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	<title>Fortress Forever Wiki - User contributions [en]</title>
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	<updated>2026-09-17T23:35:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=8624</id>
		<title>Class:Pyro</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=8624"/>
		<updated>2008-03-26T12:05:03Z</updated>

		<summary type="html">&lt;p&gt;Credge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:pyro_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Pyro&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 150&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
| slot5 = [[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
| gren2atspawn = 4&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 170&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 5&lt;br /&gt;
| rocketsmax = 20&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Pyro&lt;br /&gt;
| classintro =&lt;br /&gt;
A fireman gone horribly wrong, the Pyro is the chaos-causer of Fortress Forever. He carries a multitude of different flame-based weapons to set enemies alight and burn them all to death. He has the third highest armor in the game (after the HW Guy and Soldier) and is faster than all but the Scout and Medic. This combination of armor and speed allows the Pyro to operate efficiently in either an offensive role, defensive role, or maybe even somewhere in between. The map can also influence this choice. &lt;br /&gt;
&lt;br /&gt;
The Pyro&amp;#039;s main weapon is, fittingly, the [[Weapon:Flamethrower|flamethrower]]. It pumps out a continuous stream of flames and has a huge ammo reserve; allowing the Pyro to harass and control areas for extensive periods of time. He also packs an incendiary cannon and napalm grenades to complete his fiery repertoire. The incendiary cannon is useful at range and the grenades can set a small area ablaze. The main tools of a good Pyro are harassment and confusion. Although the changes to the Pyro in FF make him an effective killing machine, he is still good at being the team distraction. On offense, he can keep enemies preoccupied while the faster, more mobile classes (i.e. Scout and Medic) make their way to the objective untouched. On defense, he can serve as a sort of roamer, confusing and being a constant in thorn in the side of the enemy offense.&lt;br /&gt;
&lt;br /&gt;
While countless specific examples of what a Pyro can do could be given, it all boils down to the fact the Pyro&amp;#039;s main role is harassment and chaos-causing. If you&amp;#039;ve been looking for an outlet for that brewing pyromania, this is the class for you.&lt;br /&gt;
&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Actually useful.&lt;br /&gt;
&lt;br /&gt;
Incendiary Cannon rockets are affected by gravity, and their slow pace makes them closer to mortars than RPGs.&lt;br /&gt;
&lt;br /&gt;
IC + Napalm jumps are a bit trickier to time, but grant much better propulsion.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Quickswitch&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking changes between the Flamethrower and the Incendiary Cannon, making it easy to get somebody to level 2 burn and [[Pyro_Jump|Pyro Jump]]!&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fire-Retardant&lt;br /&gt;
|description=&lt;br /&gt;
A Pyro cannot be lit on fire. He still takes full damage from flame-based weapons, however.&lt;br /&gt;
}}&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The regular shotgun is a surprisingly useful addition to the pyro&amp;#039;s arsenal. While definitely not a main weapon, a few quick shots can kill that low-health scout who is out of range of your flame weaponry and is about to disappear with your flag.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
|imgsrc=W_ft_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The signature weapon of the pyro. It spews fire out to a medium range and lights enemies [[:Category:Status_Effects#On_Fire|ablaze]]. The flame stream does considerable damage by itself, but it works best when combined with the stacking damage over time effects of the pyro&amp;#039;s other flame weaponry. It holds a maximum of 200 cells and thus can be fired continuously for an long period of time.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This could be considered the pyro&amp;#039;s other &amp;quot;main weapon.&amp;quot; It works somewhat like the rocket launcher. However, the projectiles fire in an arc and don&amp;#039;t do as much damage as a rocket. However, it has a large splash radius that sets enemies on fire. This is often used as an opener or if you can&amp;#039;t close in on your opponent. It also serves as a means of propulsion for the pyro, who can IC jump similar to the soldiers rocket jump, but doesn&amp;#039;t take nearly as much damage.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
