choke point was (thus facing my team) and I evasively backed
     off. This is effective because moving like the enemy makes you
     appear more believable in their eyes.
     Sometimes backing up can be risky, here are a few tips:
      A. Try to avoid bumping into an enemy while backing-
         up. This is an immediate give away to most every
      B. It's also useful to appear as if you are fearful
         of your own team. For example, if they are
         launching rockets at near-by enemies, you should
         dodge your own teams rockets, and other such gun
         fire. Again, if the enemy sees you dodging
         rockets, and other firepower, they'll be more
         likely to believe that you're one of them.
      C. Don't walk backwards in areas where it wouldn't
         make sense to do so. For example, once you are far
         from a choke point you'd tend to assume that there
         aren't many enemies near-by, so walking backwards
         and darting around as if to be afraid of your own
         team that is across the map looks incredibly
         suspicious. I've seen some foolish Spies do this
         before. The outcome is death.
      D. Getting caught in crossfire is the leading cause
         of death. Which for whatever reason is usually a
         rocket to your face. Attempt avoiding crossfire
         to the best of your ability.
    21) Once you're behind a bunch of enemies who are all facing away
     from you, there is a certain way that you should go about
     stabbing them. Try to stab each enemy in succession from closest
     to furthest enemy from you. That way each enemy that you kill
     will be taken out outside the visual scope of the enemies in
     front of them, granting you the option of stabbing them next.
    22) This may be a bit obvious, but, generally speaking, it's a
     good idea to disguise as a class that you've just killed. For
     example, if you kill a Sniper, hide, disguise as a Sniper, then
     return the area in which you killed the Sniper. 
    -Section 4)    Targets (Who and who not to stab)             [A4]
    =======================[Best Targets]============================
      Despite the fact that every enemy is a target, there are
     certain classes that should be targeted more so than others,
     here is that list, allow me to explain…
     Due to the Heavies slow movement, large figure, and the
     fact that he is a huge threat to your team, Heavies are probably
     the most satisfying targets to take out with one swift stab to
     the back.
     Due to the nature of the Heavy, they are almost always firing
     their gun when on the front lines. Make sure to avoid being
     struck in the crossfire. If you managed to get shot, you're
     cloaking will shimmer to the enemy, giving away your position.
     Hunting Medics is often times critical in keeping the enemy from
     advancing. Anytime you kill a Medic you are shutting-out the
     enemy's opportunity of ubercharging and pushing. With that said,
     you can save your team quite a bit of trouble taking them out.
     Here’s the problem with hunting Medics… A good Medic knows
     enough to keep his ass in constant motion while healing, so,
     they move randomly, and often times spin around. If you can’t
     backstab the Medic easily or, you miss, forget it and hurry to
     whomever they are healing, which is usually either a Heavy or a
     Soldier, and backstab them instead.
     As I've stated, you'll oftentimes find a good Medic to be very
     difficult to take out, they are o'so aware of spies. Half the
     time you attempt to kill one, or, even much of the time that you
     manage to kill the person they were healing, they will hunt you
     down and slice you with their bonesaw. Talk about terrifying
     and if that's not bad, you can expect to die too many times to
     a bombardment of syringes. So despite the fact that Medics are
     crucial targets, a competent Medic is very difficult. 
     The verdict:
     You're goal should always be to kill enemy Medics, as they are
     hugely important to team support. Go for the stabbing if the
     opportunity arises. If you miss the Medic while stabbing, you
     should either A) Stealth, then retreat. or. B) Back-stab the
     next closest enemy, which will typically be the person the enemy
     Medic had been healing.  
     What better target than a Sniper? Snipers are usually a
     great distance from your team situated in some perch, or, at the
     very least, are looking through their scope somewhere far-off
     completely unaware of their surroundings. Often times if you
     find one Sniper, you find two or three more (which is often
     times the case if 2fort), Happy stabbings!
    -Engineers (and all that they create):
        *** See the below section; "HOW TO HANDLE ENGINEERS" ***
     The Demoman can oftentimes be a great target because they
     typically play defensively, setting up sticky bombs and waiting
     for the helpless to pass by them. As such he'll be waiting
     nearby, carefully eyeing his stickies. Waiting comes in a few
     ways for a Demoman. Either he will be crouched somewhere eyeing
     his stickies, or he'll be frantically moving around an area
     within visual range of his stickies (The ladder half being the
     more difficult to take out). Because of this, they can be great
     targets. The only time they can be a pain is in the above case
     where they may move about in a frantic, erratic way.
     Also, if they do see you, they can on occasion be easy to deal
     with even if they are shooting at you from point-blank range,
     this is because they don't rely on sheer impact but explosions
     to kill their enemies. Up-close, a smart Demoman will resort to
     beating you with his bottle, in which case, good luck!
     The soldier is another great target, and can easily be
     backstabbed due to his cumbersome nature. You better make sure
     he doesn't see you coming, if he does, you may be greeted with
     a rocket; which Upon impact you will blow you to pieces. It's a
     risky class to deal with, because of the fact that their rockets
     are so lethal to the Spy. If you fail to backstab a soldier and
     thus reveal yourself to him, don't expect to make it away alive.
     That point can prove true to most classes, missing a backstab
     will usually result in death. Also, another almost comical
     situation that you may face when dealing with a Soldier is
     getting blown up when he is innocently rocket-jumping somewhere.
     It happens, the splash damage is enough to kill the Spy, watch
     Surprisingly, Spy vs. Spy can be quite effective. Though one
     must take a different approach in dealing with Spies. Don't go
     looking high and low for the enemy Spies, just keep your eyes
     open, and check your teammates by attempting to walk through
     them. Oftentimes once on the enemy's turf, you'll see their
     Spies leave spawn and take on a disguise. You can chase them and
     stab them, which can become really easy depending on the
     disguise they choose seeing as how some disguises hinder the
     Spy's overall speed. If you can't catch up, you may consider
     dueling the enemy Spy with your revolver, may the better Spy
     For the record, more typically Spies are a class that you kill
     when they happen to cross paths with you, you don't go looking
     for them. You might see a supposed teammate acting suspicious,
     good kill him, stab him in the back he's a spy. You may also
     witness that Spy break disguise and start backstabbing your
     teammates, again, stab him in the back.
     As far as your overall desired targets, enemy Spies should not
     be a primary focus, but rather a spur of the moment one. With
     that said, if while in the enemy's base you see a Spy take on a
     disguise, or if you see a disguised Spy (which is easy to spot
     seeing as how they are probably disguised as your team's color,
     and aren't getting shot at by your enemy around them) I'd
     usually recommend ignoring him, continuing on with bigger,
     better things.
     Note: It'll become pretty simple to spot enemy Spies once you
           learn what to look for. On occasion, your team may cry
           out that a particular Spy is giving them a great deal of
           trouble, also, said Spy may focus on the same area time
           and time again upon re-spawning. In said scenario, it's
           always nice to help out your team, this can be done in a
           multitude of ways. You could hideout waiting for the Spy
           to come to you. You could attempt deterring the enemy
           Spy by disguising as a friendly Pyro, as such they will
           be more timid upon approach. Also, being that you're goal
           is to take out an enemy Spy, think outside the box. Think
           about how you would play Spy if you were on the
           opposing team. If you know the map, you'll know specific
           routes that good Spies will use often, in addition, you'll
           be aware of many other map specific tactics that Spies
           have at their disposal. There is nothing better than out-
           smarting a rival Spy. 
     Stabbing aside, the following are also key targets that a Spy
     must consider...
     It is worth noting that the easiest target is a tele entrance,
     based on the fact that nothing is around to protect it but that
     of enemies who re-spawn near them.
    -Sentry Gun: 
     The Spy is unique in that he is the only class in the game
     capable of disabling Engineer structures. He is oftentimes key
     in handling  enemy Sentries. A well placed Sentry, in
     combination with a pressuring enemy opposition  can more than
     cripple your team. Taking out these bad boys will definitely aid
     your team immensely. 
     Taking out dispensers is also very important because they
     provide Engineers with more metal with which to repair their
     things. In addition, they heal the enemy, and replenish their
     ammo supply. It's very important to take these out.
     Oftentimes these are located near an Engineer's dispenser and
     sentry. If this is not the case, then they are placed in a 
     discrete place that is really not to difficult to spot. These
     are fairly simple to take out, as the sapper finishes them off
     before most Engineers have time to save them. 
     *Make sure to check out the Engineer specific section later in
      the guide. 
    =======================[Worst Targets]===========================
     Enemy Pyros are a Spy’s greatest fear, and will cause the
     most aggravation. This is because Pyros tend to spray their fire
     randomly, and all too often in that random spraying they will
     singe you and catch you ablaze. Once you are on fire, you are
     tagged to the entire enemy team. Now they can all see that
     you're a Spy. usually, If you walk into a Pyro, even for a
     second, they burn you to death, so avoid them above all else.
     Also, probably the most aggravating of all is the fact that they
     help baby-sit sentry guns and dispensers with the Engineers;
     making it very difficult for a Spy to do any real damage,
     though, on occasion, a Spy can still be successful in sapping
     and destroying things even in the presence of a Pyro. Messing
     with an enemy Pyro will almost always result in being burned to
     death. If you're on fire, can't escape for health (which stops
     you from burning), and can't jump into water, then don't go down
     without a fight. Sap stuff, stab people, go out and take the
     entire world with you.
     Sure Scouts are typically thought of as weak, and puny, this
     maybe so through the eyes of a hulking Heavy, or a psychotic
     rocket-wielding Soldier. However, from a Spy's point-of-view,
     Scouts can be devastating. Most Spies probably have nightmares
     of their rapidly swinging bat. The reason Scouts are so deadly
     to Spies is as follows. First of all they are so fast. When you
     turn corners while cloaked a Scout might come out of nowhere and
     run into you, in this case you are almost always dead. You've
     been discovered... They will run around shooting their scatter
     gun and pummeling the air with their bat, covering far more area
     than you at a much more quicker rate. If you run out of cloak,
     forget it, back stabbing, or at the very least, stabbing them to
     death is very difficult, and unless you are dead-on with the
     revolver, expect to see that bat finding its way to your face!
    -Section 5)       HOW TO HANDLE ENGINEERS                    [A5]
     As a Spy, you'll spend a great deal of time taking out both
     Engineers, and their establishments. The following is a list of
     many of, if not all of the possible scenarios you'll experience
     in dealing with them.
