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	<title>Fortress Forever Wiki - User contributions [en]</title>
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	<updated>2026-09-17T22:05:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Buildables&amp;diff=9977</id>
		<title>Buildables</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Buildables&amp;diff=9977"/>
		<updated>2013-03-18T15:56:33Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: /* Building sabotage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
As you travel around Fortress Forever maps you may occasionally come across a buildable structure. There are three types of building; the [[#Dispenser|dispenser]] is a passive structure that supplies ammo and armour to friendly players, The [[#Sentry Gun|sentry gun,]] an aggressive structure armed with weapons that will attack enemy units, and the [[#Jump Pad|jump pad or man cannon,]] a passive structure that servers as a &amp;quot;ramp&amp;quot; for any class that touches it. These are described in more detail in the sections below. This manual page describes who builds them and their uses.&lt;br /&gt;
&lt;br /&gt;
==Deploying buildings on the battlefield==&lt;br /&gt;
[[Image:engiemenu2.gif|thumb|[[Class:Engineer|Engineer&amp;#039;s]] [[HUD#Context Menu|context menu]] menu being used to build.]]&lt;br /&gt;
Deploying buildings is a unique ability belonging to the [[Class:Engineer|Engineer]]. &lt;br /&gt;
&lt;br /&gt;
Each engineer can deploy one of each structure on the battlefield at a time. They can build new ones at any time (providing they have enough cells) if the existing building is destroyed, dismantled or remotely detonated.&lt;br /&gt;
&lt;br /&gt;
When playing as engineer, the building options are reached using the engineer&amp;#039;s [[HUD#Context Menu|context menu]] (default: right mouse button). Before you have any buildings on the battlefield, only &amp;#039;&amp;#039;Build Sentry&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Build Dispenser&amp;#039;&amp;#039; are available, and the rest are grayed out. You need to have enough cells (from picking up armour and ammo bags) in order to build either building, and so therefore even these options may be grayed out.&lt;br /&gt;
&lt;br /&gt;
Selecting one of these will put you in build mode; a ghost image of the building will appear in front of you to show where the building would be deployed. If the position is invalid then an error symbol will show instead. You can move around until you find the perfect position. Press the fire button (default: left mouse button) once to start building.&lt;br /&gt;
[[Image:maintaining.jpg|thumb|Maintain a buildable by hitting it with your Wrench.]]&lt;br /&gt;
&lt;br /&gt;
==Maintaining buildings on the battlefield==&lt;br /&gt;
&lt;br /&gt;
Buildings have health levels and will be destroyed if they take too much damage. As engineer you can repair both your own and other people&amp;#039;s buildings by hitting them with your spanner. This will top up their health back to maximum.&lt;br /&gt;
&lt;br /&gt;
Hitting buildings with your spanner has an additional secondary effect on each type of building. The secondary effects are:&lt;br /&gt;
* adding your ammo to the dispenser.&lt;br /&gt;
* restocking sentry ammo and upgrading to a more powerful level.&lt;br /&gt;
&lt;br /&gt;
These are both described in more detail in the sections below.&lt;br /&gt;
&lt;br /&gt;
The context menu also provides options for dismantling and detonating either of your buildings. Dismantling has to be done while up close to your building, and will recoup half of the cell cost. Buildings can be detonated at any range; the resulting explosion can be very powerful if the dispenser or sentry gun had enough ammo in it.&lt;br /&gt;
&lt;br /&gt;
==Building sabotage==&lt;br /&gt;
[[Image:spymenu2.gif|thumb|[[Class:Spy|Spy&amp;#039;s]] [[HUD#Context Menu|context menu]] menu being used to sabotage.]]&lt;br /&gt;
Enemy [[Class:Spy|spies]] have the ability to sabotage the other team&amp;#039;s buildings. This is done by sneaking up to the building and standing nearby with your crosshair on it. A timer will display to show how long the sabotage is taking.&lt;br /&gt;
&lt;br /&gt;
Once the sabotage bar completes, the building is now in a state of &amp;#039;&amp;#039;sabotage&amp;#039;&amp;#039;. You will be unable to detonate or dismantle your buildables while they are in this state. The spy can now remotely activate the sabotage via their [[HUD#Context Menu|context menu]] (default: right mouse button). This will detonate any of their sabotaged dispensers and set any sabotaged sentry guns to fire against their own team.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
In FF 2.45, the sabotage ability can crash the server if used on a server without the hotfix. It will crash the server even with the hotfix if the sabotaged sentry gun destroys another buildable (another sentry, jump pad, dispenser).&lt;br /&gt;
&lt;br /&gt;
==Dispenser==&lt;br /&gt;
[[Image:Dispencer.jpg|thumbnail|300x300px|The dispenser]]&lt;br /&gt;
Dispensers hold ammo and give both ammo and armour to friendly players who come near. Dispensers are built with a basic amount of suppies and gradually self-charge with ammo. Engineers can also add ammo into the dispenser by hitting it with the spanner or having allies throw ammo backpacks at it, which it then eats.&lt;br /&gt;
&lt;br /&gt;
Dispensers will send an alert message to their owner if an enemy player gets too close, even if they are a disguised spy. This can make dispensers helpful for early-warning or detection systems.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Build cost:&amp;#039;&amp;#039;&amp;#039; 100 cells&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 150&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Build time:&amp;#039;&amp;#039;&amp;#039; 2 seconds&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sabotage effect:&amp;#039;&amp;#039;&amp;#039; Detonates&lt;br /&gt;
&lt;br /&gt;
Maximum storage: 400 [[Reference:Ammo#Shell|shells]], 600 [[Reference:Ammo#Nail|nails]], 400 [[Reference:Ammo#Cell|cells]], 300 [[Reference:Ammo#Rocket|rockets]], 500 [[Armor|armour]].&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
Sentry guns will fire automatically at enemy players who come within range. Sentry guns can be upgraded to three different levels. To upgrade, hit the sentry gun with the spanner when you have at least 130 cells. The upgrade process is instantaneous.&lt;br /&gt;
&lt;br /&gt;
Sentries will begin making sonar noises when a Spy is nearby.&lt;br /&gt;
&lt;br /&gt;
The difference between the levels is as follows:&lt;br /&gt;
* Level One&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 165&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 65 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; One small gun&lt;br /&gt;
* Level Two&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 180&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 130 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; One minigun&lt;br /&gt;
* Level Three&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 210&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 195 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; Two miniguns, two barrel mounted rocket propelled grenade launchers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other sentry gun information:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Initial Build time:&amp;#039;&amp;#039;&amp;#039; 3 seconds&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sabotage effect:&amp;#039;&amp;#039;&amp;#039; Fires on own team&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sentry Gun Bullet Push:&amp;#039;&amp;#039;&amp;#039; 15&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sparks When Low on Health:&amp;#039;&amp;#039;&amp;#039; When below 50% health, a player&amp;#039;s sentry gun will spark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;The three sentry gun levels&amp;quot; widths=&amp;quot;200px&amp;quot; heights=&amp;quot;200px&amp;quot; perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:Sg1.gif|Level One&lt;br /&gt;
Image:Sg2.gif|Level Two&lt;br /&gt;
Image:Sg3.gif|Level Three&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jump Pad==&lt;br /&gt;
[[Image:jumpinpag.gif|thumbnail|300x300px|The Jump Pad]]&lt;br /&gt;
The Jump Pad (or Man Cannon) can be built by the [[:Class:Scout|Scout]] by using the special ability button (Mouse2 by default). Once deployed, any player on the Scout&amp;#039;s team can be launched forward by jumping while standing over the jump pad. A scout may only have one jump pad built at one time; to place another, the scout must destroy the one he has built. Enemies can damage and destroy the jump pad, however it will heal itself if left alone for a period of time.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build time:&amp;#039;&amp;#039;&amp;#039; 5 seconds&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 150&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lifetime:&amp;#039;&amp;#039;&amp;#039; Permanent. However as a [[:Class:Scout|Scout]] you may detonate it at any time. It can be destroyed by enemies.&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File_talk:Ff_destroy_loading.jpg&amp;diff=9942</id>
		<title>File talk:Ff destroy loading.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File_talk:Ff_destroy_loading.jpg&amp;diff=9942"/>
		<updated>2013-01-24T21:52:58Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tried deleting the file, but it won&amp;#039;t go. Likely a problem with the MediaWiki installation. - [[User:AgentBuckshotMoose-5554|AgentBuckshotMoose-5554]] ([[User talk:AgentBuckshotMoose-5554|talk]]) 06:36, 23 January 2013 (PST)&lt;br /&gt;
   : Restored to last working version, and while it won&amp;#039;t generate thumbnail the image itself is still visible. - [[User:AgentBuckshotMoose-5554|AgentBuckshotMoose-5554]] ([[User talk:AgentBuckshotMoose-5554|talk]]) 06:38, 23 January 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
Ah, yeah. The loading screen is only in the map&amp;#039;s page, so thumbnails aren&amp;#039;t used. Is it OK to upload all the missing loadscreens then? (Even with no thumbnail thing)&lt;br /&gt;
&lt;br /&gt;
:[[User:Ddm999|Ddm999]] ([[User talk:Ddm999|talk]]) 07:54, 23 January 2013 (PST)&lt;br /&gt;
::Go nuts. - [[User:AgentBuckshotMoose-5554|AgentBuckshotMoose-5554]] ([[User talk:AgentBuckshotMoose-5554|talk]]) 13:52, 24 January 2013 (PST)&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_cz2&amp;diff=9938</id>
		<title>Map:ff cz2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_cz2&amp;diff=9938"/>
		<updated>2013-01-23T14:41:16Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: /* Using The Teleporters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
CZ2 takes place in a futuristic arena, where Red and Blue are competing to take control of Capture Points for glory, fame, money, women, and cats. In order to capture a point, you must stand on it. The more people on a point, the faster it&amp;#039;ll be captured. The speed that you capture at is equal to the speed you move at. [[Class:HWGuy|HWGuy]] captures the slowest, [[Class:Scout|Scout]] the fastest. Unlike other Capture Point maps, you can see what team controls what point simply by looking at the beams shooting to the sky. Red beams mean Red controls a point and blue beams mean Blue controls a point.&lt;br /&gt;
&lt;br /&gt;
The invisible roof in this map is in line with the roofs of the buildings as to prevent camping on top of them and easy captures. This greatly reduces the usefulness of special jumping techniques, but they can still be used to gain a quick burst of speed.&lt;br /&gt;
&lt;br /&gt;
Succeeding in this map takes a precise mixture of attackers and defenders. If there are too many attackers, they&amp;#039;ll get slaughtered by the enemy&amp;#039;s defense when they try to capture points that are near the enemy&amp;#039;s base. If there&amp;#039;s too much defense, they won&amp;#039;t be able to capture any points outside of the ones that&amp;#039;re near their base. Even with all that defense, a few slippery enemy attackers can get the points they&amp;#039;re defending, allowing them to win a round.&lt;br /&gt;
&lt;br /&gt;
=Strategies and Tips=&lt;br /&gt;
&lt;br /&gt;
==The Command Center==&lt;br /&gt;
&lt;br /&gt;
