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TFC's 2forts



This is the opening patio to the red base, (or blue base, since they are symmetrical). You will notice that there are two warning signs in the corners of the base, these are potential sniper slots. If you see any sort of red glow from these areas, be careful. Snipers can kneel down, making them seem invisible. These snipers will usually transmit your skin to the defense squad inside, then you're screwed. Don't EVER go in the front entrance!!



This is the main spy entrance (underwater) to the enemy base. Less chance of getting caught, and a lot less chance of being picked off by snipers. The only thing to watch out for is a soldier or heavy stationed at the top of the stairs. Usually it's better to infiltrate the base when the main guards are disrtacted (i.e. Soldiers fighting through the door.) MAKE DAMN sure you are disguised, color and skin, before you pop your head out of the water.

In TFC, you cannot permanently lose life from being underwater. So if you start to choke, just pop up for some air. This also means that the water entrance may have a guardian - usually a heavy. Just toss some grens in and he'll run off.



Unless it's guarded, run in to the tunnel. The passageway is easier to hide and fix a broken disguise in. The tunnel is not very well trafficked, unlike in Quake TF, so a good spy can just walk in - sight unseen. You can't green-gren jump in TFC, so don't try to get up to the loft from here.



This is the infamous ramp room. The X notes a usual sentry placement. Most people don't pipe the bottom of the ramps, though watch out for nasties on the thin walkway on the right of the picture. On this map, this is the trial by fire. If you can convince the defense that you are friendly, then you are all set, and are free to roam around the base. You're first job? Take out all the sentries you see. You can also jump to the basement through the elevator shaft to the right. Watch out, though. There is usually people in that area.




Commonly referred to as the upper room, this is the command denter of the entire base. Once again, the X refers to a common sentry area. The S points to a great place to gas/knife snipers. Directly behind this picture is the respawn room. Toss gas grenades in the entrance alcove. The gas will seep through the walls and door, shutting down the other team for a minute or 2. Use that time.



This is the opening basement area, if you came down through the tunnel. There isn't usually a lot of action down here, but smart engineers build sentries, and smart HW's guard hallways. Take out these sentries, gas the HWs. Mucho Importante.



Flag time! Watch for sentries in the hallway too. When the room is clear, grab the flag and hightail it out. Watch for patrols. They frequent this area. Also watch for pissy engineers.
(They get that way when you blow their sentries)



If you came down the elevator shaft, this is what you will see. Remember to take out sentries first. Its easier to make a succesful flag run when you aren't dodging rockets and nails.

The Team Fortress Spy Academy (c) 1997-2001