     Before I begin, I decided to add a few general pointers when
     dealing with Engineers.
     • Generally speaking, in most scenarios, it's safer to stab the
       Engineer, then sap his establishment.
     • If you backstab the Engineer whilst he is behind a tier three
       Sentry, you'll actually be able to follow up with a sapper to
       the sentry if you move very quickly. However, speed isn't the
       only factor at hand. Typically, it's best to move around the
       sentry a slight bit, dodging the revolving turret before
       sapping. This works very well, you just have to follow the
       motion of the turret. You can actually move around the turret
       just as fast, if not faster, as it can turn to face you. Which
       means so long as you don't mess-up, you'll be able to sap it. 
       This is probably one of the flashiest things a Spy can do.
     • Another useful tip deals with enemy dispensers. Pay attention
       to enemy dispenser location, with relation to that particular
       Engineer's Sentry. More often than not, an Engineer will build
       both his dispenser and Sentry in close proximity to one
       another. You can actually use this to your advantage. In some
       scenarios you may stab the Engineer and not have time to deal
       with his tier three sentry. You can avoid the sentry entirely
       by hiding behind the dispenser. A sentry built by Engineer "A"
       can not shoot through a dispenser built by said Engineer. It
       acts as sort of barrier, the sentry can't even see you once
       you duck behind it. Use this to your advantage. Be careful
       though, if the dispenser you hide behind is made by a
       different Engineer than the one who made the sentry, the 
       sentry will target and shoot you through the dispenser. 
    1.) Sometimes you’ll find that an Engineer has left his
     establishment unattended, in which case sap everything in sight.
     Though, most Engineers are smart enough to baby-sit sit their
     sentry gun, dispenser, and usually a tele exit. So, it’s not
     always this simple.
    2.) When they are camping their sentry gun and dispenser take
     note of a few things. Firstly, where is the dispenser in 
     relation to them? Usually they crouch with their sentry gun to
     their front and their dispenser to their rear. Secondly, where
     are you in relation to your target Engineer? If you come at the
     Engineer from the front, and he can see you, even in disguise,
     he will suspect that you’re a Spy, and will greet you with a
     few shotty rounds or a pleasant smack of the wrench to your
     face. So it’s imperative to cloak and get by the target
     Engineer, then de-cloak in a safe place. Now, coming from a
     natural place, approach the Engineer. Usually, approaching
     from behind yields the best results being that you have the
     element of surprise on your side. If this is the case, you have
     a few options.
      A. Sap everything near the Engineer and attempt to
         stab him.(Sometimes risky because he could repair
         the sentry just as you stab him and you’ll
         probably die. Though, sometimes you can get a
         clean stab at his back.)
      B. Backstab the unsuspecting Engineer then
         immediately sap the sentry followed by the
         dispenser.(which is the most risky thing to do
         with a tier 3 sentry as it could turn and kill you
         faster than you can sap it). To avoid being shot
         by the sentry, as stated above, you can move
         around it as it rotates towards you. If you dodge
         toe turret effectively enough, you'll be able to
         sap it with no problem. 
      C. Sap everything, then strafe like mad re-sapping as
         the Engineer knocks off your sappers. keeping the
         Engineer as busy as possible is key. During this
         sap-fest, if the moment presents itself, backstab
         the Engineer. If not, continue to re-sap, while
         attempting to kill the Engineer. Overwhelming the
         Engineer is always advised. (You might use C when
         an Engineer builds his things in such a way that
         his back is to a wall and he can’t be backstabbed.
         Which is often times the case for certain areas of
         many maps. Usually in said scenario the Engineer
         will be sitting on top of his dispenser, which is
         against the corner of a room.)
         Conversely, if he is atop his dispenser, and his
         back is to the wall you can use his Sentry gun as
         a step stool to get on top of the Engineer.
         Though, to do this, you must be cloaked, otherwise
         the Engineer will be aware of you. Once you get
         on top of the engineer, crouch, and stab downwards
         nearest his back, this should result in a
    3.) The Engineer is building a sentry. Approach him from behind
     making sure that his sentry is facing AWAY from you, backstab
     him, and then IMMEDIATELY sap the sentry. It’s not worth making
     it known to the Engineer that you are there. So sometimes
     stabbing first is the way to go, and can save you the pain of
     being beat to death by an angry wrench-wielding yellow-helmeted
     Engineer... Ultimately, I ALWAYS recommend you stab them in the
     back first, so long as you are directly behind the sentry--
     it is key that the sentry is facing away from you, you'll be
     able to stab then sap before it can fully turn to you. This
     grows increasingly more risky as the sentry advances in tech
     level. Stab-sapping is generally made easier when you strafe
     around the turret, attempting to avoid the revolving sentry so
     to provide you the opportunity to sap it. You'll find this
     useful with tier three sentries, try it out, experiment...
     Note: This works on each level sentry, though the risk increases
     as the sentry advances. For example, if you backstab the
     Engineer then fail to sap his tier 3 sentry before it turns to
     shoot you; you're more than likely dead. Speed is everything
     Note: This becomes more difficult to pull off when an Engineer
     is sandwiched between a dispenser and his sentry, because in
     this case, usually you can't situate yourself directly behind
     the sentry unless you are sitting atop his dispenser, then
     stab, then sap. Try backstabbing the Engineer, then very 
     quickly back of seeking cover behind his dispenser. 
     Note: If a sentry turned fast enough to shoot you... you can
     take quite a few hits from a tier 1 sentry before you die. So
     you have time to approach it and sap, even from the front.
     A Tier 2 sentry is more deadly, but still if you get clipped 
     you'll survive plenty long enough to sap it. Finally, as I've
     mentioned, if a tier 3 sentry turns quickly enough to fire at
     you the rocket pods will kill you in one strike.
     Note: #3 is absolutely the way to go in handling Engineers in
     sudden-death mode. It's especially helpful in this scenario
     because so long as you backstab the Engineer so to do you
     destroy their establishment. So in this case you don't have to
     worry about which way the their sentry is facing, but rather
     you want to make sure that if you attempt striking them in the
     back, don't miss. 
    4.) Sometimes you will find a sentry and dispenser off to the
     side, with no protection, but you know an Engineer is near
     enough that he can get there in time to halt your sapping. The
     best thing to do in such a scenario is to shoot whatever it is
     that you sapped with your revolver, thus blowing your cover.
     This is the smartest thing a Spy can do given the situation and
     scenario. While something is sapped it is loosing health
     rapidly, and sometimes not quickly enough for it to die before
     the aid of a near-by Engineer, so shooting the target, while
     sapped will surely get the job done. This strategy is usually
     done when no one is around to kill you when you come out of your
     disguise. Though, it is also sometimes a last-ditch effort to
     ensure that a sentry dies before you die.
    5.) The last word of advice I have for you is how to deal with
     one of those smartass Engineers who figures out how to get to an
     area that is typically out of reach, thus making sapping
     impossible. Seeing as how you can get behind enemy lines fairly
     easily as a Spy, position yourself in or near the enemies base,
     the best place being a somewhat secluded area. Then, shoot the
     dispenser with your revolver, it may not seem so accurate, but
     you'll soon see the dispenser smoking, and catch ablaze. It 
     only takes a few shots from even quite a distance to take out a
     dispenser; taking out the sentry is next on the list. Fire
     away at the sentry, it will take a clip or two, so between 6
     and 12 bullets to kill a tier 3 sentry.
     Note: Always use #5 when dealing with an Engineer who is too
     difficult to take out, for whatever reason (it could be that he
     has Pyros protecting him). Make sure to position yourself
     outside the sentry's range. 
     Note: The last thing an Engineer expects from a Spy is that
     he'll attack his establishment by simply shooting at it. Most
     Engineers take so much care as to how they build their
     establishment as to hinder the Spy's chances of succeeding them,
     that they overlook the obvious. 
     Specific Map Examples of #5:
     Gravel Pit
     When on the offensive, you might notice that at point C, some 
     rather intelligent Engineer has built his stuff on the roof of
     the tower at C. Not that platform near the control point, but
     the slanted roof on the backend. That Engineer's sentry can do
     quite a bit of damage to your team because he is relatively safe
     and can easily repair without worry of spies and whatnot. Or is
     Position yourself in the far corner of the enemy base, where the
     Snipers hang out, more specifically, in the corner near the
     enemy's right spawn point door against the wall. From their, 
     you'll avoid a fair amount of enemies as they may spawn and run
     right past you, also you'll have a perfect line-up to that
     little roof and the Engineer. Take out the dispenser first,
     shooting it wildly. Then destroy as much as you can, I’d
     recommend taking out the sentry next.
     Also nearly every time this map is played an Engineer sets up on 
     the left side of C, on that ramp just beyond the spawn entrance.
     If that Engineer has been giving you trouble, I'd advise
     following the above steps in taking out his sentry as well. 
     In Well, I find it to be necessary on occasion to shoot an
     Engineer's set-up from the third floor area above the 2nd
     control point (this is the highest area in which there is a
     large rectangular gap in the floor).
     Assuming you're at the enemies base, and there is no threat up
     there with you. You may find that the best way to take out the
     Engineer's stuff is crouching, and making sure you are
     positioned in such a way that enemy sentry gun(s) can't hit
     you, then take out the dispenser, and sentry gun(s) with your
     trusty revolver. Sometimes this is more useful than sapping,
     because often times you die when sapping because another enemy
     intervenes you, like a Pyro or Soldier. If you're quick enough
     you can kill off one structure at a time without the Engineer
     knowing where you are, and how his stuff is dieing.
    Section 6)        Map Specific Strategies                    [A6]
     Most of these strategies utilize the concept of "looping". The
     idea of looping, in short, is finding a path in a map that will
     easily take you behind the enemy, and in a congested area. Kill
     as many of said enemies as possible, then cloak and make your
     way to the path that brought you behind the enemy in the first
     place. Repeat the slaughter. Hence the "looping." This technique
     is usually a sure-fire success. Obviously, it will require some
     on-the-fly maneuvering to decrease your predictability to the
     enemy. They may catch onto you patterns. However, there are so
     many patterns, that your enemy can't possibly track each one.
     Just be smart, loop till it no longer works, than change the
     pattern, then go back to the original pattern that worked. 
     Confuse and dismay your enemy.