An enemy [[Class:Demoman|Demoman]] can reset all of a team&amp;#039;s captured CPs by placing a [[Buildable:Detpack|Detpack]] in the Command Center. Doing so will give the enemy team 15 points, in addition to resetting all of the afflicted team&amp;#039;s captured CPs.&lt;br /&gt;
&lt;br /&gt;
If an enemy [[Class:Spy|Spy]] gets into the base, they can hack open all of that base&amp;#039;s doors by pressing +use on the Command Center computers. It can be done while cloaked or disguised, so if you notice that your doors are open with no-one nearby, try shooting next to the computers. Generally, explosive weapons ( like the [[Weapon:RPG|RPG]] or the [[Weapon:Grenade Launcher|Grenade Launcher]] ) or weapons that fire a constant stream ( like the [[Weapon:Nailgun|Nailgun]] ) are best for this.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re playing as a [[Class:Scout|Scout]], check your Command Center regularly. If a [[Class:Demoman|Demoman]] has placed a [[Buildable:Detpack|Detpack]], then you can defuse it before you lose all your CP&amp;#039;s!&lt;br /&gt;
&lt;br /&gt;
As a [[Class:Engineer|Engineer]], you can build a [[Buildables#Sentry_Gun|Sentry Gun]] in the main room of your base, or at the back of the Command Center. Bear in mind you cannot build on the ramp leading to the Command Center, however. This also will not stop spies who can sabotage it, and will render you sentryless, and therefore losing part of the team if no-one attacks the Command Center.&lt;br /&gt;
&lt;br /&gt;
==Near Capture Points==&lt;br /&gt;
&lt;br /&gt;
There are lots of resupply bags, medkits, and armor near CP&amp;#039;s, if you&amp;#039;re taking a lot of damage, quickly get to one, and you can take down classes much more heavier than you.&lt;br /&gt;
&lt;br /&gt;
==Using The Teleporters==&lt;br /&gt;
&lt;br /&gt;
You can teleport to any owned capture point by going into your Command Center, going to the flag and beam representing that capture point, and pressing +use (default key: E).&lt;br /&gt;
&lt;br /&gt;
You can teleport back from a capture point to your base by going onto the point, and pressing +use. This will put you inside your respawn, as well as fully restocking your health, ammo and armor.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re playing as a [[Class:HWGuy|HWGuy]], then you should use the teleporters in your Command Center frequently to defend your capture points!&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
==Base==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:ff_cz20130.gif|135px|]]&lt;br /&gt;
| igcaption1=The main supply room.&lt;br /&gt;
| igimage2=[[Image:ff_cz20125.gif|135px]]&lt;br /&gt;
| igcaption2=Respawn.&lt;br /&gt;
| igimage3=[[Image:ff_cz20126.gif|135px]]&lt;br /&gt;
| igcaption3=The Control Center. Don&amp;#039;t let a Demoman get in here!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Outside Base==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:ff_cz20144.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of the paths leading from Base. The left one leads to CP2/4 and CP3 and the right one leads to CP1/5.&lt;br /&gt;
| igimage2=[[Image:ff_cz20131.gif|135px]]&lt;br /&gt;
| igcaption2=Closeup of the left path. You can see how the right path leads to CP1/5.&lt;br /&gt;
| igimage3=[[Image:ff_cz20132.gif|135px]]&lt;br /&gt;
| igcaption3=Closeup of the right path. You can see how the left path connects to CP2/4 and CP3.&lt;br /&gt;
| igimage4=[[Image:ff_cz20135.gif|135px]]&lt;br /&gt;
| igcaption4=The gas machine will propel you up to the top of the nearby building.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Capture Points 1 and 5==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:cz2cp1.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of Control Point 1/5.&lt;br /&gt;
| igimage2=[[Image:ff_cz20134.gif|135px]]&lt;br /&gt;
| igcaption2=There&amp;#039;s a cache of medikits behind the box on the lower floor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Capture Points 2 and 4==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:ff_cz20137.gif|135px]]&lt;br /&gt;
| igcaption1=The area just outside Capture Point 2/4. The water path leads to the enemy&amp;#039;s CP 2/4, the ramp leads to CP3 and the entrance on the right leads to CP2/4.&lt;br /&gt;
| igimage2=[[Image:ff_cz20140.gif|135px]]&lt;br /&gt;
| igcaption2=Overview of CP2/4. Notice the medikit behind the box.&lt;br /&gt;
| igimage3=[[Image:ff_cz20139.gif|135px]]&lt;br /&gt;
| igcaption3=Shot of the actual Capture Point.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Capture Point 3==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:cp3.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of Capture Point 3. The huts will have a Blue Armor and backpack appear when somebody captures the CP.&lt;br /&gt;
| igimage2=[[Image:ff_cz20146.gif|135px]]&lt;br /&gt;
| igcaption2=The entrance to CP3 from CP2/4.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Rating|3}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_cz2&amp;diff=9937</id>
		<title>Map:ff cz2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_cz2&amp;diff=9937"/>
		<updated>2013-01-23T14:40:19Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: Clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
CZ2 takes place in a futuristic arena, where Red and Blue are competing to take control of Capture Points for glory, fame, money, women, and cats. In order to capture a point, you must stand on it. The more people on a point, the faster it&amp;#039;ll be captured. The speed that you capture at is equal to the speed you move at. [[Class:HWGuy|HWGuy]] captures the slowest, [[Class:Scout|Scout]] the fastest. Unlike other Capture Point maps, you can see what team controls what point simply by looking at the beams shooting to the sky. Red beams mean Red controls a point and blue beams mean Blue controls a point.&lt;br /&gt;
&lt;br /&gt;
The invisible roof in this map is in line with the roofs of the buildings as to prevent camping on top of them and easy captures. This greatly reduces the usefulness of special jumping techniques, but they can still be used to gain a quick burst of speed.&lt;br /&gt;
&lt;br /&gt;
Succeeding in this map takes a precise mixture of attackers and defenders. If there are too many attackers, they&amp;#039;ll get slaughtered by the enemy&amp;#039;s defense when they try to capture points that are near the enemy&amp;#039;s base. If there&amp;#039;s too much defense, they won&amp;#039;t be able to capture any points outside of the ones that&amp;#039;re near their base. Even with all that defense, a few slippery enemy attackers can get the points they&amp;#039;re defending, allowing them to win a round.&lt;br /&gt;
&lt;br /&gt;
=Strategies and Tips=&lt;br /&gt;
&lt;br /&gt;
==The Command Center==&lt;br /&gt;
&lt;br /&gt;
An enemy [[Class:Demoman|Demoman]] can reset all of a team&amp;#039;s captured CPs by placing a [[Buildable:Detpack|Detpack]] in the Command Center. Doing so will give the enemy team 15 points, in addition to resetting all of the afflicted team&amp;#039;s captured CPs.&lt;br /&gt;
&lt;br /&gt;
If an enemy [[Class:Spy|Spy]] gets into the base, they can hack open all of that base&amp;#039;s doors by pressing +use on the Command Center computers. It can be done while cloaked or disguised, so if you notice that your doors are open with no-one nearby, try shooting next to the computers. Generally, explosive weapons ( like the [[Weapon:RPG|RPG]] or the [[Weapon:Grenade Launcher|Grenade Launcher]] ) or weapons that fire a constant stream ( like the [[Weapon:Nailgun|Nailgun]] ) are best for this.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re playing as a [[Class:Scout|Scout]], check your Command Center regularly. If a [[Class:Demoman|Demoman]] has placed a [[Buildable:Detpack|Detpack]], then you can defuse it before you lose all your CP&amp;#039;s!&lt;br /&gt;
&lt;br /&gt;
As a [[Class:Engineer|Engineer]], you can build a [[Buildables#Sentry_Gun|Sentry Gun]] in the main room of your base, or at the back of the Command Center. Bear in mind you cannot build on the ramp leading to the Command Center, however. This also will not stop spies who can sabotage it, and will render you sentryless, and therefore losing part of the team if no-one attacks the Command Center.&lt;br /&gt;
&lt;br /&gt;
==Near Capture Points==&lt;br /&gt;
&lt;br /&gt;
There are lots of resupply bags, medkits, and armor near CP&amp;#039;s, if you&amp;#039;re taking a lot of damage, quickly get to one, and you can take down classes much more heavier than you.&lt;br /&gt;
&lt;br /&gt;
==Using The Teleporters==&lt;br /&gt;
&lt;br /&gt;
You can teleport to any owned capture point by going into your Command Center, going to the flag and beam representing that CP, and pressing +use.&lt;br /&gt;
&lt;br /&gt;
You can teleport back from a CP to your base by going onto a CP, and pressing +use. This will put you inside your Respawn, as well as fully restocking your health, ammo and armor.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re playing as a [[Class:HWGuy|HWGuy]], then you should use the teleporters in your Command Center frequently to defend your CP&amp;#039;s!&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
==Base==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:ff_cz20130.gif|135px|]]&lt;br /&gt;
| igcaption1=The main supply room.&lt;br /&gt;
| igimage2=[[Image:ff_cz20125.gif|135px]]&lt;br /&gt;
| igcaption2=Respawn.&lt;br /&gt;
| igimage3=[[Image:ff_cz20126.gif|135px]]&lt;br /&gt;
| igcaption3=The Control Center. Don&amp;#039;t let a Demoman get in here!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Outside Base==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:ff_cz20144.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of the paths leading from Base. The left one leads to CP2/4 and CP3 and the right one leads to CP1/5.&lt;br /&gt;
| igimage2=[[Image:ff_cz20131.gif|135px]]&lt;br /&gt;
| igcaption2=Closeup of the left path. You can see how the right path leads to CP1/5.&lt;br /&gt;
| igimage3=[[Image:ff_cz20132.gif|135px]]&lt;br /&gt;
| igcaption3=Closeup of the right path. You can see how the left path connects to CP2/4 and CP3.&lt;br /&gt;
| igimage4=[[Image:ff_cz20135.gif|135px]]&lt;br /&gt;
| igcaption4=The gas machine will propel you up to the top of the nearby building.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Capture Points 1 and 5==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:cz2cp1.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of Control Point 1/5.&lt;br /&gt;
| igimage2=[[Image:ff_cz20134.gif|135px]]&lt;br /&gt;
| igcaption2=There&amp;#039;s a cache of medikits behind the box on the lower floor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Capture Points 2 and 4==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:ff_cz20137.gif|135px]]&lt;br /&gt;
| igcaption1=The area just outside Capture Point 2/4. The water path leads to the enemy&amp;#039;s CP 2/4, the ramp leads to CP3 and the entrance on the right leads to CP2/4.&lt;br /&gt;
| igimage2=[[Image:ff_cz20140.gif|135px]]&lt;br /&gt;
| igcaption2=Overview of CP2/4. Notice the medikit behind the box.&lt;br /&gt;
| igimage3=[[Image:ff_cz20139.gif|135px]]&lt;br /&gt;
| igcaption3=Shot of the actual Capture Point.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Capture Point 3==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:cp3.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of Capture Point 3. The huts will have a Blue Armor and backpack appear when somebody captures the CP.&lt;br /&gt;
| igimage2=[[Image:ff_cz20146.gif|135px]]&lt;br /&gt;
| igcaption2=The entrance to CP3 from CP2/4.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Rating|3}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File_talk:Ff_destroy_loading.jpg&amp;diff=9936</id>
		<title>File talk:Ff destroy loading.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File_talk:Ff_destroy_loading.jpg&amp;diff=9936"/>
		<updated>2013-01-23T14:38:36Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tried deleting the file, but it won&amp;#039;t go. Likely a problem with the MediaWiki installation. - [[User:AgentBuckshotMoose-5554|AgentBuckshotMoose-5554]] ([[User talk:AgentBuckshotMoose-5554|talk]]) 06:36, 23 January 2013 (PST)&lt;br /&gt;