|imgsrc=G_np_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Since the addition of flame damage stacking, these are arguably the Pyro&amp;#039;s main grenade. He spawns with 4 every life, so make good use of them. A Napalm Grenade has an initial explosion that deals substantial damage and then a bunch of flaming balls (for lack of a better word) scatter around the ground where the grenade exploded. These deal continued damage over time and light any enemy that walks through it on fire. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Flamethrower|Flamethrower]].&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Damage Stacking====&lt;br /&gt;
The Pyro&amp;#039;s weapons will &amp;quot;stack&amp;quot; damage if they are causing burns at the same time.  He can achieve level 1, level 2 or level 3 burn damage rates. Burn level 1 is a mild annoyance, where as burn level 3 is almost a guaranteed kill in most cases. To do this, Pyro must use all of his flame weapons in a very brief time.  He can still do serious damage to lighter classes like Medic or Demoman by using only level 2 burn.  However, to kill a soldier or heavy weapons guy quickly, light them to burn level 3.  The most effective tactic is to first prime a napalm grenade, shoot an Increndiary Cannon round, throw the primed napalm grenade and finally light enemy with flamethrower.  This will make the enemy scream like a banshee and can take out a Heavy Weapons Guy in only a couple seconds. &lt;br /&gt;
&lt;br /&gt;
====Weapon Jumping====&lt;br /&gt;
The Pyro can also make use of his incendiary cannon and napalm grenades to achieve a very effective means of self-propulsion. Shooting oneself with the incendiary cannon (IC) will provide a small, but significant height gain. Using the IC alone can clear most important areas and is also useful for starting a quick bunnyhop. If you find yourself in need of more height, add a napalm grenade to the mix. Although the timing can be a bit tricky, an IC + napalm grenade jump can propel the Pyro to great heights. This is accomplished by priming a napalm grenade and then doing an IC jump right before the grenade goes off. If timed properly, the combined force of the cannon and the grenade will give an extreme vertical boost. This tactic seems most effective with basic vertical jumps, but it may be possible to apply it to horizontal or arcing jumps. The pyro can also push himself around backwards (and upwards if you face downwards) with the flamethrower.&lt;br /&gt;
&lt;br /&gt;
The pyro can also jump to great heights using only his flamethrower as a propellant by &amp;#039;trimping&amp;#039;. Normally this is done by jumping from a lower surface on to a higher one and then jumping as you land, allowing you to jump even higher. It is most commonly used on ramps. The pyro can execute this on flat land with his flamethrower by pointing straight up while firing, jumping, continuing to hold attack down as you are forced back on to the ground. As you hit, jump again (or queue a jump up) and point your flamethrower straight down at the ground and continue firing. If executed correctly you will jump incredibly high. This can also be used in conjunction with other movement tools, such as bunnyhopping and flamepushing.&lt;br /&gt;
&lt;br /&gt;
====Keeping Yourself Alive====&lt;br /&gt;
For all the havoc and damage a Pyro can wreak, there are plenty of things that will end him before he even gets started. The biggest weaknesses of the Pyro are EMP Grenades, Sentry Guns, and long range battles. An EMP Grenade will instantly kill a Pyro with full (or almost full) ammunition. The many cells he carries in his flamethrower make him a prime target. In order to survive EMP grenades, you should empty your flamethrower to about half-ammo (100 cells). Start this when you spawn and usually by the time you make it to the enemy base, you should have about 100 cells left. The 100 cells remaining are plenty of ammo. Emptying your flamethrower ammunition should allow you to survive at least one EMP. It tends to leave you with barely any health, but the important fact is that you&amp;#039;re alive.&lt;br /&gt;
&lt;br /&gt;
Sentry Guns present another problem for the Pyro. They are often in high places at a range the pyro cannot effectively attack. Your best bet with sentry guns is to find a way around them, figure out how to get into close range in order to circle strafe it to death with your flamethrower, shoot rockets at it, or lob grenades at it (assuming your grenades can reach it).&lt;br /&gt;
&lt;br /&gt;
The final big weakness is related to the sentry gun problem. By his very nature, the Pyro is a close-quarters combatant. The IC is a terrible weapon for long-range damage (it is best used for harassment and setting up combos) and the shotgun is out of the question for long range combat. The best solution for this problem is to choose your battles wisely and learn how to navigate through enemy fire to close the gap quickly. The Pyro&amp;#039;s has a big speed advantage over most defensive classes. Use it wisely.&lt;br /&gt;
&lt;br /&gt;
====Offensive Pyro====&lt;br /&gt;