     The following examples are brought to you nearly entirely by
     nodforlife. Kudos to him as he has spent quite a bit of time
     going over many of the maps in considerable detail. Though don't
     worry, Delkin didn't slack here entirely. The only map specific
     strategy that he's responsible for is that of CP_Well. In
     addition he added to many of the sections, namely the Hydro
     additional information and tips, and a brief opening for 
     Gravel Pit.
     We hope this section illustrates the effectiveness of the above
     strategies, and ideas. 
     This is probably among the most difficult maps to play Spy on,
     since the distance between your base and theirs is usually large
     and takes up your entire cloak meter, often causing you to
     reveal yourself in the middle of their base and subsequently be
     shot. Don't worry, the key here is experience. With practice,
     you'll learn where best to cloak, and where best to de-cloak. In
     which case you'll find yourself lined up for tons of kills on
     this map. There are two ways to play Hydro as a Spy: rush-
     stopper or base-sapper. Most variations of Hydro have two paths
     to the enemy side, so bottlenecking occurs frequently. If you
     decide to be a rush-stopper, find a decent nook in the pathway
     between bases to cloak, wait for their rush to go by, then try
     to kill their Medics, Heavies, etc. For the Spy on Hydro, the
     best defense can really be a good offense, because you will stop
     their rushes cold before they can cause any damage to your side.
     Your ally Snipers may hate you for stealing their kills before
     they are in range, but hey, they should be less cowardly anyway.
     The other option is to try to destroy the opponent’s defenses.
     This takes more finesse, since killing a sentry on Hydro is less
     important than other maps. Because of the distance between
     control points, the Engineers often have time to repair their
     destroyed buildings before your team can bust through their
     lines and take advantage of the lull in defense. I'd only
     recommend trying to sap their defenses if you can time your saps
     with your team’s rushes, sapping them right before your team
     makes a big offensive push. Often, the opponents will become so
     preoccupied with trying to kill the Spy they will be caught
     off-guard by the rush and your allies can get the point.
    •Additional Hydro Tips
     I've received e-mails from people still experiencing difficulty
     on this map, namely the fact that they don't have enough cloak
     to maneuver around safely, and as such de-cloak in sight of
     enemy forces and die. 
     As stated above, Hydro is a difficult map to play as Spy for a
     few reasons, primarily due-to-the-fact that the map is large,
     and rather wide-open. Your cloak meter is just barely enough to
     reach the enemy's side, let alone navigating it. Here are some
     furthering pointers that will hopefully aid you. Keep in mind
     that Hydro is one of the more difficult maps as Spy because you
     need to be at the peek of your game to truly do well, as it
     demands the utmost of Spy coordination. Sure a newer Spy can
     become lucky and do well, but if there are experienced players
     lurking, a new Spy can only get so far. 
     Here are some keynotes to aid in the success of Spying in this
     1. Cloak at the last possible second-- though always before
        entering enemy sights. (this ensures that you have the max
        amount of cloak available when sneaking around the enemy's
     2. Chose disguises quickly, and effectively. Pyro is one of the
        best disguises on any map. In addition, this map is a major
        Sniping map, and as such executing a Sniper disguise when
        in the appropriate area is immensely effective, namely when
        taking out snipers. Also, Engineers go nuts on this map,
        which again points to the fact that an Engineer disguise
        will often prove effective. Beyond said disguises, Demoman
        isn't bad either, as it doesn't decrease your speed much.
     3. When de-cloaking, obviously de-cloaking behind cover is
        essential to the success of a Spy. Though, sometimes things
        don't work out so smoothly, at the very least, de-cloak far
        out of enemy range or sight (e.g. if you're on the enemy's
        side, and are running out of cloak and can't reach cover in
        time, try to back as far from the enemy as you can and don't
        stop somewhere to replenish cloaking. Just pray that your
        sloppy de-cloaking was unseen by the enemy). Keep moving once
        on the enemy side. One great place to de-cloak on many
        versions of Hydro is under one of the many bridges. I
        recommend that you scurry to the furthest bridge in an enemy
        base when de-cloaking-- again don't wait under the bridge for
        your cloaking to replenish as enemy's will kill you on-
        sight, immediately suspecting that you're a Spy. For the
        record, once you know the map well, and where and when to 
        deploy your cloak, finding cover should be no problem. Though
        Hydro has some expansive open areas, there are always plenty
        of places to hide, I assure you. Be creative, and spontaneous.
     4. Always try using the back-way first (try to avoid moving with
        your team). Though, sometimes it's not quite that simple, you
        may find that every time you attempt to use a back-way, which
        tends to be a narrow path, you run into an enemy who also
        decided to play it sneaky, as such you could die in a heart-
        beat. Though, if you are able to bypass an entrance as such,
        it will be far more easy to slip through the enemy's base,
        and usually with more cloak at your disposal. If a back-way
        continually fails, the primary path(s) can be just as
        effective if not more so, it's just a matter of cloaking at
        the right moment which in this case, and all cases, is the
        last possible second, just before entering enemy sights. Also,
        another reason to avoid primary paths is the fact that there's
        far to much crossfire at times to avoid. 
     5. Hydro is a perfect map for "Looping," that is circling an
        area that typically repopulates with new targets, taking out
        as many enemies as possible with each pass. Use your cloak
        to get just beyond the midpoint of the map, crossing into
        enemy territory, then de-cloak somewhere rather close, then
        join enemy forces as they string together up ramps, stairs,
        into halls, whatever the case, make sure they are facing away
        from you which will usually be the case as typically they will
        be on the lookout for, or dealing with your team.
        For example, In one version of Hydro, on the far left side of
        Red's base there is a metal stairway that leads to a boulder
        cliff. This cliff brings you to a slope, and another path
        that lead to Blue's base. Say I'm a blue Spy, in looping, I
        might head to the boulder-ledge area (the area that overlooks
        the entire Red base--as such Red Snipers have a field day
        killing Blue on this cliff), cloak just before becoming
        visible to the enemy, and walk off the side of the cliff,
        landing in the shallow water of Red's base below. I'd quickly
        find a spot near-by to de-cloak, then I'd turn and head up
        Red's stairway (the one that heads to the boulder cliff that
        I just dropped from) Approaching this cliff from the enemy's 
        side grants access to a slew of unsuspecting enemies, as
        such, I'd backstab as many as possible, then cloak, and
        repeat the process. This is an example of "rush-stopping,"
        or what I also consider to be "looping."
     6. In this map especially it is ill-advised for a Spy in enemy
        territory to lay-low allowing the replenishment of cloaking,
        especially if you are standing still. If say you decided to 
        chill out under a bridge you can expect to be Spy-checked by
        any passing enemy, the result being death. This map demands
        that you keep in constant motion, especially on enemy turf. 
        Always formulate a plan quickly, and execute it. Once you
        become experienced with this map you'll learn your
        limitations. You'll learn that certain spots can actually
        serve as good rest points for a Spy to regain his cloak.
        Those spots will be discovered through experience. For
        example, you'll learn that certain bridges are checked more
        frequently than others, while the divit over there is hardly
        ever checked. Those things will be discovered through 
     7. Targets: This map is a Sniper's dream-- with that, so to is
        it a Sniper's nightmare, as an experienced Spy will gut him
        like a fish. Always take-out Snipers, as they are easy
        targets, and on this map there's a wealth of them. Also,
        Engineers go absolutely crazy on this map, they have a total
        and utter field day. Make sure to take out Engineers and their
        establishments to greatly aid your team's chances of breaking
        the enemy line, and thus dominating their base. In addition 
        to Snipers, and Engineers, pay special attention to Medics,
        as this map is all about uber-pushing. Attempt taking out
        any Medic combos, especially Medic/Heavy combos. 
     8. As with any map, experience is key. With it, you learn where
        to cloak, how to move, where to de-cloak, in addition to
        how the enemy works together, namely how they will move. This
        experience can only be grasped through playing the map, and
        running through trial and error. No matter how many times
        you read this guide that will remain the case. Though
        thankfully, it's a learned, passive ability that you'll
        acquire just from playing. Whether or not you do well, you'll
        still gain new knowledge of a map, and as such go about 
        things differently with your new found experience. Don't give
     Gravel Pit
     An excellent map for the Spy, as it's ample with Engineer
     establishments, and offers plenty of hiding places. In Gravel
     Pit, It is advised that you stray from moving in conjunction
     with your team, at least avoid moving to close to your team.
     This map offers a plethora of options, and paths, and as such
     you should execute them. Make on offense, be sure to take the
     more convoluted path  (e.g. take the long way in meeting up with
     your team, corrupt the enemy along the way). When defending,
     wait at A, even if your entire team is holding B (which is
     usually the case). Don't expect to hold A yourself, just aim to
     kill as many enemies as possible, slowing them down hopefully
     to some degree. Once you are done pestering the enemy at A, join
     in the effort of holding B.
     First, your team should all rush the same site. Splitting up the
     rush is almost always doom, since sentries make defense easier
     to do with less men than offense. Assuming that, the best
     strategy is to kill the sentries first, then try to get their
     Medics and Heavies. Killing Pyros is difficult as a Spy, but do
     it if you can, since a Pyros flames can take out several of your
     allies at once, especially if they’re all standing on the
     control point. For Site A, I usually cloak as soon as I get
     within sight range of the area (e.g. right before you drop down
     onto the dirt) then make a mad dash for the point, where the
     sentries are usually located. Hopefully the Engineer is alone
     and killable, but even if he’s not, you can cause a distraction
     and allow your team to make it up the hill and take out their
     defenses. Also, since a sapped sentry doesn’t shoot at anyone,
     the jumping and re-sapping strategy is very effective, since the
     path up to A is fairly short and you can often survive long
     enough to allow your team to scramble up the hill without taking
     any turret fire. Most teams devote most of their resources to
     defending Site B, so A usually has only one sentry, if that.
     Capture, then move on to Site B.