   : Restored to last working version, and while it won&amp;#039;t generate thumbnail the image itself is still visible. - [[User:AgentBuckshotMoose-5554|AgentBuckshotMoose-5554]] ([[User talk:AgentBuckshotMoose-5554|talk]]) 06:38, 23 January 2013 (PST)&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File_talk:Ff_destroy_loading.jpg&amp;diff=9935</id>
		<title>File talk:Ff destroy loading.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File_talk:Ff_destroy_loading.jpg&amp;diff=9935"/>
		<updated>2013-01-23T14:36:24Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: Created page with &amp;quot;Tried deleting the file, but it won&amp;#039;t go. Likely a problem with the MediaWiki installation. - ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tried deleting the file, but it won&amp;#039;t go. Likely a problem with the MediaWiki installation. - [[User:AgentBuckshotMoose-5554|AgentBuckshotMoose-5554]] ([[User talk:AgentBuckshotMoose-5554|talk]]) 06:36, 23 January 2013 (PST)&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_2fort&amp;diff=9902</id>
		<title>Map:ff 2fort</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_2fort&amp;diff=9902"/>
		<updated>2012-06-08T21:08:53Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2fort14.jpg|500px|right|thumb|2Fort]]&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
2fort is one of the most iconic capture the flag maps, especially from any fortress game. Featuring bases facing eachother across a small water pit with a small bridge that crosses over. There are three entrances to the base including the front door, battlements and the water route. There are two main ways to go for the flag but technically three entrances to the flagtoom.&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
==Respawn==&lt;br /&gt;
There are two respawns per base. One in the middle of the base and one on the sniper battlements. Both contain resupply bags for health, armor and ammo and a grenade bag. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:2fort01.jpg|Mid Base Respawn&lt;br /&gt;
File:2fort02.jpg|Battlements Respawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Battlements==&lt;br /&gt;
The sniper perch, capture point, and top entrance to the base. There is a bunker in the middle of the battlements for protechtion against snipers and attackers.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:2fort03.jpg|Battlements&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Spiral==&lt;br /&gt;
The main route to the flagroom. The spiral is a tight corridor that leads to the basement of the base where the flag is held. In the middle of the spiral is a small resupply bag for the respecting base&amp;#039;s team. There also lies vent access for a quick entrance to the flagroom.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:2fort04.jpg|Top Spiral&lt;br /&gt;
File:2fort05.jpg|Lower Spiral&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Flag Room==&lt;br /&gt;
Small room that the flag is held, there are two hallways entrances and a vent entrance in the ceiling. There is a small sentry gun stand that is elevated from ground fire and grenades.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:2fort06.jpg|Flagroom&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Elevator==&lt;br /&gt;
The secondary route to the flagroom. A large elevator that leads into the back of the basement. On the way to the flagroom behind the elevator is a small resupply room. It contains three supply bags and one grenade bag.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:2fort09.jpg|Top Elevator&lt;br /&gt;
File:2fort08.jpg|Bottom Elevator&lt;br /&gt;
File:2fort07.jpg|Behind Elevator, Resupply Cooridor&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Ramp Room==&lt;br /&gt;
The ramp room is a majorly defensible position that has easy access to the elevator and also the top upper lobby which is next to the spiral. The room features two ramps that lead to the uppper level and a bridge that leads to the elevator above the rest of the room.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:2fort10.jpg|Ramp Room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Front Hall==&lt;br /&gt;
The lower entrance to the base. There are to ways to procede, one is to go instantly right for a quick route to the ramproom, or you can go straight and right to go under the respawn dropdown through a corridor to the ramp room.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:2fort12.jpg|Just Inside the Base&lt;br /&gt;
File:2fort11.jpg|Front Hall&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Water Spiral==&lt;br /&gt;
The exit spiral ramp that leads into the front hall. This leads right by the Battlements Respawn dropdown so becareful when you exit.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:2fort13.jpg|Water Spiral&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Water Path==&lt;br /&gt;
The final entrance to either base. It is also the slowest but also the safest. It is completely out of the way of any incoming fire from the yard or front of the base.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:2fort16.jpg|Water Entrance&lt;br /&gt;
File:2fort15.jpg|Water Exit to Water Spiral&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Outside==&lt;br /&gt;
There is a small bridge that is between the two bases that suspends over the water pit. The best way to get to the battlements is to [[Rocket_Jump|rocket jump]] or [[Concjumping|conc jump]] up.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:2fort14.jpg|The Yard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Rating|3}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Sniper&amp;diff=9855</id>
		<title>Class:Sniper</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Sniper&amp;diff=9855"/>
		<updated>2011-12-09T16:34:40Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &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:sniper_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Sniper&amp;#039;&amp;#039;&amp;#039;&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;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 50&lt;br /&gt;
| armval2 = 30%&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: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 90&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Sniper_Rifle|Sniper Rifle]]&lt;br /&gt;
| slot3 = [[Weapon:Auto_Rifle|Auto Rifle]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&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;
| discardgren1 = No&lt;br /&gt;
| shellsatspawn = 60&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Sniper&lt;br /&gt;
| classintro =&lt;br /&gt;
The Sniper is the master of long range combat in Fortress Forever. Packing a sniper rifle, assault rifle, and nailgun, the Sniper is often the first line of defense for a team. By communicating enemy attack routes to teammates, tagging incoming enemies, and disabling the enemy with crippling leg shots, a skilled Sniper can be a valuable asset to the team. On some maps, he can also serve as offensive support by taking out enemy defenders and sentry guns from long range. The farther away a Sniper&amp;#039;s enemies are, the better. Consequently, his options at short range are limited. If you like to destroy the enemy before they even have a chance to hurt you, serve as the first line of defense, and support your team at long range, the Sniper is for you.&lt;br /&gt;
|basicstrategy =&lt;br /&gt;
* Choose a position above an open area that enemies must move through.&lt;br /&gt;
* Right-click to zoom your Sniper Rifle. Hold down the left mouse button to charge it up for extra damage!&lt;br /&gt;
|abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[:Category:Status_Effects#Transmitting|Radio Tag]]&lt;br /&gt;
|description=&lt;br /&gt;
The Sniper&amp;#039;s rifle fires custom-manufactured bullets that have short-range radio transmitters in them. He tags enemies that he hits but doesn&amp;#039;t kill. This allows the Sniper and his team to see that enemy through walls out to a limited distance for a short period of time.&lt;br /&gt;
}}&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:Sniper_Rifle|Sniper Rifle]]&lt;br /&gt;
|imgsrc=W_sr_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The sniper&amp;#039;s bread and butter. Charge it up by holding down the fire button, the release when you see a target. Zoom in by right clicking. The sniper rifle is also the only ranged weapon in the game to have locational damage. Head shots deal far more damage than regular body shots, and leg shots can cripple your target&amp;#039;s movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Auto_Rifle|Auto Rifle]]&lt;br /&gt;
|imgsrc=W_ar_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent weapon for personal defense. Use this if you find yourself in a close-quarters situation. The auto rifle gets less accurate at range, and it shares a clip with your sniper rifle, so save it for the times when enemies are bearing down on top of you.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
|imgsrc=W_ng_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you run of of shells for your sniper rifle and auto rifle.&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, insta-killing scouts or other weak opponents, and general destruction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Sniper/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
====Playing as Sniper====&lt;br /&gt;
* Hide in a dark area, a long distance away from your target. A well concealed Sniper can do a lot of damage to the opposing team. If a Sniper&amp;#039;s position is discovered, the distance between him and the enemy will determine whether or not he can get out of danger.&lt;br /&gt;
&lt;br /&gt;
* The best sniping spots are generally regarded to be those with a height advantage; some spots leave you only vulnerable to enemy Snipers. Snipers can also operate at ground level if they find good cover.&lt;br /&gt;
&lt;br /&gt;
* As a Sniper, you are pretty weak at short range. Save your [[Grenade:Frag|Frag Grenades]] for close encounters, and have an escape route ready if you are attacked from behind.&lt;br /&gt;
&lt;br /&gt;
* When you are zoomed in with your [[Weapon:Sniper_Rifle|Sniper Rifle]], your peripheral vision is severely reduced. As such, it is easy for other classes to sneak up next to you and deal a lot of damage. A [[Class:Spy|Spy&amp;#039;s]] backstab can catch a Sniper very easily; try to keep your back to the wall to prevent this. It is prudent to keep your laser charged, but the rifle unscoped, and only scope when you see a potential target.&lt;br /&gt;
&lt;br /&gt;
====Playing Against a Sniper====&lt;br /&gt;
* Getting in close to attack a Sniper is often difficult, especially when he&amp;#039;s targeting you. The best class to kill a Sniper with is another Sniper. Switching to Sniper solely to counter an enemy Sniper may deprive your team of a useful attacker, however, and can lead to &amp;quot;Sniper wars&amp;quot;, where Snipers dedicate all their time to taking pot-shots at one another.&lt;br /&gt;
&lt;br /&gt;
* The best class aside from Sniper to act as a counter is Medic. He is fast, and so more difficult to hit and able to close distance more quickly. His Super Shotgun can tear through the Sniper&amp;#039;s weak armor, his Concussion Grenades are very effective against a class that relies on exact aim, and his Infection can prove very annoying. However against a skilled Sniper a Medic may struggle to get close, and often a Medic&amp;#039;s time can be better spent working towards capturing the flag.&lt;br /&gt;
&lt;br /&gt;
* A Spy will find it fairly easy to get in close to a Sniper.&lt;br /&gt;
&lt;br /&gt;
* As a Soldier, firing a couple of rockets at a Sniper&amp;#039;s position may spook him into taking cover for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* Snipers are often surprisingly effective at defending themselves at close range, as their Sniper Rifle does as much damage as it does at a distance, and they do not have tunnel vision while charging. Their Auto Rifle can deal out a respectable amount of damage, and their Frag Grenades are as deadly as those of any class.&lt;br /&gt;
&lt;br /&gt;
* As on many maps the Sniper deck is close to the spawn room, killing a Sniper won&amp;#039;t be of much use, as he will be back in a matter of seconds. Distracting him might be a better idea.&lt;br /&gt;
&lt;br /&gt;