As an offensive Pyro, you are a master at attacking an enemy&amp;#039;s base, thanks to the Flamethrower. Use it to fly to the enemy&amp;#039;s base, utilizing &amp;quot;shortcuts&amp;quot; (such as bypassing stairs by flying directly to what the stairs connect) and avoiding everybody that tries to attack you on the way. If somebody won&amp;#039;t get out of your face, hit them with the Flamethrower and an IC rocket. Being on level 2 burn should either cause them to bolt back to resupply or die soon. When you&amp;#039;re in the enemy&amp;#039;s base, start throwing Napalm Grenades where you go, especially in cramped halls. Enemies can&amp;#039;t pass them without getting set on fire, forcing them to take an alternate route, but you can fly through them with no problem.  If you&amp;#039;re in an enclosed area, run to the flag and lob rockets at anybody that gets in your way. Once you grab the flag, equip your Flamethrower and get out! If you threw Napalm Grenades at key areas, there probably won&amp;#039;t be any enemies behind or near them, so fly through the grenades. Since you&amp;#039;ve woken up the entire base, staying back to fight is suicide, so fly outta there ASAP! Getting to a cap point should be easy, as your Flamethrower will probably give you enough elevation to bypass stairs and fly directly to the point.&lt;br /&gt;
&lt;br /&gt;
====Defensive Pyro====&lt;br /&gt;
The defensive Pyro does best in spots where enemies cannot easily avoid or move past him. Stay away from wide, open areas. Enemy scouts and medics will easily conc jump by you, making you pretty much worthless. Stay in areas where enemies are forced to slow down or move in a predictable route. Also, don&amp;#039;t worry about killing them, but try to achieve at least a level 2 burn on anyone that goes by you. It will severely injure them by the time they get to the rest of the defense.&lt;br /&gt;
&lt;br /&gt;
====Fighting other Pyros====&lt;br /&gt;
Since you&amp;#039;re both flame retardant, the fight will take a little longer than usual. The flamethrower will not ignite your opponent, but it still does 100% of the damage it would normally do. Use your Incendiary Cannon and Shotgun at range. Use the Shotgun to damage them from long range, then use your IC to throw them around once they get close to you. Do not waste napalm grenades on other Pyros, use your regular frag grenades.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/5 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
*Learn [[Pyro Jump|pyro jumping techniques]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Outdated Pages]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Credge</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Beginner%27s_Guide&amp;diff=8623</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Beginner%27s_Guide&amp;diff=8623"/>
		<updated>2008-03-26T12:00:47Z</updated>

		<summary type="html">&lt;p&gt;Credge: /* Heavy Weapons Guy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Welcome to Fortress Forever! This little tutorial should give you an overview of the game and provide a link to a more detailed description of the abilities, tactics and features in FF.&lt;br /&gt;
&lt;br /&gt;
==Basic Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
In Fortress Forever, 2 teams (averaging 5-10 players on each team) compete to capture each others flag (and other [[:Category:Game Types|gameplay types]]). Each player can choose his character class, out of nine possible classes. Each class has different speed, armor, health, weapons and abilities. If you die in fortress forever, you can respawn back into battle immediately - no waiting around like other games! In addition to using a primary weapon, players can simultaneously throw grenades. Each class has a different set of grenades with different abilities, and most classes have primary and secondary grenades. In Fortress Forever, maintaining speed is key for some attacking players. You can speed yourself up by &amp;#039;Weapons Jumping&amp;#039;, which means shooting the floor, and the explosion propels you forwards. Since Fortress Forever is not a realistic game, you take little damage from such explosions. Another key feature is that, if you jump as soon as you hit the floor, you will maintain some of your speed (if you are going fast from a weapons jump). The most powerful weapons jump is the concussion grenade, which medics and scouts both posess, and can send themselves flying high into the air with little damage. This, combined with the ability to turn in the air, makes moving around Fortress Forever fun in itself, even when there are no enemies to shoot.&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
* 2 teams (usually), competing to capture each others flag (more on CTF and other gametypes)&lt;br /&gt;
* 9 Classes of player - each with strengths / weaknesses (e.g. Spy can turn invisible, Engineer can build sentry guns)&lt;br /&gt;
* Instant respawning - If you die, you can respawn instantly back inside your base. no loss of time getting back to the action&lt;br /&gt;
* Using grenades whilst firing (different from other FPS&amp;#039;s)&lt;br /&gt;
* Weapons jumping, movement techniques (maintaining speed)&lt;br /&gt;
&lt;br /&gt;
==Basic Controls==&lt;br /&gt;
&lt;br /&gt;
By default Fortress Forever has basic controls which are similar to other Half-life / HL2 games where WASD moves you, control ducks, and space jumps. There are however a few extra controls that have been added to Fortress Forever:&lt;br /&gt;
&lt;br /&gt;