     For B, I usually take the left
     entrance, since it gets you into the site faster. As before,
     cloak before you enter so as to avoid Snipers and
     entrance-camping Pyros and Demomen. Rush into the site and try to
     sap like crazy, or rush around to the other side and take out the
     troops guarding the other exit. You’ll die a lot doing this, but
     the combination of sapped sentries and an ubered-Soldier or Heavy
     should give your team enough of an edge and allow you to take the
     As for Point C, you could try sneaking up to the top
     before your team has fully captured A and B, but experienced
     players will set up preliminary defenses to prevent this. I
     usually take the path through A, then go out the right side
     which points straight toward the tower. Cloak before you exit,
     hop on the little shack, then run up to the top of C. There will
     usually be someone up there, so try to stab them. Hopefully they
     will be distracted by Soldiers firing from the place you just
     exited, and you can get some stabbing done. If there’s a sentry,
     sap it. Aside from this, Engineers are fond of placing sentries
     on the slanted ramps right outside their spawn, crouching down
     and hitting them with their wrenches, and being low enough that
     they are out of range for your team’s snipers and rockets. This
     is where you come in. Use the stab n’ sap like previously
     discussed, and run away quickly before their team spots you, but
     you’ll probably get burned by a Pyro.
     When defending A, I like to crouch down on top of the little
     shack on the lower right, near their exit. Most opponents won’t
     see you peaking down at them, giving you time to cloak, run
     behind their lines as they run up the hill, then get your stab
     on. As always, Medics first. Never forget there’s health
     directly under the capture point. You will need this frequently,
     mostly from Pyros.
     When defending B, I usually camp by the fence by their right
     exit. From here you can peak through the little crack in the
     fence to see the exit nearest you, but still see across the area
     to the other exit by the big boulder. Wait until there’s a rush,
     cloak, then stab. Be careful of Pyros, since the nearest health
     is too far away to grab, and it’s the small health at that.
     For C, you can try to cloak and sneak back toward A or B and
     flank them, which works sometimes. Most of the time, I creep
     around the right and left exits, leaving the center one for the
     solders on the top of C to deal with. Since the right and left
     entrances have two ways in and out, I cloak, go in one, then walk
     to the other. Hopefully, you’ll flank someone and can get some
     stabs. If there’s no one around, just wait a second until your
     cloak replenishes, then repeat. There’s only three ways in, so
     you’ll see someone eventually. Also, Engineers are fond of
     setting up buildings here, but they should be easy to sap since
     their team is in full offense mode and won’t spend time
     protecting their ally’s investments.
     This is by far the best map for stabbing. You can often dominate
     the scoreboards here, basically by running the same route over
     and over. People never learn. It’s amazing.
     For the first point on the first section, wait a few moments
     after the match starts to let all the spamming Soldiers and
     Demomen have to reload, then cloak and run out the exit to the
     railroad tracks. You have just enough cloak to get to the far
     shafts, where there is usually a sniper sitting. Stab him, the
     run back into their base and re-disguise yourself. Then, rush
     into the point and sap like mad. You’ll die a lot, but if you
     can get the sentry down long enough for your team to get in
     their and kill it, you’ll be solid. For the next point, take the
     shaft to the right, walk up the steps, cloak, then jump down off
     the bridge behind their lines. There’s usually a sentry on the
     right behind the corner. The sap n’ stab usually works here,
     since there’s not much roaming room for the Engineers. Also,
     Snipers usually camp the upper bridge, and are usually alone and
     out of eyeshot of the rest of their team. You know what to do
     there. If you can get the sentry on the right down, that’s
     usually enough to get your team to bust through to the point. If
     they don’t, just keep re-sapping the same sentry that the
     Engineer will probably keep putting in the same place. You’re
     team should eventually get through.
     On the first point of the next section, cloak as you walk down
     the little ditch before being exposed to their defenses. They
     will often have a sentry on top of the shack to the right. Rush
     up and sap it. If there’s smart they’ve got a Pyro up there to
     watch for Spies, so you’ll probably die a lot, but really all
     you need to do is get the gun down long enough to give your
     Demomen and Soldiers time to kill it. Aside from this, there are
     usually Snipers in the back, or in the window of the building.
     They are easy prey. I will often cloak, run behind the building,
     allow my bar to recharge a bit, then run back toward where they
     come out from, stabbing them as they get to the fight. You can
     also jump up the tires to the point and attempt to sap the
     sentry that’s usually in the doorway to the room by the point,
     but that’s usually best killed by coming in from the ground
     entrance. Often that room is deserted except for the Engineer,
     so you can usually kill the sentry no problem. Capture the
     point, then move on. Now, the next point is one of the hardest
     for a Spy, since there’s often multiple sentries along the
     right wall by their spawn. You’ve got two choices: try to sap
     the sentries, which almost never works because there’s tons of
     defenders and Engineers to repair the sentries after they’ve
     been wounded. I’d recommend sapping the guns only if your team
     is coordinating an attack and they will rush out right after
     you’ve sapped their guns and distracted their defense. The
     other choice is to rush out the main gait to this section
     while cloaked, run under the building, go left and up the steps
     to the railing. Often there are Demomen and Soldiers up here
     spamming all the exits. Stab them, since you are most often out
     of sentry range at this point. Sometimes Engineers will place a
     sentry on top of the exit you came out of, but there are
     basically defenseless up there and can be easily destroyed with
     a little persistence. Capturing this point definitely takes a
     lot of teamwork, but a Spy can be instrumental in getting the
     final push off the ground.
     For the first point on the last section, I like to exit from the
     right most doorway by the hallway, since you’re out of the line
     of most of the fire. Just be careful to avoid spamming Demomen
     and Soldiers. There’s often a sentry on the left behind the
     wooden steps. Cloak, get behind the Engineer and give him the
     stab n’ sap. There’s usually a sentry in the elevated doorway
     across from you on the left, but it’s out of the range of your
     sappers and should be avoided. Your teammates will have to take
     care of that one. For the last point, depending on how far up
     your line has pushed their defense, adjust your cloak
     accordingly. If their team is still clogging the hallway, it’s
     very difficult to sneak by, but if you do, run immediately to
     the little door directly to the right of the bridge. Grab the
     health if you’re weak, then hop down the upper door and flank
     their team, stabbing all who you can. This will hopefully allow
     your team to move up and establish an outpost with teleports by
     the bridge. Once they do that, keep cloaking as you run across
     the gap to the door you went in before, but this time wait a
     second in the upper room, out of the line of fire. Allow your
     meter to recharge, then cloak again and exit at the upper door
     that leads toward their spawn. Run back to the very rear of the
     level, behind the control point. Analyze where their sentries
     are and try to sap them. Getting this point is very difficult,
     and like the final point of part two of this map, it takes
     teamwork, but as before a Spy can be instrumental in getting a
     successful rush off the ground. Also, there’s usually Snipers
     in the back that you can stab if you want, but you’ll usually
     get killed by a sentry or a Pyro.
     For the first point of the first section, it’s very hard to get
     stabs since there’s no real good way to get behind the other
     team. The best way is to cloak, then run along the ridge on the
     left, watching the canyon below. If enemies rush out, jump
     behind them and stab. Once they get the first point, however,
     the fun begins. Rush out either the right or left exit back
     toward the first point, and retreat quickly if you see someone
     coming since there’s not enough room for you to go around him
     and you will be revealed. Sneak inside the shack where the first
     point is and walk up the steps. Watch where their team is going
     and get behind them. If they go in either one of the bottom
     entrances, follow and stab. Often they’ll try going to the right
     and up the steps to the bridge on your side, but you can usually
     stab them before they get there, and it’s such a small room 
     before the bridge that their Medics are usually stationary and
     easy targets. Often their team will attempt to set up an outpost
     in the top shaft to the right of the control point, since your
     team has no way to get in there except for running all the way
     around to the first point and up the steps. Hard for a Soldier
     or Heavy, easy for a Spy. Get in there and sap if you can,
     teleporter first if they’ve got one. Since you can only win by
     defending for a time limit, slowing their advance onto your soil
     is the best strategy besides outright killing. Often two or
     three enemies will become clogged in the doorway that leads down
     to your point. If you see this, smile largely, my friend,
     because you just got a couple backstabs. Be careful of sentries
     in this room, as well as suspicious Pyros. Often, trying to kill
     enemies in here is more trouble than it’s worth. At this point,
     I’d recommend sneaking back toward their spawn and sapping the
     teleporter entrance that’s usually right outside their exit on
     the right. The engineer is probably halfway across the map at
     this point, so you should get it easily, but you might get
     killed by the exiting troops.
     On the first point of the next section, cloak, run down into
     their spawn, wait for the rush to walk by, then stab. If you
     survive, run back toward the control point and recharge your
     cloak in the shack, grab the health, then cloak again. Rush
     toward the shack with the ladder beside it, run up the ladder,
     jump down and run back into their spawn. Stab again. Repeat this
     over and over. My record is 12 backstabs without dying. How can
     you do? On the next point, rush toward the middle-right exit of
     the four, cloak right before you round the corner and can be
     seen, then rush through the little alley in between the building
     and the fence. Grab the big health if needed, then camp in the
     corner between the first control point and the fence. Wait for
     their team to rush by, then walk out and join them. A lot of
     times they’ll set up a little outpost here with a sentry. I don’t
     usually try to kill this, since it’s usually more trouble than
     it’s worth. Just follow their team wherever they’re going and
     stab them if you don’t get killed by suspicious enemies. The
     other tactic on this section is to run up the ladder to the ramp
     above the two exits across the section from your spawn and wait
     for guys to come out. Often they will set up an outpost in the
     far left shaft, down toward the one-way gate. Don’t bother trying
     to kill this. The corridor is so small you’ll probably get killed
     by the time you can sap anything. You’ll have more luck stabbing
     the guys that flow out. If you want, you can try sneaking all the
     way back to their spawn and sapping the teleporter entrance,
     slowing their advance.
     On the first point of the last section, I usually take the far
     left entrance to their spawn, run down along the hallway, then
     loop up the steps behind their lines. Stab at will. If the
     hallway is clogged, just retreat. You’re invisible, so as long as
     they don’t bump into you or shoot you can get away cleanly. Just
     repeat this over and over, killing Medics first as always. On the
     final point of the map, rush down the path, turn right, head
     straight and go up the steps to the little room on top. Grab the
     health if you need to and recharge the cloak for a bit. Then, run
     along the railing while cloaked. Go out and to the left, then
     jump over their advancing lines and de-cloak by the first capture
     point. Approach their backs and stab. Often, they’ll set up a
     sentry here to prevent this, but you can get a sapper on it and
     kill a couple people before it gets repaired or you die, or you
     can use the stab n’ sap on the engineer, although it’s not really
     that important. You could just follow the lines around the bend
     and out of its path, or you could camp in the upper room on the
     right with the health and wait until their team walks by
     underneath you. Killing medics on this part is essential, since
     often the only way to win is with the ubercharge to take out your
     sentries. Don’t let them get it. 