* Regardless of what class you are playing, if you spot a Sniper, make sure to immediately alert your team to their location. If the Sniper manages to take you out, at least the next guy coming along knows where he is and can take a crack at it.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&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/22 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|4}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9854</id>
		<title>Class:Demoman</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9854"/>
		<updated>2011-12-09T16:32:58Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &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:demoman_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039;&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;
| healthval = 90&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;
| armval1 = 120&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 280&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color:orangered;&amp;quot;&amp;gt;Hybrid&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
| slot5 = [[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
| slot6 = [[Buildable:Detpack|Detpack]]&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;
| discardgren1 = No&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 30&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 20&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 20&lt;br /&gt;
| rocketsmax = 50&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 1&lt;br /&gt;
| detpacksmax = 1&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Demoman&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039; is for the player who likes to pack a very large amount of firepower. The Demoman&amp;#039;s primary weapon is his Grenade/Pipe Launcher, which has two separate fire modes: timed detonation and remote detonation. The remote detonation pipe bombs make the Demoman excellent at defending important areas. His weapons have a lot of explosive power, the trade-off being a lack of serious armor, moderately slow speed, and the fact that his Grenade Launcher requires practice to master.&lt;br /&gt;
&lt;br /&gt;
Although he is primarily a defensive class, the Demoman can function in an offense role as well. Even though his health and armor are not the greatest in the game, the sheer power of his weapons puts the Demoman into the &amp;quot;heavy&amp;quot; category of offense: ideal for punching holes in a strong enemy defense to allow lighter attackers through.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Place your yellow pipe bombs on your team&amp;#039;s flag to defend it. Detonate them when an enemy tries to touch it.&lt;br /&gt;
* Use blue grenades to defend yourself if attacked directly.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Remote Detonation&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command will not detonate pipe bombs that were just fired (they glow red).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Buildable:Detpack|Detpack]]&lt;br /&gt;
|description=&lt;br /&gt;
The Demoman can lay a Detpack, an extremely powerful explosive that instantly kills anything within its blast radius. It can also destroy walls and grates on some levels, opening up new pathways. Scouts can disarm Detpacks by touching them.&lt;br /&gt;
}}&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;
&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 shotgun is a weapon of last resort. Use it against opponents that you know you won&amp;#039;t be able to hit with your blue grenades and pipebombs, or if you find yourself caught with your grenade launcher unloaded. It can also be used to save grenade ammo; [[Scout|Scouts]] that have been hit with a blue grenade will die in one shotgun shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
|imgsrc=W_gl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Grenade Launcher holds six blue grenades, which have a hybrid timer/contact detonation system. If you score a direct hit on an opponent, it will do a large amount of damage. If the grenades don&amp;#039;t score a direct hit, they explode automatically in just a little over a second after being fired.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
|imgsrc=W_pl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This is an alternate fire mode of the grenade launcher, so it shares the same clip. Pipe bombs are yellow and feature a remote detonation system. You can lay up to eight of them; they are detonated using mouse2. Pipe bombs will explode automatically if the Demoman who laid them dies, if they are not detonated for a few minutes, or if you lay more than eight. There is a period of about a second after firing a pipebomb, where it glows red and cannot be detonated.&lt;br /&gt;
}}&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;
A standard fragmentation grenade. Use this when you have run out of the more powerful MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenade explodes at the end of its fuse, releasing four more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Demoman&amp;#039;s detpack now uses physics when being dropped/placed, but locks into position when it stops. You can roll it down hills or off of edges using this.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).&lt;br /&gt;
&lt;br /&gt;
The Demoman can clear or destroy special obstacles using his [[Buildable:Detpack|Detpacks]], see the weapon page for details.  The Demoman can pipe jump, check out the [[Weapon:Pipe Launcher|Pipe Launcher]] page for details.&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Demoman/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
==== Defensive Demoman ====&lt;br /&gt;
* Make sure you have pipe bombs on the flag at all times. &lt;br /&gt;
* Remember your Grenade Launcher and Pipe Launcher share a single small clip.&lt;br /&gt;
* Enemy Scouts can be incredibly fast: good reaction time and the ability to pay close attention are important.&lt;br /&gt;
* Your pipe bombs explode when you die, and your low armour compared to that of the Soldier and HWGuy make you a juicy target for enemy Medics and Spies.&lt;br /&gt;
* Listen for the &amp;quot;click&amp;quot; sound of a Scout&amp;#039;s conc grenade, so you can guess exactly when he&amp;#039;ll hit your pipe trap.&lt;br /&gt;
&lt;br /&gt;
==== Offensive Demoman ====&lt;br /&gt;
* Lay pipe traps around the enemy base, and try to lure defenders into them.&lt;br /&gt;
* Your MIRV Grenades are extremely deadly to Sentry Guns.&lt;br /&gt;
* Use your Detpack to open alternative routes for attackers to enter.&lt;br /&gt;
* The Pipe Launcher can be used as a movement tool. Lay a pipe on the ground and blow it up as you jump.&lt;br /&gt;
* Pipe jumping allows you to quickly traverse long distances and reach inaccessible areas, at a cost to health and armour.&lt;br /&gt;
&lt;br /&gt;
==== Playing Against a Demoman ====&lt;br /&gt;
* He&amp;#039;s only slightly better armoured than the Medic, and his pipe bombs explode when he dies.&lt;br /&gt;
* Getting right up in his face may make him hesitate to hit you with his grenades, at risk of killing himself.&lt;br /&gt;
* Keep an eye out for his yellow pipebombs.&lt;br /&gt;
* His MIRVs are incredibly destructive. Don&amp;#039;t get caught in the centre of one.&lt;br /&gt;
* If you see an enemy Demoman drop a detpack, run away!&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/16 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9853</id>
		<title>Class:Demoman</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9853"/>
		<updated>2011-12-09T16:22:55Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &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:demoman_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039;&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;
| healthval = 90&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;
| armval1 = 120&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 280&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color:orangered;&amp;quot;&amp;gt;Hybrid&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
| slot5 = [[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
| slot6 = [[Buildable:Detpack|Detpack]]&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;
| discardgren1 = No&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 30&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 20&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 20&lt;br /&gt;
| rocketsmax = 50&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 1&lt;br /&gt;
| detpacksmax = 1&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Demoman&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039; is for the player who likes to pack a very large amount of firepower. The Demoman&amp;#039;s primary weapon is his Grenade/Pipe Launcher, which has two separate fire modes: timed detonation and remote detonation. The remote detonation pipe bombs make the Demoman excellent at defending important areas. His weapons have a lot of explosive power, the trade-off being a lack of serious armor, moderately slow speed, and the fact that his Grenade Launcher requires practice to master.&lt;br /&gt;
&lt;br /&gt;
Although he is primarily a defensive class, the Demoman can function in an offense role as well. Even though his health and armor are not the greatest in the game, the sheer power of his weapons puts the Demoman into the &amp;quot;heavy&amp;quot; category of offense: ideal for punching holes in a strong enemy defense to allow lighter attackers through.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Place your yellow pipe bombs on your team&amp;#039;s flag to defend it. Detonate them when an enemy tries to touch it.&lt;br /&gt;
* Use blue grenades to defend yourself if attacked directly.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Remote Detonation&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command will not detonate pipe bombs that were just fired (they glow red).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Buildable:Detpack|Detpack]]&lt;br /&gt;
|description=&lt;br /&gt;
The Demoman can lay a Detpack, an extremely powerful explosive that instantly kills anything within its blast radius. It can also destroy walls and grates on some levels, opening up new pathways. Scouts can disarm Detpacks by touching them.&lt;br /&gt;
}}&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;
&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 shotgun is a weapon of last resort. Use it against opponents that you know you won&amp;#039;t be able to hit with your blue grenades and pipebombs, or if you find yourself caught with your grenade launcher unloaded. It can also be used to save grenade ammo; [[Scout|Scouts]] that have been hit with a blue grenade will die in one shotgun shot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
|imgsrc=W_gl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Grenade Launcher holds six blue grenades, which have a hybrid timer/contact detonation system. If you score a direct hit on an opponent, it will do a large amount of damage. If the grenades don&amp;#039;t score a direct hit, they explode a couple of seconds after being fired. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
|imgsrc=W_pl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This is an alternate fire mode of the grenade launcher, so it shares the same clip. Pipe bombs are yellow and feature a remote detonation system. You can lay up to eight of them; they are detonated using mouse2. Pipe bombs will explode automatically if the Demoman who laid them dies, if they are not detonated for a few minutes, or if you lay more than eight. There is a period of about a second after firing a pipebomb, where it glows red and cannot be detonated.&lt;br /&gt;
}}&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;
A standard fragmentation grenade. Use this when you have run out of the more powerful MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenade explodes at the end of its fuse, releasing four more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Demoman&amp;#039;s detpack now uses physics when being dropped/placed, but locks into position when it stops. You can roll it down hills or off of edges using this.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).&lt;br /&gt;
&lt;br /&gt;
The Demoman can clear or destroy special obstacles using his [[Buildable:Detpack|Detpacks]], see the weapon page for details.  The Demoman can pipe jump, check out the [[Weapon:Pipe Launcher|Pipe Launcher]] page for details.&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Demoman/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
