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Spy Guide

by Delkin525 / nodforlife

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------------Team Fortress 2 � Spy Strategy Guide-----------------

 Version: 2.7

 This guide is subject to change, as it will continually be
 updated as see fit.
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 By nodforlife & Delkin525 (aka sR + Orca)

 Email: (Delkin525)  -  [email protected]
        (nodforlife) - [email protected]
        

 Steam IDs: nodforlife, Delkin525

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Intro:
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   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 in turning yourself into a very capable Spy.
 After all, 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 in 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 9 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 1) General Outline                          (code: [A1])
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 :A general outline of the Spy�s weapons and statistics.

_________________________________________________________________
�Section 2) Disguises                                (code: [A2])
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 :An in-depth take on which disguises to use and which not to

_________________________________________________________________
�Section 3) General Dos and Don�ts                   (code: [A3])
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 :A collection of random tips, strategies, and hints applicable
  to every map

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�Section 4) Targets                                  (code: [A4])
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 :A detailed list of the best classes to backstab and the worst 
  classes to stab; a class by class assessment.

_________________________________________________________________
�Section 5) Map Specific Strategies                  (code: [A5])
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 :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 6) Spy Checking                             (code: [A6])
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 :Detailed section that states everything you need to know when 
  Spy checking. 

_________________________________________________________________
�Section 7) Quick Tips                               (code: [A7])
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 :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 8) Closing                                  (code: [A8])
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 :Closing comments, and a place where we thank those who
  contribute.

_________________________________________________________________
�Section 9) Copyright                                (code: [A9])
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 :Standard copyright for our faq...

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-                      Version History                          -
-----------------------------------------------------------------
                                                                -
 �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                 -
                                                                -
=================================================================
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-                                                               -
-                    Enjoy the Guide!                           -
-                                                               -
-                                                               -
-                                                               -
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-Section 1)          General Outline                         [A1]
-----------------------------------------------------------------

    The Spy has the least amount of health that any class gets in
 TF2, tied with the Scout and Engineer with 125 health to start.
 He has five weapons/abilities: the revolver, the sapper, the
 knife, the disguise kit, and the cloaking devise. A good Spy
 will utilize all of these over the course of a match, so
 familiarity with all is essential.

-----------------------------------------------------------------

 The Revolver:

    The Spy�s primary weapon. It holds six bullets before reload,
 but 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. The
 Revolver does around 40 damage per shot, so it�s not completely
 useless, but is really only useful in taking out the weaker
 classes: Engineers, Scouts, and other Spies. When engaged in a
 firefight 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.

-----------------------------------------------------------------

 The Sapper:

    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.

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 The Butterfly Knife:

    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.

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 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 minigun or the Pyro�s flames is recommended. The
 cloak lasts about 10 seconds before the meter is empty and it
 recharges to full as long as you�re not using it. When
 invisible, sentries will not shoot at you and changing disguises
 does not reveal you, so transforming while cloaked is advised.

-----------------------------------------------------------------

 The Disguise Kit:

    Does what the name implies. You can transform into 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, only 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 minigun, etc). Really,
 there are only three classes worth being disguised as: Pyro,
 Demoman, and Sniper. Soldiers and Heavies are too slow to get
 stabs, Scouts are too fast and a disguised Scout will be slower
 than a real one, Engineers almost always have their wrench out
 for sapper destruction/sentry upgrades and seeing one with a
 shotgun out is a giveaway, Medics will be expected to heal and
 usually don�t have the syringe gun selected, and Spies never
 run around undisguised, which you will look like to them if you
 disguise as a Spy (e.g. you won�t have a mask on).

 Note: In disguise, as part of cover you can call for enemy
 medics. No matter how much health you really have, your health
 to the enemy is a half filled meter. So, no matter what, you
 have half health in the eyes of the enemy. This is another
 indication that an ally could be a spy. How often is it that
 you have exactly half health?

 Further detail on disguises are discussed later in the guide--

-----------------------------------------------------------------
 
 Spies do not show pain. If an enemy was to shoot you, and 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.

-----------------------------------------------------------------
 
 Enemy spies, in whatever disguise, always display half-health to
 the opposing team, as such it's another slight indicator that
 someone is a Spy.

-----------------------------------------------------------------

*****************************************************************
-Section 2)            Disguises                             [A2]
-----------------------------------------------------------------
=========[Your worst disguise options are as follows]============

-Heavy
 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�d be a dead giveaway. Also, it�s worth
 noting that disguising as a Heavy will not help to kill Medics,
 being that you are slow moving now.

 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.

-----------------------------------------------------------------

-Scout
 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.

-----------------------------------------------------------------

-Soldier
 This is surprisingly the slowest moving character in the
 game, though; his gun makes him more maneuverable than the
 Heavy. While the Heavy shoots he hardly moves, and it is hard
 for him to turn quickly, making him a target for Snipers, and
 spies alike. Your lessened speed and the fact that you aren't
 constantly jumping and rocketing is a clear sign to all that you
 are a Spy.