     The key here is to know where the front lines are. Just cloak as
     your run through the room where the embattled control point is
     and dip behind their lines. For the center one, I find cloaking
     and climbing the ramps give you a good vantage point to see
     where the most stab-able enemies are. Be sure you’re disguised as
     a Sniper or Engineer here, since a Pyro would have no reason to
     be up that high. For the other points, just slip around their
     defenses and take out their Engineers before they can get
     sentries up, or if your team is on the defensive, their Medics
     and Heavies. Use the upper ramps that lead down the long
     corridor and cloak before dropping down the circle exit in the
     floor. You can usually flank an attacking team that way,
     exposing their Medics to the stab. For the last point, sneak
     onto it early if you can, since it captures fast enough you can
     usually take it before they can get to you. If that’s not the
     case, cloak right before you enter the last area, rush all the
     way back to the point, then don’t de-cloak until there’s no one
     standing on it. If there is, stab him. If there’s a sentry
     around, killing it should be your priority, since you’ll die
     from its bullets too quickly to get the capture (remember, you
     can’t capture while disguised or cloaked). Even if you don’t get
     the capture, hopefully you can move the capture meter far enough
     along before you die that your team can finish it off. 
     CP_Well : Among Delkin's favorite maps!!! Strats by Delkin :D
     First of all, when reading this, read it slowly, and carefully.
     I tried to write it as best I could and as simply as I could.
     Hopefully, you'll find that it's written well enough to
     visualize. So, please try to picture the map, and exactly what
     this strategy pertains. It's recommend that you have a basic
     understanding of the map before reading the below strategies.
     It's a step-by-step walkthrough of what I do on this map. What I
     believe all Spies should do.
     At the start of the match, exit your building, and head to the
     water nearest your base. At the waters edge, wait for the setup
     countdown, perched there carefully, all the while eyeing the
     submerged waterway which leads to the mid point area. If you
     dive into the water at exactly 3 seconds and go straight to the
     water entry at the mid point, the gates will open precisely when
     you arrive at them.
     Before exiting the submerged path to the floors of the middle
     point, make sure to apply cloaking as to avoid being seen. 
     While cloaked quickly cross the room diagonally (crossing both
     railroad tracks), then de-cloak once you’re in the tiny room
     that has the water entry that leads to the enemy base.
     Carefully swim along towards the enemy's base via their water-
     network until you reach one of the two bridges, I usually head
     to the left bridge (which from the enemy's point-of-view is the
     right bridge). Once you reach the bridge rise against the
     underside of it to get air (this way you don’t surface for air
     in-sight of the enemy). From beneath the bridge you will be
     able to see if there is an Engineer establishment in the area;
     in addition, you can track some enemy movement.
     Now cloak, jump from the water, and run to the nearest corner
     beside one of their big garage doors (the corners that are on
     the left and right side of the entrance doors when you leave
     their base structure) then de-cloak while standing in the
     corner. For the record, I typically de-cloak on the left side of
     the door, as there's more space to "hide" than the right side.
     Make sure the coast is clear before you continue onward, or wait
     for a few enemies to leave the doors (running by you) then
     follow them. I'd advise that you avoid joining the advancing
     enemies when the door is still open. It closes quickly, so let
     it close after they run out, then follow them. If you don't wait
     for the door to close and you join the enemy ranks, enemies
     further behind will see you come from nowhere to join their
     comrades, and will grow suspicious of you.
     At this point, follow the enemy over the bridge (the bridge that
     you once hid beneath), and head towards the side entrances of
     the mid point. You'll more than likely be surrounded by the
     enemy, as they will populate this area. As such, you'll be
     presented with a slew of options here. With a congestion of
     enemies around you, assess your best possible targets, and
     quickly execute your attack!
     When attacking, You may decide to sap like mad, get a few
     backstabs, and conclude with a stealthy retreat. Or, you could
     focus entirely on backstabs, remembering to attack those nearest
     you first, heading to further enemies next. Just be efficient
     in executing your plan.
     After the initial attack, I highly suggest you retreat to the
     nearest safe area while cloaked (this could be the water, or the
     mid-spawn-point area if your team has seized it). Now you have a
     few options at hand. First, you could repeat the above
     process, thus continually ambushing the enemy via their water
     path. *cough* looping *cough* I suggest however, that from time
     to time you mix things up; keep the enemy on their toes.
     Your next option, which is quite effective, is to head up to the
     Sniper battlement that overlooks the enemy's base. From there,
     hide in one of the corners of the room, avoiding both random
     enemy fire and pesky Snipers. Your goal now is to get a visual
     of enemy movement so you can plan a quick stab/sap run
     accordingly. Cloak yourself, and either jump out the window or
     exit to the roof via one of the two windows situated on the left
     and right sides of the room. Make sure to return inside quickly
     to de-cloak, thus using only a smidgen of your cloak meter. Now
     that you have an understanding of where your enemy is, quickly
     make your way down to them via any of the windows (I'd suggest
     the left and right ones again). Dart down there quickly,
     jumping evasively to avoid potential Sniper fire. Of course, if
     you wanted, after the initial sighting of enemies you could have
     stayed cloaked, then scurried to them and de-cloaked in a
     corner, but I've found jumping down with a disguise is usually
     enough to get the jump on them (quite literally). Snipers
     usually choke-up when deciding to shoot you, thinking you're
     one of them. Kill as many as you can, then once again attempt
     to vanish, only to soon after execute a re-appearing act,
     repeating the looping. 
     You'll notice that thus far we have only discussed dealing with
     the enemy whilst they charge for the mid point. Once your team
     pushes them back to their base, I suggest you do this. In the
     safety of a corner, or at the very least in a safe location,
     wait for the cloak meter to fully re-charge (standing in a
     corner is good because it gives you a chance to keep your eyes
     open for enemy Spies, which you may see readying to kill your
     allies). In this case, I would once again situate myself in one
     of the corners near their base's entrances. 
     Once fully charged, immediately cloak whilst running into the
     enemy's base, through one of the two doors. Nothing fancy here,
     kill any stray enemies you can, though I strongly advise you 
     just avoid everyone and quickly scurry to the stairs in the
     second control point room. Quickly run up whichever stair is
     closer, then head to the hall that leads to the Sniping
     battlements, and third floor. Your cloak will deplete precisely
     as you reach and enter this hall. That's assuming you haven't
     been slowed down anywhere, which does happen because you MUST
     avoid bumping into enemies. 
     Wait somewhere safe for your cloak to charge. You now have two
     options at hand. Which you'll have to decide upon quickly and
     on the fly. The first option is to take out the Sentries found
     on the ramp near the second control point on the second floor,
     not to be confused with Sentries on the third floor. You may
     have to loop around the sniper area to gain better access to the
     Engineer and his establishment. So, if that's the case, do so. I
     recommend you sneak your way into the control-point room, sap
     then back off to the safety of the hall, then shoot the sapped
     establishment with your revolver to quickly finish it. Of
     course, if you can stab the Engineer do so, but don't bother if
     doing so will put you in range of yet another sentry. 
     So yes, the enemy is now fully aware of you, at the very least
     we know the Engineer is. Retreat to the third floor via the
     hallway, stealth if you must. If there is anything on the third
     floor, take the respective measures in dealing with your
     findings. Once on the third floor, you can either pester the
     Engineers below by shooting and killing whatever they build even
     as soon as they place it. In which case they may run off towards
     the battlement hall with wrench swinging vigorously. In said
     scenario, you can either attempt to kill the quickly approaching
     Engineer, or after having saved a bit of cloaking charge, you
     could make your way to their final point, and hide in the room
     in an obscure spot.
     Now if you were lazy, you could wait for your team to capture
     the second to last point, thus granting you the option of
     capturing the last one. If you plan to do this you better be
     quick to the point, as to beat the mad rush of enemies to the
     point. Or, you can head off and apply the above strategies. 
     If your team is base-bound; that is, trapped in their own base.
     This can be one of the best positions for a Spy, because the
     work is done for you, the enemy is coming to you. Spies are
     actually quite effective at defensive play. So, being that
     your team is having a war at the entrances to your base, this
     maybe a good time in taking the emergency exit. Yes, the
     emergency exit, isn't that great? Every base should have one.
     Before leaving your base, between the two garage doors is a
     room with ammunition in it; head there. Also, you'll see that
     there's an escape hatch that drops you into the water below the
     Head down into the water. You can either cloak, and then emerge
     from the water, find a corner and then de-cloak. At this point
     you'd go on a stabbing/sapping rampage. Conversely however, you
     could swim all the way to the mid point, or further, then join
     their team as they make their way to your base, killing them
     along the way. Make sure to sap as you go, taking specific care
     of teles. It's also a good idea to pay the enemy's base a visit,
     even despite the fact that your own is under siege. 
     While at the enemy's base, sap their entry-teleporters which
     will be situated on the left side of their base. It may be to
     your advantage to use the right door as to avoid being seen
     by the enemy. You can, from within their base backstab the
     enemies as they spawn, but be sure to flee quickly, as they
     will be quick to hunt you down. Make them think that you left,
     perhaps hide in the third floor area. Wait a few moments then,
     when the moments right, and they have placed new tele-
     entrances, drop down and continue to sap and slaughter. 
     Note: Obviously this is not a seamless process, you will be
     caught and killed many times. Though, the above strategy is
     absolutely the way to go as spy, and learning the above 
     strategy will pave the road for your handlings on each and
     every map.
     Note: Yes, I know... If you go by this particular map strategy
     word for word-- well you can't. Though, I've stated nearly every
     scenario you can experience here. You'll have to apply the
     strategy on the fly. Though, it will come to you after having
     read this, so, fear not. I will tell you for a  fact that when
     the round starts you should absolutely follow my initial looping
     strategy, joining their forces, then repeating, as it works
     every time. 