==== Defensive Demoman ====&lt;br /&gt;
* Make sure you have pipe bombs on the flag at all times. &lt;br /&gt;
* Remember your Grenade Launcher and Pipe Launcher share a single small clip.&lt;br /&gt;
* Enemy Scouts can be incredibly fast: good reaction time and the ability to pay close attention are important.&lt;br /&gt;
* Your pipe bombs explode when you die, and your low armour compared to that of the Soldier and HWGuy make you a juicy target for enemy Medics and Spies.&lt;br /&gt;
* Listen for the &amp;quot;click&amp;quot; sound of a Scout&amp;#039;s conc grenade, so you can guess exactly when he&amp;#039;ll hit your pipe trap.&lt;br /&gt;
&lt;br /&gt;
==== Offensive Demoman ====&lt;br /&gt;
* Lay pipe traps around the enemy base, and try to lure defenders into them.&lt;br /&gt;
* Your MIRV Grenades are extremely deadly to Sentry Guns.&lt;br /&gt;
* Use your Detpack to open alternative routes for attackers to enter.&lt;br /&gt;
* The Pipe Launcher can be used as a movement tool. Lay a pipe on the ground and blow it up as you jump.&lt;br /&gt;
* Pipe jumping allows you to quickly traverse long distances and reach inaccessible areas, at a cost to health and armour.&lt;br /&gt;
&lt;br /&gt;
==== Playing Against a Demoman ====&lt;br /&gt;
* He&amp;#039;s only slightly better armoured than the Medic, and his pipe bombs explode when he dies.&lt;br /&gt;
* Getting right up in his face may make him hesitate to hit you with his grenades, at risk of killing himself.&lt;br /&gt;
* Keep an eye out for his yellow pipebombs.&lt;br /&gt;
* His MIRVs are incredibly destructive. Don&amp;#039;t get caught in the centre of one.&lt;br /&gt;
* If you see an enemy Demoman drop a detpack, run away!&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/16 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9852</id>
		<title>Class:Demoman</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9852"/>
		<updated>2011-12-09T16:20:11Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &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:demoman_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039;&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;
| healthval = 90&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;
| armval1 = 120&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 280&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color:orangered;&amp;quot;&amp;gt;Hybrid&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
| slot5 = [[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
| slot6 = [[Buildable:Detpack|Detpack]]&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;
| discardgren1 = No&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 30&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 20&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 20&lt;br /&gt;
| rocketsmax = 50&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 1&lt;br /&gt;
| detpacksmax = 1&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Demoman&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039; is for the player who likes to pack a very large amount of firepower. The Demoman&amp;#039;s primary weapon is his Grenade/Pipe Launcher, which has two separate fire modes: timed detonation and remote detonation. The remote detonation pipe bombs make the Demoman excellent at defending important areas. His weapons have a lot of explosive power, the trade-off being a lack of serious armor, moderately slow speed, and the fact that his Grenade Launcher requires practice to master.&lt;br /&gt;
&lt;br /&gt;
Although he is primarily a defensive class, the Demoman can function in an offense role as well. Even though his health and armor are not the greatest in the game, the sheer power of his weapons puts the Demoman into the &amp;quot;heavy&amp;quot; category of offense: ideal for punching holes in a strong enemy defense to allow lighter attackers through.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Place your yellow pipe bombs on your team&amp;#039;s flag to defend it. Detonate them when an enemy tries to touch it.&lt;br /&gt;
* Use blue grenades to defend yourself if attacked directly.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Remote Detonation&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command will not detonate pipe bombs that were just fired (they glow red).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Buildable:Detpack|Detpack]]&lt;br /&gt;
|description=&lt;br /&gt;
The Demoman can lay a Detpack, an extremely powerful explosive that instantly kills anything within its blast radius. It can also destroy walls and grates on some levels, opening up new pathways. Scouts can disarm Detpacks by touching them.&lt;br /&gt;
}}&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;
&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 shotgun is a weapon of last resort. Use it against opponents that you know you won&amp;#039;t be able to hit with your blue grenades and pipebombs, or if you find yourself caught with your grenade launcher unloaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
|imgsrc=W_gl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Grenade Launcher holds six blue grenades, which have a hybrid timer/contact detonation system. If you score a direct hit on an opponent, it will do a large amount of damage. If the grenades don&amp;#039;t score a direct hit, they explode a couple of seconds after being fired. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
|imgsrc=W_pl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This is an alternate fire mode of the grenade launcher, so it shares the same clip. Pipe bombs are yellow and feature a remote detonation system. You can lay up to eight of them; they are detonated using mouse2. Pipe bombs will explode automatically if the Demoman who laid them dies, if they are not detonated for a few minutes, or if you lay more than eight. There is a period of about a second after firing a pipebomb, where it glows red and cannot be detonated.&lt;br /&gt;
}}&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;
A standard fragmentation grenade. Use this when you have run out of the more powerful MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenade explodes at the end of its fuse, releasing four more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Demoman&amp;#039;s detpack now uses physics when being dropped/placed, but locks into position when it stops. You can roll it down hills or off of edges using this.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).&lt;br /&gt;
&lt;br /&gt;
The Demoman can clear or destroy special obstacles using his [[Buildable:Detpack|Detpacks]], see the weapon page for details.  The Demoman can pipe jump, check out the [[Weapon:Pipe Launcher|Pipe Launcher]] page for details.&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Demoman/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
==== Defensive Demoman ====&lt;br /&gt;
* Make sure you have pipe bombs on the flag at all times. &lt;br /&gt;
* Remember your Grenade Launcher and Pipe Launcher share a single small clip.&lt;br /&gt;
* Enemy Scouts can be incredibly fast: good reaction time and the ability to pay close attention are important.&lt;br /&gt;
* Your pipe bombs explode when you die, and your low armour compared to that of the Soldier and HWGuy make you a juicy target for enemy Medics and Spies.&lt;br /&gt;
* Listen for the &amp;quot;click&amp;quot; sound of a Scout&amp;#039;s conc grenade, so you can guess exactly when he&amp;#039;ll hit your pipe trap.&lt;br /&gt;
&lt;br /&gt;
==== Offensive Demoman ====&lt;br /&gt;
* Lay pipe traps around the enemy base, and try to lure defenders into them.&lt;br /&gt;
* Your MIRV Grenades are extremely deadly to Sentry Guns.&lt;br /&gt;
* Use your Detpack to open alternative routes for attackers to enter.&lt;br /&gt;
* The Pipe Launcher can be used as a movement tool. Lay a pipe on the ground and blow it up as you jump.&lt;br /&gt;
* Pipe jumping allows you to quickly traverse long distances and reach inaccessible areas, at a cost to health and armour.&lt;br /&gt;
&lt;br /&gt;
==== Playing Against a Demoman ====&lt;br /&gt;
* He&amp;#039;s only slightly better armoured than the Medic, and his pipe bombs explode when he dies.&lt;br /&gt;
* Getting right up in his face may make him hesitate to hit you with his grenades, at risk of killing himself.&lt;br /&gt;
* Keep an eye out for his yellow pipebombs.&lt;br /&gt;
* His MIRVs are incredibly destructive. Don&amp;#039;t get caught in the centre of one.&lt;br /&gt;
* If you see an enemy Demoman drop a detpack, run away!&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/16 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9842</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9842"/>
		<updated>2011-07-12T20:14:55Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: /* 2.42/2.43 Specific */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of things that need doing on the FF wiki.&lt;br /&gt;
&lt;br /&gt;
==Things That Always Need Doing==&lt;br /&gt;
These tasks are always on the radar of Wiki To-Doers.&lt;br /&gt;
* [[:Category:0-Star_Articles|0 star articles]] - This is the category of all zero-star articles: pages that have little or no content. If you need something to do, chances are you&amp;#039;ll find something here!&lt;br /&gt;
* [[:Category:1-Star_Articles|1 star articles]] - This is the category of all one-star articles: pages with very basic, non-detailed content. This is another good place to find things to do.&lt;br /&gt;
* Article Reviewing: See [[:Category:Rated Articles]] for all articles with ratings. Every page on the wiki should have a rating. Making sure ratings line up with the content on the page according to the [[Article Rating Guidelines]].&lt;br /&gt;
&lt;br /&gt;
==2.42/2.43 Specific==&lt;br /&gt;
Tasks to make sure that the wiki is in line with all 2.42/2.43 changes.&lt;br /&gt;
* Verify the damage and time values for the laser grenade, slowfield, and all other changed weapons. &amp;lt;--including sentry&lt;br /&gt;
* Pictures for Warpath map page.&lt;br /&gt;
* Probably a mention about soft clipping somewhere.&lt;br /&gt;
&lt;br /&gt;
==Pages that need attention==&lt;br /&gt;
These pages are in need of rework, more information, or reorganization.&lt;br /&gt;
* [[Main Menu]] - could be fleshed out some more.&lt;br /&gt;
* [[Game Goals]] - could be fleshed out some more.&lt;br /&gt;
* [[Map:ff_warpath]] - Map page for new 2.42 map ff_warpath. Needs some screenshots and a strategy section.&lt;br /&gt;
&lt;br /&gt;
==Pages that need to be created==&lt;br /&gt;
Mostly incomplete links from the Main Page Contents.&lt;br /&gt;
* [[Setup]] - A tutorial page for installing and setting up the game.  Changing names, using cfg files, links to [[Player Controls]] (see below).&lt;br /&gt;
* [[Player Controls]] - A guide to setting up mouse and keyboard binds, a description of the console and it&amp;#039;s purpose.&lt;br /&gt;
&lt;br /&gt;
==Add some new ones?==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Quick Start guide&amp;#039;&amp;#039;&amp;#039; - Quick links an easy instructions for the quickest way to get playing.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Community resources?&amp;#039;&amp;#039;&amp;#039; - Pages of clans, leagues, stuff like that.  A link to the forum or some web-sites if nothing else maybe.&lt;br /&gt;
** There are clan pages, but no community link. Many of the clans listed have died, since league play as a whole in FF is dead.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
* [[Map Guides]] needs thumbnail images for schtop, impact, warpath, and destroy. Many map pages need detail pics for all loctions. All map pages in [[:Category:0-Star_Articles]] are in need of screenshots.&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=9841</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=9841"/>
		<updated>2011-07-12T20:11:33Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: ff_destroy link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
{{Infobox manual/Header}}&lt;br /&gt;