* To talk:  [Y] to everyone, [U]: Team-only chat, [k] Team Voice Chat.&lt;br /&gt;
* A few weapons have two modes of fire. [mouse1] Primary fire, [mouse2] secondary fire. &lt;br /&gt;
* Throwing grenades: [F] Frag Grenade, [G] Special class grenades.  Most characters have two types of grenades, which can be primed and thrown at any time. Depending on your setup you either hold down the button, then release to throw the grenade, or if you wish to free up your fingers for movement while the grenade is primed, using &amp;#039;Toggle grenade&amp;#039; means one press to prime, press again to throw. &lt;br /&gt;
* Change class / team: [n] Change team, [b] Change class. Remember auto-team-select is your friend!&lt;br /&gt;
* Selecting weapons : [1] - [6]. The higher the number, the more powerful the weapon, in general. For example, the demoman&amp;#039;s detpack is weapon [6] (kills everyone it hits in one shot), and his crowbar is on [1]. The most powerful weapon in the engineer&amp;#039;s arsenal is the Sentry Gun, which is built by weapon slot [5].&lt;br /&gt;
&lt;br /&gt;
==Advanced Controls==&lt;br /&gt;
* Throw the flag [C]&lt;br /&gt;
* Discard ammo [X]&lt;br /&gt;
* Call for medic [Z]&lt;br /&gt;
* Bring down console [~]&lt;br /&gt;
&lt;br /&gt;
Note, while by default reloading is done automatically, you can switch to manual reloading by opening up the console by pressing [~] and type &amp;quot;cl_autoreload 0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Game Types ==&lt;br /&gt;
There are potentially an unlimited amount of game types in Fortress Forever, limited only by mappers imaginations. However, here are some of the main types that are available at this point:&lt;br /&gt;
&lt;br /&gt;
* CTF - Capture the Flag - Your team must go into the enemy base, steal their flag, and bring it back to the capture point in your base. All while preventing the enemy team from doing the same with your flag. Different to other CTF games (e.g. quake 3), in Fortress Forever, you cannot return your flag by touching it. Rather, the flag returns on its own after 60 seconds of not being touched. - eg. ff_crossover&lt;br /&gt;
** Security - Some maps may have additional security placed in the enemy base which needs to be turned off before you can access the flag. - eg. ff_shutdown2&lt;br /&gt;
&lt;br /&gt;
* AD - Attack &amp;amp; Defend - The attackers must bring their flag to the capture point to advance through the map. The defending team tries to prevent the attackers from doing this until the time runs out. - eg. ff_dustbowl&lt;br /&gt;
&lt;br /&gt;
* Push - Fight against the opposing team to bring the ball from the center of the map to the capture point inside of their base. - eg. ff_push&lt;br /&gt;
&lt;br /&gt;
* RCTF - Reverse CTF - Bring the flag from your base to the capture point inside the enemy base, while keeping the enemy team from bringing their flag to the capture point in your base.&lt;br /&gt;
&lt;br /&gt;
* ID - Invade and Defend - Invaders must capture each point sequentially, while the defenders try to stop them. Once the invaders capture all the points the map rests and the teams switch roles. - Eg. ff_cornfield&lt;br /&gt;
&lt;br /&gt;
* Hunted - The bodyguards try to escort the civilian to the escape point, and the assassins try stop the civilian from getting there. - eg. ff_hunted&lt;br /&gt;
&lt;br /&gt;
Full list here: [[:Category:Game Types]]&lt;br /&gt;
&lt;br /&gt;
==Quick guide to classes==&lt;br /&gt;
&lt;br /&gt;
=== [[Class:Scout|Scout]] ===&lt;br /&gt;
&lt;br /&gt;
Very fast, and very weak. Primary skill is the concussion grenade [G]&lt;br /&gt;
&lt;br /&gt;
=== [[Class:Sniper|Sniper]] === &lt;br /&gt;
&lt;br /&gt;
Long range killer.&lt;br /&gt;
&lt;br /&gt;
===  [[Class:Soldier|Soldier]] === &lt;br /&gt;
&lt;br /&gt;
Slow, massive firepower at short range. Primary weapon is the Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
===  [[Class:Demoman|Demolitions Man (Demoman)]] === &lt;br /&gt;
&lt;br /&gt;
Lots of explosives, can lay traps in key areas.&lt;br /&gt;
&lt;br /&gt;
=== [[Class:Medic|Medic]] === &lt;br /&gt;
&lt;br /&gt;
2nd Fastest class, strong arsenal of weapons, can heal friendly players.&lt;br /&gt;
&lt;br /&gt;
=== [[Class:HWGuy|Heavy Weapons Guy]] === &lt;br /&gt;
&lt;br /&gt;
Slowest, most heavily armored class. Powerful chaingun best used at close range.&lt;br /&gt;
&lt;br /&gt;
=== [[Class:Pyro|Pyro]] === &lt;br /&gt;
&lt;br /&gt;
Lights people on fire, spreads chaos. Also a fast class with his weapons jump.&lt;br /&gt;
&lt;br /&gt;
=== [[Class:Spy|Spy]] === &lt;br /&gt;
&lt;br /&gt;
Sneaky, assassin class. Can turn invisible and hack into enemy sentry guns.&lt;br /&gt;
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=== [[Class:Engineer|Engineer]] === &lt;br /&gt;
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Can build sentry guns, ammo dispensers and repair teammates armor.&lt;br /&gt;
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{{Navigation Playing the Game}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|3}}&lt;/div&gt;</summary>
		<author><name>Credge</name></author>
	</entry>
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