     Note: I advise finding typical enemy paths in every map, then, 
     from a natural area join the flow of enemy movement. The reason
     this proves effective is because your enemy won't be suspicious
     if they see a pyro running behind a string of other allies as
     they near the front lines. It's the best way to blend in, hands
     *Essentially the idea to playing Spy well on any map is to out-
     smart your enemy. This we know. Did I fail to mention that often
     times the enemy is more dumb than you'd think? You can typically
     do a great deal of damage looping the enemy into submission. As
     I've said, and hopefully by now you realize, "looping" is
     finding an area in any map where the enemies congregate, and
     while facing away from you. Kill as many as you can by way of
     your trusty backstabbing powers, then vanish once more and once
     again find your way to the path that started you on your
     2fort: Has 2 strats, one by NodForLife, and the other, Delkin.
     NodForLife's Strat:
     Ah, 2fort. For me, spy is the only class worth playing on this
     stage, unless the intel is in the open and a Scout can grab it.
     As a Spy you'll usually get a bad score, but will be
     instrumental in the key first movement of the intel out of their
     intel room and (hopefully) away from most of their defenses.
     As for your plight, the best way to go is out the 'Battlements'
     exit, cloak as you round the corner so you don't get sniped.
     Then, check to see if anyone's coming across the bridge*. If
     not, just walk across un-cloaked (but disguised, I like Pyro
     since he's the fastest class that doesn't arouse suspicion).
     Once inside their base, turn right into that room adjacent to
     the courtyard and cloak. You should have enough cloak to get up
     the far steps and down the long staircase into their intel room.
     I usually de-cloak at the top of the staircase to the basement
     to conserve the meter. Walk toward the intel room, then use the
     last slice of your cloak meter right as you enter the intel
     room, allowing you to scope their defenses. If they've got a
     sentry or two, plan your attack accordingly. If there's an
     engineer around, I suggest sapping the sentry first, then
     shooting the engineer with the revolver. If he is hell-bent on
     repairing the sentry rather than shooting you, just keep sapping
     it and eventually it will blow up. Once it's dead, you can try
     and kill him but usually he's close enough to you (since he was
     repairing the sentry) that his shotgun is a one-hit kill. I just
     try to run and get the intel and dash for the exit, jumping and
     juking along the way. With any luck, you can make it out to the
     right and up the spiral ramp, where the turns will prevent the
     slightly slower engineer from following you and shooting you in
     the back. Then, just run like crazy back to your base. Hop in
     the water if you're getting shot as you exit their fort, usually
     the bridge will provide a few key seconds of cover so you can
     get around the corner in your sewer pipe and grab the health
     down there. From here it should be smooth sailing back to your
     intel room for the score, and even if you die, their intel is in
     your base so your team can grab it. You won't get any points for
     this adventure, since you probably won't get the capture, but if
     winning the map is more important, this is my best strategy. 
     *If there are enemies on the bridge, stay invisible and hop in
     the water. De-cloak as soon as you get under the bridge and walk
     through their sewer, up the sewer exit steps. In my experience,
     there are rarely people guarding the sewer, but if so just cloak
     and walk around them. After exiting the sewer, check to see if
     there's anyone in the front rooms of their base, then turn left
     into the 'L' shaped hallway leading to the courtyard. Cloak right
     before you make the right turn in the 'L' since there are often
     nosey engineers and pyros protecting the sentry guns that are
     always in that courtyard. DO NOT TRY TO SAP THEM. You will just
     blow your disguise and get killed. Once in the courtyard, hope
     up the steps on the right and head down into their intel room.
     See above instructions for what to do from here. 
     Delkin's Strat:
     Disclaimer: I've received E-mails from a few people regarding
                 difficulty on this map. So, I E-mailed them back,
                 but did so in a sort of in-depth way. I decided to
                 copy and paste my E-mail response to them word-for-
                 word. This was my advise to them... and now to you..
        2Fort is an interesting map as Spy. One can be very
     successful, but new strategies must be formed to do well here.
     What I recommend is this, when leaving the battlements, cloak a
     few seconds early so that once you walk off of the battlements,
     and onto the ground below, you'll be fully cloaked. Here it gets
     interesting. You could attempt crossing the bridge to the
     enemy's base, as such you should de-cloak in a corner just
     outside their fortress. Once de-cloaked, you could then join
     their forces as they cross the bridge to your base, and stab as
     many as you can. After stabbing, in attempt of avoiding death,
     you must scurry to safety, with cloak active. I usually jump
     into the water as it is a safer place to dwell.
        The water will usually be your primary path, seeing as how
     the bridge is often times too cluttered with enemies to pass.
     So, when using the water, here is what you'll face. Either the
     enemy Engineer's are building in your sewer system, their own,
     or the very middle of the map under water. It's easy enough to
     kill sentries that are being built in the water at the center
     of the map, just be sneaky, sap, and stab, do whatever necessary
     to kill middle establishments.
        As for your sewer. If they've claimed it, you will be forced
     to approach them from the central water path (the water at the
     center of the map where the bridge is). If you attempt heading
     to them base-side, then going down that long tunnel, no disguise
     will help here. As they will see you and assume you to be a Spy.
     In addition, you have to cloak so early to avoid being seen,
     that by the time you get to their establishment in your sewers
     you've run out of cloak. So, when approaching from the central
     water source, cloak just before rounding the first turn in the
     tunnel (To make sure no one is waiting for you, if the coast is
     clear, de-cloak, then wait a second for you cloak to replenish,
     then cloak once more, and enter their establishment. If you
     can stab the Engineer then sap, go for it. To be honest, this
     is rarely the case as most people here are antsy and are
     expecting a Spy. As such, they may be running around swinging
     bats, and wrenches, whatever. Here's what I recommend, get into
     the room, de-cloak amongst the enemy, then sap everything in
     site, then stab like mad. Try to stab the engineer, or even
     shoot them. This is a scenario that you may find using your gun
     necessary. Most of the enemies here will anticipate you and
     will be backed against a wall or something, in midst of trying
     to stab them, your gun may better finish the job.
        The good thing, about the enemy building in your sewer, is
     that you have ample backup. Whilst you are attempting to take
     out their establishment, you can call in allies for
     reinforcements. On the enemy's side you will have different
     options at your disposal. You could take the quickest route,
     which is throw the central water supply. Or, you could try
     tricking enemy's who may be down their by coming from their end.
     As such, you'd sneak into their base, chose a nice disguise of
     course, and make your way to their sewer room via their tunnel.
     This makes things less suspicious as they may think your one of
     them. Though, as you said, Pyros usually aid Engineers in the
     protection of their establishments. In this case, you could
     either hope to be lucky in stabbing the Pyro, you could shoot
     the Pyro, or you could ignore him and just attempt sapping and
     killing the Engineer. It is very important to sap here, you MUST
     kill their sentry, dispenser, and teles. As, it will slow down
     their teams effectiveness down there. You will likely die many
     times in attempts
     of clearing these areas, but someone has to do it.
     Note: One of the more aggravating things you will face when
           dealing with the tunnels is a Pyro who has a dispenser
           replenishing his ammo continuously, as such, is releasing
           a unyielding spray of fire across an access point (e.g.
           he's continuously spraying a flame barrier across an area
           that you, the spy, need to cross to get to the
           establishment. In this case, call in support for dealing
           with the Pyro...
     Map Strats:
     1. Cross bridge, de-cloak in safety and stab as many as you can 
        as they cross to your base.
     2. Kill enemy Snipers, usually crossing the bridge is the best
        path to take in reaching them. Also, a Sniper disguise
        usually works here. You can usually kill every sniper in the
        battlements in one sweep, then cloak and drop into the water
        or reenter the base.
     3. Hide in the central water area, with your back to the enemy's
        side, along the wall. Wait for enemies to drop into the
        water, and kill them. In addition, wait outside their tunnel
        in the middle of the map, and wait for enemies to come out,
        stab them.
     4. Once you've crossed the bridge, and de-cloaked in a corner, 
        you can be quite successful at taking out the enemy offense.
        You can stab enemies in the back as they leave their
        fortress. You could cloak, then go inside the fortress,
        then de-cloak in a corner, and continue the stabbing. You
        could sneak further into the base, while cloaked of course,
        and attempt to take out Engineers and their establishments.
     Note: Ultimately, a good strategy in general is to wait in the
           water for unsuspecting enemies to come your way, often-
           times you'll stop them from entering your tunnels.
     Note: Due to the narrowness of this map it can be quite
           difficult for a Spy to pass amongst the enemies without
           bumping into them... As such, oftentimes a Spy will be
           at his best in the open, taking out the enemy's offensive
        To be honest, going for the Intelligence is not the Spy's
     forte. It's a task better suited for the scouts. Sometimes
     you'll make it away successful. Usually, the Spy's best purpose
     with the intel is moving it small increments at a time, dieing
     each time he picks it up (e.g. say the intel is dropped on the
     bridge, and the enemy is all around it now protecting it, while
     cloaked, pick it up and move as close to your side as possible.
     You'll die, but that will reset the time that it takes for the
     intel to reappear in the intel room.. in addition to bringing it
     closer to your allies...)
     Gold Rush
        If it's one thing that Valve's known for, it's treating their
     fan base, and customers well. They continuously update their
     games, making them the best that they can be. Then of course, 
     the release new maps on a relatively good basis. 
        Simply put, this map is amazing. It's great for every class,
     though, in my eyes, it's a Spy's dream come true. At first, the
     map may seem complicated, though, I assure you, in time you'll
     learn it, and understand it quite well. 
        I don't plan on going nuts here, like I did with the CP_Well
     guide. This one will still be informative, but it will be more
     general. Assuming you've read anything in this guide, you should
     have a general idea of the ins and outs of a Spy. You should be
     familiar with general Spy strategies, you should know how to
     cloak and disguise effectively. You should also know, in
     coordination with all of the above, how to use your surroundings
     to your advantage. 
        Gold Rush is great because it's a very detailed map, with
     multiple paths to take. Yet, at the same time, it's fairly
     balanced. For the following information, I'm just going to
     discuss the first section or stage of the map. Each stage is
     just as good as the first, but if you do well on the first
     stage, so to shall you on the ones to come. You've just got to
     improvise, and implement your knowledge of Spy effectively. 
        Firstly, as always, take on a friendly disguise, as I've said,
     I prefer Pyro. While waiting for the gates to open, run back and
     forth to each gate scoping enemy placement, they won't move much
     and will probably be in the same relative area when the gates
     open. Once the gates open, you can either cloak then run out
     right away, if you know that it's safe to do so, or you can wait
     a moment for you teammates to run out, as such, enemy Demomen
     will set off their stickies, then you can run out. 