{{Infobox manual}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 16pt; margin-bottom: 10px;&amp;quot;&amp;gt;Welcome to the Fortress Forever Manual&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;12&amp;quot; style=&amp;quot;background-color: #f3f3f3; border: 1px solid #cccccc&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; border: 1px solid #ccc; margin-left:12px; margin-bottom: 6px; background-color: #fff; width:200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:MainPage_ScoutConc.jpg|200px]]&amp;lt;div style=&amp;quot;margin:2px; border: 1px solid #aaa; background-color: #f3f3f3; padding: 3px; padding-left:6px; padding-right:6px;&amp;quot;&amp;gt;A [[Class:Scout|Scout]] [[Grenade:Concussion|concs]] to safety on [[Map:ff_push|Push]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is the online game manual for Fortress Forever, a free mod for all owners of [[System_Requirements|Half-Life 2 based games]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Fortress Forever is a class-based online FPS (first-person-shooter) teamwork game. Players are divided into one to four different teams, and pick between nine different classes, while partaking in a variety of different game styles including &amp;#039;&amp;#039;[[Game Type:Capture The Flag|capture the flag]]&amp;#039;&amp;#039;, &amp;#039;&amp;#039;[[Game Type:Territory Control|territorial control]]&amp;#039;&amp;#039; and &amp;#039;&amp;#039;[[Game Type:Hunted|assassination]]&amp;#039;&amp;#039;, as well as fun styles such as &amp;#039;&amp;#039;conc&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;escape&amp;#039;&amp;#039;, also for those who just feel like having an all out frag fest, we offer &amp;#039;&amp;#039;[[Game Type:Deathmatch|deathmatch]]&amp;#039;&amp;#039;. Learning how to play will be a fun and inviting experience. Will you be the quick and nimble scout? Or will you be the tactical engineer? Perhaps the mad crazy anarchist pyro? You can develop your abilities by learning and using many different movement tricks such as: [[Movement:Bunnyhopping|bunnyhopping]], [[Movement:Trimping|trimping]], [[Movement:Sharking|sharking]], as well as other tricks too, It will be a gaming experience to remember. Strap your boots on, and put on your helmet Private, its time to frag.&lt;br /&gt;
&lt;br /&gt;
If you are new to FF, take some time to read the [[Downloads|Installation Guide]] and [[Beginner&amp;#039;s Guide]].&lt;br /&gt;
&lt;br /&gt;
If you would like to contribute to the manual, please read the [[Fortress_Forever_Wiki:Style_and_usage_guidelines|style and usage guidelines]] and the [[TODO|TODO list]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;40&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
==Introduction==&lt;br /&gt;
* [[What Fortress Forever Is|What is Fortress Forever?]]&lt;br /&gt;
* [[TF2_Player%27s_Guide_to_FF|TF2 Player&amp;#039;s Guide To FF]]&lt;br /&gt;
* [[TFC Player&amp;#039;s Guide To FF|TFC Player&amp;#039;s Guide To FF]]&lt;br /&gt;
* [http://www.fortress-forever.com/changelogs/ Release Notes]&lt;br /&gt;
* [http://www.fortress-forever.com/devteam/ Development Team]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Installation and Setup==&lt;br /&gt;
* [[System_Requirements|System Requirements]]&lt;br /&gt;
* [[Downloads|Downloading and Installation]]&lt;br /&gt;
* [[Main_Menu|Main Menu]]&lt;br /&gt;
* [[Setup|In-Game Setup]]&lt;br /&gt;
* [[Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Scripts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
* [[Getting started|Getting Started]]&lt;br /&gt;
* [[Team_and_Class_Selection|Team and Class Selection]]&lt;br /&gt;
* [[HUD|Heads-Up Display]]&lt;br /&gt;
* [[Game_Goals|Game Goals]]&lt;br /&gt;
* [[:Category:Buildables|Deployable Buildings]]&lt;br /&gt;
* [[:Category:Status_Effects|Status Effects]]&lt;br /&gt;
* [[Video Tutorials]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Guides==&lt;br /&gt;
* [[Class:Scout|Scout]]&lt;br /&gt;
* [[Class:Sniper|Sniper]]&lt;br /&gt;
* [[Class:Soldier|Soldier]]&lt;br /&gt;
* [[Class:Demoman|Demoman]]&lt;br /&gt;
* [[Class:Medic|Medic]]&lt;br /&gt;
* [[Class:HWGuy|HWGuy]]&lt;br /&gt;
* [[Class:Pyro|Pyro]]&lt;br /&gt;
* [[Class:Spy|Spy]]&lt;br /&gt;
* [[Class:Engineer|Engineer]]&lt;br /&gt;
* [[Class:Civilian|Civilian]]&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
==Advanced Gameplay==&lt;br /&gt;
* [[Movement_Skills|Movement Skills]]&lt;br /&gt;
* [[Jumping_Skills|Jumping Skills]]&lt;br /&gt;
&lt;br /&gt;
==Map Guides==&lt;br /&gt;
====[[Game_Type:Capture_The_Flag|Capture the Flag]]====&lt;br /&gt;
* [[Map:ff_2fort|2fort]]&lt;br /&gt;
* [[Map:ff_crossover|Crossover]]&lt;br /&gt;
* [[Map:ff_monkey|Monkey]]&lt;br /&gt;
* [[Map:ff_shutdown2|Shutdown2]]&lt;br /&gt;
* [[Map:ff_well|Well]]&lt;br /&gt;
* [[Map:ff_2morforever|2 More Forever]]&lt;br /&gt;
* [[Map:ff_dropdown|Dropdown]]&lt;br /&gt;
* [[Map:ff_aardvark|Aardvark]]&lt;br /&gt;
* [[Map:ff_openfire|Openfire]]&lt;br /&gt;
* [[Map:ff_epicenter|Epicenter]]&lt;br /&gt;
* [[Map:ff_bases|Bases]]&lt;br /&gt;
* [[Map:ff_pitfall|Pitfall]]&lt;br /&gt;
* [[Map:ff_destroy|Destroy]]&lt;br /&gt;
====[[Game_Type:Attack and Defend|Attack and Defend]]====&lt;br /&gt;
* [[Map:ff_cornfield|Cornfield]]&lt;br /&gt;
* [[Map:ff_dustbowl|Dustbowl Valley]]&lt;br /&gt;
* [[Map:ff_palermo|Palermo]]&lt;br /&gt;
* [[Map:ff_anticitizen|Anticitizen]]&lt;br /&gt;
* [[Map:ff_vertigo|Vertigo]]&lt;br /&gt;
====[[Game_Type:Territory_Control|Territorial Control]]====&lt;br /&gt;
* [[Map:ff_cz2|Canalzone 2]]&lt;br /&gt;
* [[Map:ff_tiger|Tiger]]&lt;br /&gt;
* [[Map:ff_warpath|Warpath]]&lt;br /&gt;
====[[Game_Type:Hunted|Assassination]]====&lt;br /&gt;
* [[Map:ff_hunted|The Hunted]]&lt;br /&gt;
====[[Game_Type:Deathmatch|Deathmatch]]====&lt;br /&gt;
* [[Map:ff_dm|Mulch Deathmatch]]&lt;br /&gt;
====[[Game_Type:Push|Push]]====&lt;br /&gt;
* [[Map:ff_push|Push]]&lt;br /&gt;
* [[Map:ff_waterpolo|Waterpolo]]&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* [[:Category:Mapping|Map Editing]]&lt;br /&gt;
* [[:Category:Lua|Lua Scripting Reference]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Reference:Classes|Class Reference Guide]]&lt;br /&gt;
* [[Reference:Weapons|Weapons Reference Guide]]&lt;br /&gt;
* [[Reference:Grenades|Grenades Reference Guide]]&lt;br /&gt;
* [[Reference:Ammo|Ammo Reference Guide]]&lt;br /&gt;
* [[Reference:Armor|Armor Reference Guide]]&lt;br /&gt;
* [[Commands_And_Cvars|Client commands and variables]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9840</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9840"/>
		<updated>2011-07-12T20:09:50Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of things that need doing on the FF wiki.&lt;br /&gt;
&lt;br /&gt;
==Things That Always Need Doing==&lt;br /&gt;
These tasks are always on the radar of Wiki To-Doers.&lt;br /&gt;
* [[:Category:0-Star_Articles|0 star articles]] - This is the category of all zero-star articles: pages that have little or no content. If you need something to do, chances are you&amp;#039;ll find something here!&lt;br /&gt;
* [[:Category:1-Star_Articles|1 star articles]] - This is the category of all one-star articles: pages with very basic, non-detailed content. This is another good place to find things to do.&lt;br /&gt;
* Article Reviewing: See [[:Category:Rated Articles]] for all articles with ratings. Every page on the wiki should have a rating. Making sure ratings line up with the content on the page according to the [[Article Rating Guidelines]].&lt;br /&gt;
&lt;br /&gt;
==2.42/2.43 Specific==&lt;br /&gt;
Tasks to make sure that the wiki is in line with all 2.42/2.43 changes.&lt;br /&gt;
* Verify the damage and time values for the laser grenade, slowfield, and all other changed weapons. &amp;lt;--including sentry&lt;br /&gt;
* Warpath map page and pictures.&lt;br /&gt;
* Probably a mention about soft clipping somewhere.&lt;br /&gt;
&lt;br /&gt;
==Pages that need attention==&lt;br /&gt;
These pages are in need of rework, more information, or reorganization.&lt;br /&gt;
* [[Main Menu]] - could be fleshed out some more.&lt;br /&gt;
* [[Game Goals]] - could be fleshed out some more.&lt;br /&gt;
* [[Map:ff_warpath]] - Map page for new 2.42 map ff_warpath. Needs some screenshots and a strategy section.&lt;br /&gt;
&lt;br /&gt;
==Pages that need to be created==&lt;br /&gt;
Mostly incomplete links from the Main Page Contents.&lt;br /&gt;
* [[Setup]] - A tutorial page for installing and setting up the game.  Changing names, using cfg files, links to [[Player Controls]] (see below).&lt;br /&gt;
* [[Player Controls]] - A guide to setting up mouse and keyboard binds, a description of the console and it&amp;#039;s purpose.&lt;br /&gt;
&lt;br /&gt;
==Add some new ones?==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Quick Start guide&amp;#039;&amp;#039;&amp;#039; - Quick links an easy instructions for the quickest way to get playing.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Community resources?&amp;#039;&amp;#039;&amp;#039; - Pages of clans, leagues, stuff like that.  A link to the forum or some web-sites if nothing else maybe.&lt;br /&gt;
** There are clan pages, but no community link. Many of the clans listed have died, since league play as a whole in FF is dead.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
* [[Map Guides]] needs thumbnail images for schtop, impact, warpath, and destroy. Many map pages need detail pics for all loctions. All map pages in [[:Category:0-Star_Articles]] are in need of screenshots.&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9817</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9817"/>
		<updated>2011-07-12T16:50:59Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: /* 2.42/2.43 Specific */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of things that need doing on the FF wiki.&lt;br /&gt;
&lt;br /&gt;
==Things That Always Need Doing==&lt;br /&gt;
These tasks are always on the radar of Wiki To-Doers.&lt;br /&gt;
* [[:Category:0-Star_Articles|0 star articles]] - This is the category of all zero-star articles: pages that have little or no content. If you need something to do, chances are you&amp;#039;ll find something here!&lt;br /&gt;
* [[:Category:1-Star_Articles|1 star articles]] - This is the category of all one-star articles: pages with very basic, non-detailed content. This is another good place to find things to do.&lt;br /&gt;
* Article Reviewing: See [[:Category:Rated Articles]] for all articles with ratings. Every page on the wiki should have a rating. Making sure ratings line up with the content on the page according to the [[Article Rating Guidelines]].&lt;br /&gt;
&lt;br /&gt;
==2.42/2.43 Specific==&lt;br /&gt;
Tasks to make sure that the wiki is in line with all 2.42/2.43 changes.&lt;br /&gt;
* Verify the damage and time values for the laser grenade, slowfield, and all other changed weapons.&lt;br /&gt;
* Verify jump pad lasting permanently.&lt;br /&gt;
* Warpath map page and pictures.&lt;br /&gt;
* Probably a mention about soft clipping somewhere.&lt;br /&gt;
&lt;br /&gt;
==Pages that need attention==&lt;br /&gt;
These pages are in need of rework, more information, or reorganization.&lt;br /&gt;
* [[Main Menu]] - could be fleshed out some more.&lt;br /&gt;
* [[Game Goals]] - could be fleshed out some more.&lt;br /&gt;
* [[Template:Infobox manual]] - (Editable by wiki admins only) Map Guides need to be updated or removed.&lt;br /&gt;
&lt;br /&gt;
==Pages that need to be created==&lt;br /&gt;
Mostly incomplete links from the Main Page Contents.&lt;br /&gt;
* [[Setup]] - A tutorial page for installing and setting up the game.  Changing names, using cfg files, links to [[Player Controls]] (see below). [i]Update:[/i]Still only a stub.&lt;br /&gt;
* [[Player Controls]] - A guide to setting up mouse and keyboard binds, a description of the console and it&amp;#039;s purpose.&lt;br /&gt;
* [[Map:ff_warpath]] - Map page for new 2.42 map ff_warpath.&lt;br /&gt;
&lt;br /&gt;
==Add some new ones?==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Quick Start guide&amp;#039;&amp;#039;&amp;#039; - Quick links an easy instructions for the quickest way to get playing.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Community resources?&amp;#039;&amp;#039;&amp;#039; - Pages of clans, leagues, stuff like that.  A link to the forum or some web-sites if nothing else maybe.&lt;br /&gt;
** There are clan pages, but no community link. Many of the clans listed have died, since league play as a whole in FF is dead.&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9816</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9816"/>
		<updated>2011-07-12T16:50:44Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of things that need doing on the FF wiki.&lt;br /&gt;