-----------------------------------------------------------------

-Medics
 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
 amount.

 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.

-----------------------------------------------------------------

-Spy
 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. 

-----------------------------------------------------------------
=========[Your best disguise options are as follows]============= 

-Pyro
 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!
 
-----------------------------------------------------------------

-Engineer
 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.

 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... 

-----------------------------------------------------------------

-Demoman
 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.

-----------------------------------------------------------------

-Sniper
 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.

 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. 

*****************************************************************
-Section 2)        General Dos 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.

-----------------------------------------------------------------

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 you have a chance of killing consistently are
 Spies, 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. 

-----------------------------------------------------------------

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. My apologies, indeed.

-----------------------------------------------------------------

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.

-----------------------------------------------------------------

10) DON�T use teleports. Your feet will glow for a few seconds
 with your team color, even if you�re cloaked, and it takes about
 as long for the glow to go away as it would just to walk to the
 spot where you exited. Unfortunately, Spies have to walk
 everywhere if they want to be undetected.

-----------------------------------------------------------------

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.

-----------------------------------------------------------------

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 you 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
 enemy.

-----------------------------------------------------------------

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, and
 would be used when backstabbing isn�t possible. 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. 

-----------------------------------------------------------------

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
     enemy.
     
  -----------------------------------------------------

  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 back. 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.

-----------------------------------------------------------------

*****************************************************************
-Section 3)       HOW TO HANDLE ENGINEERS                    [A3]
-----------------------------------------------------------------

 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.

-----------------------------------------------------------------

1.) Sometimes you�ll find that an Engineer has left his
 establishment unattended, in which case sap everything in site.
 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).

  -----------------------------------------------------

  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.)

-----------------------------------------------------------------

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 oppertunity to sap it. You'll fild 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
 here. 

 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.

 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
 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. 


 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
 he?

 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. 

-----------------------------------------------------------------
 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 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�

-----------------------------------------------------------------

-Heavy:
 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.

-----------------------------------------------------------------

-Medics:
 Hunting Medics is often times critical in keeping the
 enemy from advancing. Anytime you kill a Medic you are
 decreasing 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 destroy 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 oftentimes, they are still very difficult ones.

-----------------------------------------------------------------

-Snipers: 
 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 above section; "HOW TO HANDLE ENGINEERS" ***

-----------------------------------------------------------------

-Demoman:
 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!

-----------------------------------------------------------------

-Soldier:
 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
 out!

-----------------------------------------------------------------

-Spy:
 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
 win!
 
 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.

-----------------------------------------------------------------

-Tele-Entrance:
 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.

-----------------------------------------------------------------
=======================[Worst Targets]===========================

-Pyro: 
 Enemy Pyros are a Spy�s greatest fear, and will cause the
 most aggravation. This is because Pyros tend to spray randomly,
 and oftentimes in that random spraying of their fire, 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 Spy will almost always result in being burned to
 death. If you are 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.

-----------------------------------------------------------------

-Scout:
 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 quickly 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)        Map Specific Strategies                    [A5]
-----------------------------------------------------------------

-Preface:
 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." Even if you
 aren't always able to survive long enough without dying, this
 technique usually guarantees cramping up your enemy quite a bit.
 

 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. 

=================================================================
 Hydro
=================================================================

 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
 map:

 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
    base.)

 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 in 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.

 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.

 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 a 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. 

 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. Don't give up.

=================================================================
 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.

 Offense: 
-----------------------------------------------------------------

 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
 point.

 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.


 Defense:
-----------------------------------------------------------------

 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.

=================================================================
  Dustbowl
=================================================================

 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.

 Offense:
-----------------------------------------------------------------

 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.


 Defense:
-----------------------------------------------------------------

 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. 

=================================================================
  Granary
=================================================================

 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 stabable 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.

 
 Offense:
-----------------------------------------------------------------

 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. 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. I suggest however, that 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. 

 Defending:
-----------------------------------------------------------------

 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
 base. 

 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
 to 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
 down. 

 *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
 venture.

=================================================================
 2fort
=================================================================

 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. 

=================================================================
-Section 6)                Spy Checking                      [A6]
-----------------------------------------------------------------

 This section will depict many hints and things to look for when
 trying to decipher whether or not someone is friend or Spy

-----------------------------------------------------------------

 1. Spies, while in disguise display 50% (half) health to the
    opposing team. How often is it that one is damaged to exactly
    half health?

 2. 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, and is at half health; he's an enemy Spy.

 3. 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 have half health, and will be holding his Syringe-gun;
    three red flags without even having to bump into him. 

 4. 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. So, no need for false checking, and 
    wasting ammo. 

 5. If you bump into an ally and can't pass through them, you've
    found yourself a Spy.

 6. 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.