        Once you've cloaked and run off, re-disguise, and de-cloak
     in a safe area (trust me, there are plenty in this map). If you
     use your surroundings effectively, de-cloaking in the best
     spots, you should be able to stab so many enemies. You may also
     find some Engineers to menace and sap. Another great spot is the
     house, usually enemies will be inside, especially upstairs. Make
     sure to kill them, as they will see your antics from afar and
     kill you. During your stab frenzy, your team will have pushed
     the Tiny Cart nearer the first checkpoint. At this point, the
     enemy will have a more difficult time getting to your side as
     your teammates should be defending the cart, moving it along.
        Out side the house, you can hide in the corner just before
     the hall that leads to the enemy base (the hall with the tracks
     that the mine cart follows). Hide here, keep an out out for
     enemy Spies, and also, wait for unsuspecting enemies to emerge
     from the tunnel, be sure to stab them in the back. Seriously, 
     this map is awesome... 
        Once the checkpoint has been reached, the two gates to the
     left of you open up (this is assuming you're still waiting where
     I told you to). Head down either path, you will find uses for
     both. If you take the longer tunnel, you'll eventually have to
     drop off into the low-lying area below the enemy's bridge. As
     such, before you drop from this area cloak, make sure to do so
     before the enemy sees you. There are so many options here, it's
     ridiculous. You can head up the slanted wooden ladder to you're
     left, which will take you closer to the cart, then stab the
     enemies who are holding off your team. You could instead
     run straight, right under the bridge, and head to the mining
     tunnel to the far right. You could run to the doorway that acts
     as a recess in the wall, which will be straight ahead of you when
     you pass under the bridge. Either way, their will be a slew of
     enemies to take out. Snipers, Demomen, Soldiers.. Medics,
     Heavies you'll run into everything in this area. 
        Once you stab a few people, cloak, then hide somewhere. The
     mining tunnel takes you to their spawn entrance, yet, if you
     run to the end of the tunnel, it's a nice little dead end, the
     perfect place for a Spy to recharge his cloaking.
        Once you reach the enemy spawn (I'm talking just outside the
     door), by any means that you use to reach it, you have a few
     options at your disposal. You could...
     A) Wait for a few enemies to come out of the spawn (most will
        run to the right side, nearer the cart) and stab them. Upon
        stabbing, cloak, hide, re-disguise, and then return.
     B) You could disguise as a Pyro or Engineer, and make your way
        to the stairs just beyond the enemy's spawn. From here, you
        can take out Engineers and their establishments, and let's
        not forget the Snipers. This is something that you should
        always strive to do each time you
        make it to the enemy's base.
        Generally speaking, the Spy shouldn't push the little cart,
     as he has more important matters to tend to. If you can stab
     three to four enemies each time you make a pass on them, that's
     three or more that your team doesn't have to deal with. As such,
     they can more easily focus on the cart. 
        Once again, use a friendly disguise and wait for the set-up
     time to come to its end. Just before the set-up time finishes,
     and the gates open, hide behind something, cloak, re-disguise,
     and head to a more opportune position. Usually, some spot right
     outside the enemy's spawn area, so that they run by you. 
        Keep backstabbing, then cloaking and retreating each time you
     make a sweep. Get health if need be, and continue the cycle, use
     your surroundings to your advantage, as always. Once they claim
     the checkpoint, you can cloak and run back past the first
     checkpoint and de-cloak in a safe area on their side of the map.
     Coming at the enemy from behind is key, so, coming at them from
     their side is also key. Also, as you should already know, it
     looks less suspicious if you take a path that the enemy
     normally takes. 
        Once you've de-cloaked, stab unsuspecting victims that may be
     running towards the frontlines, and make your way to one of the
     two paths just beyond the house (not the one that the cart goes
     through). Oftentimes, you'll get more kills when using the path
     that leads to that slight drop into the next 'house' (the drop
     that has the full health box sitting there). If you take this
     path, carefully weave around the corner, (cloaked or not, it's
     up to you, because you're in an area that you can do well both
     ways) and head up the stairs. From here stab as many of the
     enemy as possible. Usually, you'll be able to take out many, if
     not all of them yourself, because, they are so focused on your
     team. Make sure to deal with Engineers in this area
     accordingly. Again, as I said, cloaking or not is up to you,
     sometimes it's safer to cloak and get into the upstairs area, it
     depends on your enemy. 
        The best scenario for the Spy in general is to get as close
     to the enemy's spawn as possible, then to start back across the
     map from the enemy's side, taking out anyone along the way. This
     is a bit of general advice for any map. Oftentimes in Push the
     little cart maps, back-tracking just beyond the "little cart"
     then coming at the cart from behind will provide you with a
        This next tidbit is very helpful, and depending on the
     circumstances, it can save your life. While disguised as the
     enemy, you can gain health from their cart as they normally do.
     Say for example your team has killed off the enemy near the
     cart, you can take this time to gain health from the cart. It's
     great because, oftentimes there isn't health nearby, be it med
     packs, dispensers, or medics. It's just good to know that a Spy
     has another option for health. 
        With the Pyro achievement update, comes two new maps, one of
     which I'm already quite familiar with. It's great to know that
     Valve is making some custom maps official, as this is truly 
     great for the community. This will inspire mappers to take their
     maps to the next level, with hopes that their maps will one day
     be official.
        I've been playing on Turbine for months and months, it's such
     a great map, not to mention it's well balanced. I couldn't be
     more happy to see it become official, now others will have a
     chance to play it. 
        Unlike 2Fort, teams will actually be able to coordinate
     together and capture the intelligence. An uber is oftentimes
     enough to push through a majority of the enemy's defenses,
     which will usually lead to capturing the flag. In 2Fort, the
     flag is so deep in the enemy's base, that for one to actually
     capture the flag and make it back to their base successfully
     is an absolute joke. I can honestly say that this is not the
     case in Turbine, thank God. 
        For the record, this map is symmetrical, so if you know one
     side of the map, you know what the other side of the map is
        The following is a list of Spy specific strategies on this
     1) The middle of this map is up for grabs by either team.
        Whichever team holds the middle determines the way a Spy must
        play on this map. If your team has the middle, then you can
        move around the middle, in a friendly disguise, carefree.
        You can then cloak, disguise, and enter their base via one of
        three ways: the left entrance (nearest the intel) the right
        entrance (nearest their spawn) or the vent entrance (an upper
        entrance, which is accessed via a stairway on the left side
        of the middle. 
     2) If your team has the middle, you can hide in the corner near
        their right most entrance (this is the entrance that has the
        door--from the enemy's point-of-view it's their left door).
        When enemy's come out, you can backstab them to no end.
        Oftentimes, the enemy will push out of this door with an
        uber. This means they will be focused on the more obvious
        threat that is your team, such as Sentries for example. Once
        their Uber has ended, stab them in the back. 
     3) Cloak, then head into their base via the right most entrance,
        then de-cloak in either the vents or in the indented area on
        the right side at the top of the stairs. Stab anyone that you
        can, though I must warn you, this is their spawn, and as such
        a newly spawned enemy will likely halt your scheming, so be
     4) Head to the left entrance (the wide open one leading to the
        intel). Cloak, and make your way through the area. Take out
        Engineers and their establishments. They will almost always
        set up in this room, as it hinders scouts and other people
        from making away with the flag. 
     5) Most of your points will come from taking out people on the
        fronts, which is usually in the middle. Be quick, stab, cloak,
        re-disguise, then de-cloak in a safe area. Learn the map,
        make note of health locations. 
     6) If the enemy has the middle head to the middle via your vents
        (which could be risky as there's not enough room to maneuver
        around an enemy, as such, your bound to bump into one if
        there's one present), or you could more safely use the wider
        hallway of the intel area to head to the middle. 
        Once in the middle, get as close to the enemy's side as you
        can before running out of cloak, then do what you can. Sap,
        stab, keep moving. 
     7) Oftentimes, when the enemy has claimed the middle, an
        Engineer will set-up on the ramp outside of your vent exit.
        If this is the case, and you are unable to sap his things, 
        here's the perfect solution. 
        Cloak, disguise as an enemy Sniper, then head to the stairway
        leading to the enemy's ramp (the one that permits access to
        their ventilation system), and hide in that room with the 
        windows just outside their vent entrance. Typically, you will
        be safe from the enemy there, as they don't use the vent as
        much when they have claimed the middle. Many of the newly
        spawned enemies will take teles built by the Engineers, and
        will get to the middle faster that way.
        From here, take out your trusty Revolver and eye your teams
        vent area where the enemy Engineer(s) have set-up. Shoot at
        their dispensers. Then, once you've taken out said
        dispensers, take out their sentries. It works very well.
        Usually, you'll able to take out the Engineers this way as
     8) If you successfully clean out an enemy's intel room, or, if
        you get there just as your team is cleaning it out, grab the
        flag. In this map, you don't have to get the intel too far 
        from it's set position before it's much more accessible by
        your team. If sentries are disabled, you can approach the
        intel while cloaked, once you pick it up, you will lose your
        cloak, but you should have time to either make it back
        all the way, or at the very least, bring the enemy's intel
        closer to your team. 
        The enemy's vents can provide great access to their intel
        room, just make sure to cloak before you drop into the room.
    -Section 7)                Spy Checking                      [A7]
     This section will depict many hints and things to look for when
     trying to decipher whether or not someone is friend or Spy
     1. Any "friendly" Spy you see that isn't wearing a mask is
        either a really dumb ally Spy, or an even more stupid enemy
        Spy, as enemy Spies don't even display a mask. It's usually
        safe to assume that if you see a Spy without a mask, holding
        his revolver, he's an enemy Spy.
     2. If you see a Medic with no uber-charge percentage, he's a Spy
        without question. In addition, if that's not obvious enough,
        he'll be holding his Syringe-gun. Then of course to further
        these point you could simply bump into him. Keep in mind
        that you can't pass through enemies. 
     3. All Spies, while in disguise, appear to be holding their
        primary weapon. As such, it's safe to assume that any class
        holding anything aside from their primary weapon is
        immediately not a Spy. For example, if an Engineer is holding
        his wrench, pistol, or tool box, you immediately know they
        aren't a Spy, because his Shotgun is his primary weapon. As
        such, a Spy as Engineer can only be seen holding a shotgun.
        So, no need for false checking, and wasting ammo. 
     4. If you bump into an ally and can't pass through them, you've
        found yourself a Spy.