&lt;br /&gt;
==Things That Always Need Doing==&lt;br /&gt;
These tasks are always on the radar of Wiki To-Doers.&lt;br /&gt;
* [[:Category:0-Star_Articles|0 star articles]] - This is the category of all zero-star articles: pages that have little or no content. If you need something to do, chances are you&amp;#039;ll find something here!&lt;br /&gt;
* [[:Category:1-Star_Articles|1 star articles]] - This is the category of all one-star articles: pages with very basic, non-detailed content. This is another good place to find things to do.&lt;br /&gt;
* Article Reviewing: See [[:Category:Rated Articles]] for all articles with ratings. Every page on the wiki should have a rating. Making sure ratings line up with the content on the page according to the [[Article Rating Guidelines]].&lt;br /&gt;
&lt;br /&gt;
==2.42/2.43 Specific==&lt;br /&gt;
Tasks to make sure that the wiki is in line with all 2.42/2.43 changes:&lt;br /&gt;
* Verify the damage and time values for the laser grenade, slowfield, and all other changed weapons.&lt;br /&gt;
* Verify jump pad lasting permanently.&lt;br /&gt;
* Warpath map page and pictures.&lt;br /&gt;
* Probably a mention about soft clipping somewhere.&lt;br /&gt;
&lt;br /&gt;
==Pages that need attention==&lt;br /&gt;
These pages are in need of rework, more information, or reorganization.&lt;br /&gt;
* [[Main Menu]] - could be fleshed out some more.&lt;br /&gt;
* [[Game Goals]] - could be fleshed out some more.&lt;br /&gt;
* [[Template:Infobox manual]] - (Editable by wiki admins only) Map Guides need to be updated or removed.&lt;br /&gt;
&lt;br /&gt;
==Pages that need to be created==&lt;br /&gt;
Mostly incomplete links from the Main Page Contents.&lt;br /&gt;
* [[Setup]] - A tutorial page for installing and setting up the game.  Changing names, using cfg files, links to [[Player Controls]] (see below). [i]Update:[/i]Still only a stub.&lt;br /&gt;
* [[Player Controls]] - A guide to setting up mouse and keyboard binds, a description of the console and it&amp;#039;s purpose.&lt;br /&gt;
* [[Map:ff_warpath]] - Map page for new 2.42 map ff_warpath.&lt;br /&gt;
&lt;br /&gt;
==Add some new ones?==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Quick Start guide&amp;#039;&amp;#039;&amp;#039; - Quick links an easy instructions for the quickest way to get playing.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Community resources?&amp;#039;&amp;#039;&amp;#039; - Pages of clans, leagues, stuff like that.  A link to the forum or some web-sites if nothing else maybe.&lt;br /&gt;
** There are clan pages, but no community link. Many of the clans listed have died, since league play as a whole in FF is dead.&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9815</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9815"/>
		<updated>2011-07-12T16:46:50Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: /* Pages that need attention */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of things that need doing on the FF wiki.&lt;br /&gt;
&lt;br /&gt;
==Things That Always Need Doing==&lt;br /&gt;
These tasks are always on the radar of Wiki To-Doers.&lt;br /&gt;
* [[:Category:0-Star_Articles|0 star articles]] - This is the category of all zero-star articles: pages that have little or no content. If you need something to do, chances are you&amp;#039;ll find something here!&lt;br /&gt;
* [[:Category:1-Star_Articles|1 star articles]] - This is the category of all one-star articles: pages with very basic, non-detailed content. This is another good place to find things to do.&lt;br /&gt;
* Article Reviewing: See [[:Category:Rated Articles]] for all articles with ratings. Every page on the wiki should have a rating. Making sure ratings line up with the content on the page according to the [[Article Rating Guidelines]].&lt;br /&gt;
&lt;br /&gt;
==Pages that need attention==&lt;br /&gt;
These pages are in need of rework, more information, or reorganization.&lt;br /&gt;
* [[Main Menu]] - could be fleshed out some more.&lt;br /&gt;
* [[Game Goals]] - could be fleshed out some more.&lt;br /&gt;
* [[Template:Infobox manual]] - (Editable by wiki admins only) Map Guides need to be updated or removed.&lt;br /&gt;
&lt;br /&gt;
==Pages that need to be created==&lt;br /&gt;
Mostly incomplete links from the Main Page Contents.&lt;br /&gt;
* [[Setup]] - A tutorial page for installing and setting up the game.  Changing names, using cfg files, links to [[Player Controls]] (see below). [i]Update:[/i]Still only a stub.&lt;br /&gt;
* [[Player Controls]] - A guide to setting up mouse and keyboard binds, a description of the console and it&amp;#039;s purpose.&lt;br /&gt;
* [[Map:ff_warpath]] - Map page for new 2.42 map ff_warpath.&lt;br /&gt;
&lt;br /&gt;
==Add some new ones?==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Quick Start guide&amp;#039;&amp;#039;&amp;#039; - Quick links an easy instructions for the quickest way to get playing.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Community resources?&amp;#039;&amp;#039;&amp;#039; - Pages of clans, leagues, stuff like that.  A link to the forum or some web-sites if nothing else maybe.&lt;br /&gt;
** There are clan pages, but no community link. Many of the clans listed have died, since league play as a whole in FF is dead.&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9814</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9814"/>
		<updated>2011-07-12T16:42:24Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of things that need doing on the FF wiki.&lt;br /&gt;
&lt;br /&gt;
==Things That Always Need Doing==&lt;br /&gt;
These tasks are always on the radar of Wiki To-Doers.&lt;br /&gt;
* [[:Category:0-Star_Articles|0 star articles]] - This is the category of all zero-star articles: pages that have little or no content. If you need something to do, chances are you&amp;#039;ll find something here!&lt;br /&gt;
* [[:Category:1-Star_Articles|1 star articles]] - This is the category of all one-star articles: pages with very basic, non-detailed content. This is another good place to find things to do.&lt;br /&gt;
* Article Reviewing: See [[:Category:Rated Articles]] for all articles with ratings. Every page on the wiki should have a rating. Making sure ratings line up with the content on the page according to the [[Article Rating Guidelines]].&lt;br /&gt;
&lt;br /&gt;
==Pages that need attention==&lt;br /&gt;
These pages are in need of rework, more information, or reorganization.&lt;br /&gt;
* [[Main Menu]] - could be fleshed out some more.&lt;br /&gt;
* [[Game Goals]] - could be fleshed out some more.&lt;br /&gt;
&lt;br /&gt;
==Pages that need to be created==&lt;br /&gt;
Mostly incomplete links from the Main Page Contents.&lt;br /&gt;
* [[Setup]] - A tutorial page for installing and setting up the game.  Changing names, using cfg files, links to [[Player Controls]] (see below). [i]Update:[/i]Still only a stub.&lt;br /&gt;
* [[Player Controls]] - A guide to setting up mouse and keyboard binds, a description of the console and it&amp;#039;s purpose.&lt;br /&gt;
* [[Map:ff_warpath]] - Map page for new 2.42 map ff_warpath.&lt;br /&gt;
&lt;br /&gt;
==Add some new ones?==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Quick Start guide&amp;#039;&amp;#039;&amp;#039; - Quick links an easy instructions for the quickest way to get playing.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Community resources?&amp;#039;&amp;#039;&amp;#039; - Pages of clans, leagues, stuff like that.  A link to the forum or some web-sites if nothing else maybe.&lt;br /&gt;
** There are clan pages, but no community link. Many of the clans listed have died, since league play as a whole in FF is dead.&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=9813</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=9813"/>
		<updated>2011-07-12T16:41:34Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: Update intro box.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
{{Infobox manual/Header}}&lt;br /&gt;
{{Infobox manual}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 16pt; margin-bottom: 10px;&amp;quot;&amp;gt;Welcome to the Fortress Forever Manual&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;12&amp;quot; style=&amp;quot;background-color: #f3f3f3; border: 1px solid #cccccc&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; border: 1px solid #ccc; margin-left:12px; margin-bottom: 6px; background-color: #fff; width:200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:MainPage_ScoutConc.jpg|200px]]&amp;lt;div style=&amp;quot;margin:2px; border: 1px solid #aaa; background-color: #f3f3f3; padding: 3px; padding-left:6px; padding-right:6px;&amp;quot;&amp;gt;A [[Class:Scout|Scout]] [[Grenade:Concussion|concs]] to safety on [[Map:ff_push|Push]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is the online game manual for Fortress Forever, a free mod for all owners of [[System_Requirements|Half-Life 2 based games]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Fortress Forever is a class-based online FPS (first-person-shooter) teamwork game. Players are divided into one to four different teams, and pick between nine different classes, while partaking in a variety of different game styles including &amp;#039;&amp;#039;[[Game Type:Capture The Flag|capture the flag]]&amp;#039;&amp;#039;, &amp;#039;&amp;#039;[[Game Type:Territory Control|territorial control]]&amp;#039;&amp;#039; and &amp;#039;&amp;#039;[[Game Type:Hunted|assassination]]&amp;#039;&amp;#039;, as well as fun styles such as &amp;#039;&amp;#039;conc&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;escape&amp;#039;&amp;#039;, also for those who just feel like having an all out frag fest, we offer &amp;#039;&amp;#039;[[Game Type:Deathmatch|deathmatch]]&amp;#039;&amp;#039;. Learning how to play will be a fun and inviting experience. Will you be the quick and nimble scout? Or will you be the tactical engineer? Perhaps the mad crazy anarchist pyro? You can develop your abilities by learning and using many different movement tricks such as: [[Movement:Bunnyhopping|bunnyhopping]], [[Movement:Trimping|trimping]], [[Movement:Sharking|sharking]], as well as other tricks too, It will be a gaming experience to remember. Strap your boots on, and put on your helmet Private, its time to frag.&lt;br /&gt;
&lt;br /&gt;
If you are new to FF, take some time to read the [[Downloads|Installation Guide]] and [[Beginner&amp;#039;s Guide]].&lt;br /&gt;
&lt;br /&gt;
If you would like to contribute to the manual, please read the [[Fortress_Forever_Wiki:Style_and_usage_guidelines|style and usage guidelines]] and the [[TODO|TODO list]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;40&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
==Introduction==&lt;br /&gt;
* [[What Fortress Forever Is|What is Fortress Forever?]]&lt;br /&gt;
* [[TF2_Player%27s_Guide_to_FF|TF2 Player&amp;#039;s Guide To FF]]&lt;br /&gt;
* [[TFC Player&amp;#039;s Guide To FF|TFC Player&amp;#039;s Guide To FF]]&lt;br /&gt;
* [http://www.fortress-forever.com/changelogs/ Release Notes]&lt;br /&gt;
* [http://www.fortress-forever.com/devteam/ Development Team]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Installation and Setup==&lt;br /&gt;
* [[System_Requirements|System Requirements]]&lt;br /&gt;
* [[Downloads|Downloading and Installation]]&lt;br /&gt;
* [[Main_Menu|Main Menu]]&lt;br /&gt;
* [[Setup|In-Game Setup]]&lt;br /&gt;
* [[Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Scripts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
* [[Getting started|Getting Started]]&lt;br /&gt;
* [[Team_and_Class_Selection|Team and Class Selection]]&lt;br /&gt;
* [[HUD|Heads-Up Display]]&lt;br /&gt;
* [[Game_Goals|Game Goals]]&lt;br /&gt;
* [[:Category:Buildables|Deployable Buildings]]&lt;br /&gt;
* [[:Category:Status_Effects|Status Effects]]&lt;br /&gt;
* [[Video Tutorials]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Guides==&lt;br /&gt;
* [[Class:Scout|Scout]]&lt;br /&gt;
* [[Class:Sniper|Sniper]]&lt;br /&gt;
* [[Class:Soldier|Soldier]]&lt;br /&gt;
* [[Class:Demoman|Demoman]]&lt;br /&gt;
* [[Class:Medic|Medic]]&lt;br /&gt;
* [[Class:HWGuy|HWGuy]]&lt;br /&gt;
* [[Class:Pyro|Pyro]]&lt;br /&gt;
* [[Class:Spy|Spy]]&lt;br /&gt;
* [[Class:Engineer|Engineer]]&lt;br /&gt;
* [[Class:Civilian|Civilian]]&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
==Advanced Gameplay==&lt;br /&gt;