 7. "Tab" anyone? It's there for a reason. Keep track of what
    classes you have on your team, in addition to who is what
    class.

 8. Look for an Ally who has your exact name. What a coincidence
    right? Wrong, it's just a Spy, no checking here, it's
    obvious.

 9. Posing as a friendly Pyro is helpful in that enemy Spies will
    more than likely avoid you, thus revealing that they are a
    Spy.

 10. With the above factors in mind, also consider the
     whereabouts of the target, and pay attention to suspicious
     movement and activity. 

=================================================================
-Section 7)                 Quick Tips                       [A7]
-----------------------------------------------------------------

 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...

-----------------------------------------------------------------
1)

 � Never disguise as Medic: You don't display uber-percentage to
   enemies.

-----------------------------------------------------------------
2)

 � Never disguise as Scout: You can't move like them (e.g. double
   jump).

-----------------------------------------------------------------
3)

 � When disguised as Spy, you don't have a mask on to the enemy.

-----------------------------------------------------------------
4)

 � Avoid Pyros at all costs, as they will burn you alive.

-----------------------------------------------------------------
5)

 � Don't bother with Scouts unless the scenario provides that
   they are an easy kill. They are fast-- and deadly to the Spy.

-----------------------------------------------------------------
6)

 � Cloaking/De-cloaking takes a few seconds to take full effect.

-----------------------------------------------------------------
7)

 � Once disguised, you always appear to have 50% (half) health to
   the enemy.

-----------------------------------------------------------------
8)

 � 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.

-----------------------------------------------------------------
9)

 � 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.

-----------------------------------------------------------------
10)

 � Stabbing from above, and from the side, usually register as
   a backstab.

-----------------------------------------------------------------
11)

 � Always assume a disguise, and change disguises once you've
   been discovered.

-----------------------------------------------------------------
12)

 � Always Stab the enemy nearest you first, then proceed to those
   further from you.

-----------------------------------------------------------------
13)

 � The Pyro is among your best disguises.

-----------------------------------------------------------------
14)

 � The Demoman is not far behind when it comes to disguises.

-----------------------------------------------------------------
15)

 � To the enemy, When your disguised, you appear to be holding
   the primary weapon of your disguised class.

-----------------------------------------------------------------
16)

 � When Spy checking, keep an eye on the target's health, name,
   class, whereabouts, and weapon. If the target is holding his
   secondary weapon, you know right off the bat he's one of
   your own. 
 
-----------------------------------------------------------------
17)

 � When in disguise, you always have half health to the enemy,
   and as such can call for Medic without looking too suspicious.
   Though, calling for enemy medics is usually a bad idea, as it
   brings about unneeded attention.

-----------------------------------------------------------------
18)

 � 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.

-----------------------------------------------------------------
19)

 � 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).

-----------------------------------------------------------------
20)

 � "Retreating" to the enemy (running backwards, facing your own
   team) makes you appear far less suspicious to the enemy.

-----------------------------------------------------------------
21)

 � Your revolver loads fast, has 6 shots per round, and has 24
   bullets in reserve for a total of 30 shots.

-----------------------------------------------------------------
22)

 � If the Sentry is facing away from you, and the Engineer
   tending to it, stab the Engineer, then Sap immediately.

-----------------------------------------------------------------
23)

 � 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.

-----------------------------------------------------------------
24)

 � 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.

-----------------------------------------------------------------
25)

 � Try to join enemy ranks from a natural place to avoid
   suspicion, this will also lead way to many backstabs.

-----------------------------------------------------------------
26)

 � While cloaked, disguise, or change your disguise, as to avoid
   the "cloud" effect from giving you away to the enemy. 

-----------------------------------------------------------------
27)

 � Always cloak at the last possible second, though always before
   entering enemy sights.

-----------------------------------------------------------------
28)

 � Disguising as a friendly Pyro is a great way for handling
   enemy Spies, as they will avoid you in an obvious fashion.

-----------------------------------------------------------------
29)

 � Use of Teleporters is ill-advised, as the glowing effect it
   causes reveals you to the enemy, even while cloaked.

-----------------------------------------------------------------
30)

 � Hunt enemy medics, as they are critical to the enemy's
   advancement.

*****************************************************************
-Section 8)               Closing                            [A8]
-----------------------------------------------------------------

 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) - [email protected]
                 (nodforlife) - [email protected]


=================================================================
                   Accredited Suggestions
-----------------------------------------------------------------
 Thank you:
-----------------------------------------------------------------

 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. -Delkin

-----------------------------------------------------------------



*****************************************************************
-Section 9)              Copyright                           [A9]
-----------------------------------------------------------------

 �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.
 
 Thanks

-----------------------------------------------------------------
    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

*****************************************************************

 Note: This faq will be updated as we see appropriate. Be sure to
       check back from time to time.