     5. Many Spies take on the disguise of the Engineer, though, more
        often than not a real Engineer will be toting his wrench. If
        the suspected Engineer is holding his shotty, check him out.
     6. "Tab" anyone? It's there for a reason. Keep track of what
        classes you have on your team, in addition to who is what
     7. Look for an Ally who has your exact name. What a coincidence
        right? Wrong, it's just a Spy, no checking here, it's
     8. Posing as a friendly Pyro is helpful in that enemy Spies will
        more than likely avoid you, thus revealing that they are a
     9. With the above factors in mind, also consider the
        whereabouts of the target, and pay attention to suspicious
        movement and activity.
     10.On occasion, you will see yourself calling out for a Medic,
        even when you haven't issued the command. Don't worry, you're
        not going crazy. This simply means that when the enemy Spy
        took on his disguise, he was assigned your name. This makes
        it easier to find said Spy. As you can warn Medics, or kill
        him now that you are aware of his presence.  
    -Section 8)                 Quick Tips                       [A8]
     This section contains brief tips, hints, and info, that are
     intended for those of you who don't want to read the entire
     guide. Though, even if you have read the entire guide, going
     over this section won't hurt. Essentially, this is the
     "sparknotes" of the guide-- you may even find something new! 
     Again, keep in mind that if you've read the entire guide then
     the majority of the information below has already been provided.
     We're just stressing the important stuff...
     • Never disguise as Medic: You don't display uber-percentage to
     • Never disguise as Scout: You can't move like them (e.g. double
     • When disguised as Spy, you don't have a mask on to the enemy.
     • Avoid Pyros at all costs, as they will burn you alive.
     • Don't bother with Scouts unless the scenario provides that
       they are an easy kill. They are fast-- and deadly to the Spy.
     • Cloaking/De-cloaking takes a few seconds to take full effect.
     • Once disguised, play the part. Use appropriate disguises in 
       appropriate areas. 
     • When shot whilst in disguise, the enemy can't tell that you've
       taken damage. If you don't react from being shot, you can
       trick the enemy.
     • The Butterfly knife is the best melee weapon in the game when
       in the form of a swift backstab, and conversely is the weakest
       in head on fights. Avoid using it face-to-face.
     • Stabbing from above, and from the side, usually register as
       a backstab.
     • Always assume a disguise, and change disguises once you've
       been discovered.
     • Always Stab the enemy nearest you first, then proceed to those
       further from you.
     • The Pyro is among your best disguises.
     • The Demoman is not far behind when it comes to disguises.
     • To the enemy, When your disguised, you appear to be holding
       the primary weapon of your disguised class.
     • When Spy checking, keep an eye on the target's name, class,
       whereabouts, and weapon. If the target is holding his
       secondary weapon, you know right off the bat he's one of your
     • You can call for enemy Medics while in disguise, though do so
       with caution, as it could bring unwanted attention. 
     • When disguised, you take the name of a member of the opposing
       team who is of the respective class of your disguise. If you
       chose Pyro, and the enemy has no Pyro, an enemy name will be
       assigned randomly.
       It becomes increasingly dangerous to disguise yourself as a
       class that only has one representative on the other team. For
       example, if there is only one Demoman on the enemy team, and
       you disguise as him, you'd best make sure to avoid him. If
       said Demoman spots you, he'll likely notice that you're name
       is his own, as such, he'll make sure to notify his team that
       you're a Spy. He's also likely to personally see to it that
       you're dealt with... careful; sticky bombs are quite potent.
     • Calling for the enemy Medic is risky because in doing so you
       may reveal yourself to the person who's name has been assigned
       as your cover (e.g. Dan sees that "Dan" is calling for a
       medic... cover blown).
     • "Retreating" to the enemy (running backwards, facing your own
       team) makes you appear far less suspicious to the enemy.
     • Your revolver loads fast, has 6 shots per round, and has 24
       bullets in reserve for a total of 30 shots. In addition, it
       makes for a good Sniper. As you can accurately pick of enemies
       and Engineer establishments from afar. 
     • If the Sentry is facing away from you, and the Engineer
       tending to it, stab the Engineer, then Sap immediately.
     • If you stab the Engineer first, and are dealing with a tier 3
       sentry, strafing around the sentry in a fashion to avoid the
       rotating barrels helps to avoid being shot while trying to Sap.
     • Find areas in maps where enemies seem to congregate (e.g.
       choke points), come from behind and stab them. Then repeat the
       cycle in a "looping" fashion.
     • Try to join enemy ranks from a natural place to avoid
       suspicion, this will also lead way to many backstabs.
     • While cloaked, disguise, or change your disguise, as to avoid
       the "cloud" effect from giving you away to the enemy. 
     • Always cloak at the last possible second, though always before
       entering enemy sights.
     • Disguising as a friendly Pyro is a great way for handling
       enemy Spies, as they will avoid you in an obvious fashion.
       It also deters Spies from targeting you. 
     • A Spy can now use a tele negating the glow effect so long as
       said Spy is disguised as an enemy when he uses the teleporter.
     • Hunt enemy medics, as they are critical to the enemy's
     • A Spy disguised as the enemy can gain health from the enemy's
     • Use the water to your advantage. While cloaked in the water,
       if clipped be enemy fire, thus shimmering to the enemy, the
       diffraction of the water can help to hide you.
     • Use the roundabout way to avoid crossfire.
     • Each time a disguise is changed, so to does the Spy's health
       that is visible to the enemy.
     • After stabbing an Engineer in the back, make sure to rotate
       around his sentry avoiding the barrels, then sap. 
    -Section 9)               Closing                            [A9]
     We've spent a ton of time on this faq, and as such we hope it
     has proven helpful to you. The Spy is truly a one-of-a-kind
     class, an experience that you won't endure in any other game. We
     hope that through our efforts you guys are honing your Spy
     skills, becoming better and better each day. For many, a Spy faq
     has been greatly desired, and hopefully this faq is the answer
     that you've been looking for.
     Good luck on your quest of mastering the Spy!
     Email Us: 
     Feel free to e-mail either of us with suggestions (we're always
     open to suggestions!), or comments. You could also e-mail us as
     a form of thanks and praise, haha. jk. --but you could. :P
     If you suggest something that isn't already in this guide, and
     we decide to post it, we'd be more than happy to accredit you
     having helped us out, and will mention your suggestion below.
           (Delkin525 aka sR+Orca) - delkin525@gmail.com
                     (nodforlife) - nodforlife@yahoo.com
                         Accredited Suggestions
     Thank you:
     AlcyOne (aka Bulblax): For helping me to proof-read a majority
     of the guide. No matter how many times I read something of my
     own, I miss the obvious errors because my mind knows what it's
     supposed to say. As such, I skip over many mistakes without even
     recognizing them. Thankfully, I'm not the only moron who does
     this as it is inherently part of being human. We all make
     Lancevol: For pointing out other points that make the Spy
     disguise a risky one. After having received your comments I took
     to swapping the Spy disguise from the good disguise list, to the
     bad disguise list.
     Insolence: For pointing out how useful seeking refuge
     from a sentry behind a dispenser can be. In some scenarios,
     after stabbing an Engineer in the back, you can't revolve around
     the sentry to sap it, due to it's positioning. Instead, you can
     quickly back off seeking shelter behind the dispenser,
     re-disguise, then pop out sapping the sentry and the dispenser.
     johnie102: For informing me that in more current updates the
     Spy can now use teles safely due to the fact that the glow is
     no longer there. I would have realized this sooner myself,
     however, I stopped playing the game for quite a few months. As
     such, I was not aware of Valve's updates. He also wanted me to
     stress some obvious aspect of the Sniper disguise.
                 Reader Comments: (Recieved via E-mail)
     If you have any brief insane stories about your experience as
     Spy, or if you E-mail us stating that this guide has helped you,
     we will ask permission that we post it here.
     Dear Delkin525,
     Thank you for making this guide. The spy has always been my
     favorite class, I just love when you can take out two medic-
     heavy teams. Before this guide I was ok, but made many mistakes
     and couldn't usually take out sentries. Now I do good and can
     get mvp most rounds no problem.
     Btw I read your well guide also, and you really know what you
     are talking about. That strategy is flawless.  I love the  part
     where you take out the snipers and then go out the window, drop
     down the side, and take out a large group near the trains. I got
     7 back stabs each life like 3 or 4 lives in a row until somebody
     caught on.
     Hey guys,
     Thanks for writing the awesome Spy guide.  I was a long-time TFC
     player who just recently picked up TF2, and I must say that the
     changes to how the spy operated, specifically interacted with
     other classes rather confused me.  Your guide was awesome. I'm
     still not a pro at spy-ing but thanks to all the info you guys
     packed in your guide, I understand how to play the class to a
     greater degreee and I'm getting better.
     Once again, thanks for the guide, and I hope you guys decide to
     write guides for some of the other classes too.
    -Section 10)               Spy Guide: Video Edition         [A10]
        Delkin525 (aka sR+Orca):
        I've decided to make a video representation of this guide, as
     such I've been hard at work making the video guide a reality.
     As of right now, I've only finished part one. Feel free to
     rate and comment the video. Or as always, e-mail if you have
     any comments or questions.  
     TF2: Spy Guide Video Part#1: Links: 
     http://www.youtube.com/watch?v=pUkko8I01-E (YouTube Link)
     http://www.vimeo.com/1462176 (Vimeo Link) (Higher Resolution)
    -Section 11)                Copyright                       [A11]
     ©2007/2008 Please don’t post this faq without giving credit to
     us (delkin525 / nodforlife). If you decide to post this else
     where, please e-mail us notifying us of its location. In
     addition please don’t edit this faq or take from it our content.
        This guide is also hosted on the following websites:
        • www.gamefaqs.com
        • www.mycheats.com (a branch of the 1UP network)
        • www.supercheats.com
        • www.neoseeker.com
        • www.pwnguide.com
        At this point in time, the guide can be found on numerous 
        sites not listed here. However, it's too much of a hassle
        to keep up with them, as requests are made on a somewhat
        frequent bases. 
      * As a disclaimer, the most updated version will always be
        found at gamefaqs. I recently checked one of the other
        sources, and it had version 2.2 of the guide, while the guide
        is actually at version 3.1
     Note: This faq will be updated as we see appropriate. Be sure to
           check back from time to time.

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