* [[Movement_Skills|Movement Skills]]&lt;br /&gt;
* [[Jumping_Skills|Jumping Skills]]&lt;br /&gt;
&lt;br /&gt;
==Map Guides==&lt;br /&gt;
====[[Game_Type:Capture_The_Flag|Capture the Flag]]====&lt;br /&gt;
* [[Map:ff_2fort|2fort]]&lt;br /&gt;
* [[Map:ff_crossover|Crossover]]&lt;br /&gt;
* [[Map:ff_monkey|Monkey]]&lt;br /&gt;
* [[Map:ff_shutdown2|Shutdown2]]&lt;br /&gt;
* [[Map:ff_well|Well]]&lt;br /&gt;
* [[Map:ff_2morforever|2 More Forever]]&lt;br /&gt;
* [[Map:ff_dropdown|Dropdown]]&lt;br /&gt;
* [[Map:ff_aardvark|Aardvark]]&lt;br /&gt;
* [[Map:ff_openfire|Openfire]]&lt;br /&gt;
* [[Map:ff_epicenter|Epicenter]]&lt;br /&gt;
* [[Map:ff_bases|Bases]]&lt;br /&gt;
* [[Map:ff_pitfall|Pitfall]]&lt;br /&gt;
====[[Game_Type:Attack and Defend|Attack and Defend]]====&lt;br /&gt;
* [[Map:ff_cornfield|Cornfield]]&lt;br /&gt;
* [[Map:ff_dustbowl|Dustbowl Valley]]&lt;br /&gt;
* [[Map:ff_palermo|Palermo]]&lt;br /&gt;
* [[Map:ff_anticitizen|Anticitizen]]&lt;br /&gt;
* [[Map:ff_vertigo|Vertigo]]&lt;br /&gt;
====[[Game_Type:Territory_Control|Territorial Control]]====&lt;br /&gt;
* [[Map:ff_cz2|Canalzone 2]]&lt;br /&gt;
* [[Map:ff_tiger|Tiger]]&lt;br /&gt;
* [[Map:ff_warpath|Warpath]]&lt;br /&gt;
====[[Game_Type:Hunted|Assassination]]====&lt;br /&gt;
* [[Map:ff_hunted|The Hunted]]&lt;br /&gt;
====[[Game_Type:Deathmatch|Deathmatch]]====&lt;br /&gt;
* [[Map:ff_dm|Mulch Deathmatch]]&lt;br /&gt;
====[[Game_Type:Push|Push]]====&lt;br /&gt;
* [[Map:ff_push|Push]]&lt;br /&gt;
* [[Map:ff_waterpolo|Waterpolo]]&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* [[:Category:Mapping|Map Editing]]&lt;br /&gt;
* [[:Category:Lua|Lua Scripting Reference]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Reference:Classes|Class Reference Guide]]&lt;br /&gt;
* [[Reference:Weapons|Weapons Reference Guide]]&lt;br /&gt;
* [[Reference:Grenades|Grenades Reference Guide]]&lt;br /&gt;
* [[Reference:Ammo|Ammo Reference Guide]]&lt;br /&gt;
* [[Reference:Armor|Armor Reference Guide]]&lt;br /&gt;
* [[Commands_And_Cvars|Client commands and variables]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9812</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9812"/>
		<updated>2011-07-12T16:38:39Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of things that need doing on the FF wiki.&lt;br /&gt;
&lt;br /&gt;
==Things That Always Need Doing==&lt;br /&gt;
These tasks are always on the radar of Wiki To-Doers.&lt;br /&gt;
* [[:Category:0-Star_Articles|0 star articles]] - This is the category of all zero-star articles: pages that have little or no content. If you need something to do, chances are you&amp;#039;ll find something here!&lt;br /&gt;
* [[:Category:1-Star_Articles|1 star articles]] - This is the category of all one-star articles: pages with very basic, non-detailed content. This is another good place to find things to do.&lt;br /&gt;
* Article Reviewing: See [[:Category:Rated Articles]] for all articles with ratings. Every page on the wiki should have a rating. Making sure ratings line up with the content on the page according to the [[Article Rating Guidelines]].&lt;br /&gt;
&lt;br /&gt;
==Pages that need attention==&lt;br /&gt;
These pages are in need of rework, more information, or reorganization.&lt;br /&gt;
* [[Main Menu]] - could be fleshed out some more.&lt;br /&gt;
* [[Game Goals]] - could be fleshed out some more.&lt;br /&gt;
&lt;br /&gt;
==Pages that need reviewing==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;See [[:Category:Rated Articles]] for articles that already have a review.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Class:Civilian]]&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pages that need to be created==&lt;br /&gt;
Mostly incomplete links from the Main Page Contents.&lt;br /&gt;
* [[Setup]] - A tutorial page for installing and setting up the game.  Changing names, using cfg files, links to [[Player Controls]] (see below). [i]Update:[/i]Still only a stub.&lt;br /&gt;
* [[Player Controls]] - A guide to setting up mouse and keyboard binds, a description of the console and it&amp;#039;s purpose.&lt;br /&gt;
&lt;br /&gt;
==Add some new ones?==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Quick Start guide&amp;#039;&amp;#039;&amp;#039; - Quick links an easy instructions for the quickest way to get playing.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Community resources?&amp;#039;&amp;#039;&amp;#039; - Pages of clans, leagues, stuff like that.  A link to the forum or some web-sites if nothing else maybe.&lt;br /&gt;
** There are clan pages, but no community link. Many of the clans listed have died, since league play as a whole in FF is dead.&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9811</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9811"/>
		<updated>2011-07-12T16:37:50Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of things that need doing on the FF wiki.&lt;br /&gt;
&lt;br /&gt;
==Things That Always Need Doing==&lt;br /&gt;
These tasks are always on the radar of Wiki To-Doers.&lt;br /&gt;
* [[:Category:0-Star_Articles|0 star articles]] - This is the category of all zero-star articles: pages that have little or no content. If you need something to do, chances are you&amp;#039;ll find something here!&lt;br /&gt;
* [[:Category:1-Star_Articles|1 star articles]] - This is the category of all one-star articles: pages with very basic, non-detailed content. This is another good place to find things to do.&lt;br /&gt;
* Article Reviewing: See [[:Category:Rated Articles]] for all articles with ratings. Every page on the wiki should have a rating. Making sure ratings line up with the content on the page according to the [[Article Rating Guidelines]].&lt;br /&gt;
&lt;br /&gt;
==Pages that need attention==&lt;br /&gt;
These pages are in need of rework, more information, or reorganization.&lt;br /&gt;
* [[Main Menu]] - could be fleshed out some more.&lt;br /&gt;
* [[Game Goals]] - could be fleshed out some more.&lt;br /&gt;
&lt;br /&gt;
==Pages that need reviewing==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;See [[:Category:Rated Articles]] for articles that already have a review.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Class:Civilian]]&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pages that need to be created==&lt;br /&gt;
Mostly incomplete links from the Main Page Contents.&lt;br /&gt;
* [[Setup]] - A tutorial page for installing and setting up the game.  Changing names, using cfg files, links to [[Player Controls]] (see below). [i]Update:[/i]Still only a stub.&lt;br /&gt;
* [[Player Controls]] - A guide to setting up mouse and keyboard binds, a description of the console and it&amp;#039;s purpose.&lt;br /&gt;
&lt;br /&gt;
==Add some new ones?==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Quick Start guide&amp;#039;&amp;#039;&amp;#039; - Quick links an easy instructions for the quickest way to get playing.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mapping Resources&amp;#039;&amp;#039;&amp;#039; - A page of links and tips for getting started mapping.  Includes setting up hammer to edit (it was tricky for me).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Community resources?&amp;#039;&amp;#039;&amp;#039; - Pages of clans, leagues, stuff like that.  A link to the forum or some web-sites if nothing else maybe.&lt;br /&gt;
** There are clan pages, but no community link. Many of the clans listed have died, since league play as a whole in FF is dead.&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9810</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=9810"/>
		<updated>2011-07-12T16:37:31Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of things that need doing on the FF wiki.&lt;br /&gt;
&lt;br /&gt;
==Things That Always Need Doing==&lt;br /&gt;
These tasks are always on the radar of Wiki To-Doers.&lt;br /&gt;
* [[:Category:0-Star_Articles|0 star articles]] - This is the category of all zero-star articles: pages that have little or no content. If you need something to do, chances are you&amp;#039;ll find something here!&lt;br /&gt;
* [[:Category:1-Star_Articles|1 star articles]] - This is the category of all one-star articles: pages with very basic, non-detailed content. This is another good place to find things to do.&lt;br /&gt;
* Article Reviewing: See [[:Category:Rated Articles]] for all articles with ratings. Every page on the wiki should have a rating. Making sure ratings line up with the content on the page according to the [[Article Rating Guidelines]].&lt;br /&gt;
&lt;br /&gt;
==Pages that need attention==&lt;br /&gt;
These pages are in need of rework, more information, or reorganization.&lt;br /&gt;
* [[Main Menu]] - could be fleshed out some more.&lt;br /&gt;
* [[Game Goals]] - could be fleshed out some more.&lt;br /&gt;
&lt;br /&gt;
==Pages that need reviewing==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;See [[:Category:Rated Articles]] for articles that already have a review.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Class:Civilian]]&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pages that need to be created==&lt;br /&gt;
Mostly incomplete links from the Main Page Contents.&lt;br /&gt;
* [[Setup]] - A tutorial page for installing and setting up the game.  Changing names, using cfg files, links to [[Player Controls]] (see below). [i]Update:[/i]Still only a stub.&lt;br /&gt;
* [[Player Controls]] - A guide to setting up mouse and keyboard binds, a description of the console and it&amp;#039;s purpose.&lt;br /&gt;
&lt;br /&gt;
==Add some new ones?==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Quick Start guide&amp;#039;&amp;#039;&amp;#039; - Quick links an easy instructions for the quickest way to get playing.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mapping Resources&amp;#039;&amp;#039;&amp;#039; - A page of links and tips for getting started mapping.  Includes setting up hammer to edit (it was tricky for me).&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;#039;&amp;#039;&amp;#039;Server guide&amp;#039;&amp;#039;&amp;#039; - A guide to getting a server up and running.  Especially by the time the next version is out, this would be nice.  Server config variables, compatible admin plugins, necessary files, whatever.  I know diddly but if someone does know something?&amp;lt;/s&amp;gt; [i]Update[/i] Have one up and I think it&amp;#039;s pretty much read for pub view / linking...some stuff in the discussion section that needs review first though. [[How_to_make_a_server|check it out]] [[User:DrSatan-12955|DrSatan-12955]] 14:01, 24 January 2008 (CST)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Community resources?&amp;#039;&amp;#039;&amp;#039; - Pages of clans, leagues, stuff like that.  A link to the forum or some web-sites if nothing else maybe.&lt;br /&gt;
** There are clan pages, but no community link. Many of the clans listed have died, since league play as a whole in FF is dead.&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Game_Type:Territory_Control&amp;diff=9809</id>
		<title>Game Type:Territory Control</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Game_Type:Territory_Control&amp;diff=9809"/>
		<updated>2011-07-12T16:16:37Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Infobox manual/Header}}&lt;br /&gt;
==Territorial Control Maps==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Guide Navbox/Map|map=ff_cz2|name=Canalzone 2}}&lt;br /&gt;
{{Guide Navbox/Map|map=ff_tiger|name=Tiger}}&lt;br /&gt;
{{Guide Navbox/Map|map=ff_warpath|name=Warpath}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
Territory Control, aka &amp;#039;&amp;#039;Control Point&amp;#039;&amp;#039;, aka &amp;#039;&amp;#039;Command Point&amp;#039;&amp;#039;, aka &amp;#039;&amp;#039;Domination&amp;#039;&amp;#039;, is a game type where each team vies for control of a series of points found scattered throughout the map.  Points are captured by standing on them. The faster a class is, the faster the point will be captured. In addition, the more people on a cap, the faster it&amp;#039;ll be capped. Teams score a point every x seconds for each control point they hold.  Holding a large number of points obviously builds a larger score.  Teams can score a decisive advantage by capturing 100% of the control points for a sizable points bonus.  If this should occur, the map will either reset and everyone will respawn &amp;amp; get ready to go again, or the points will simply pass into neutral ownership, ready to be captured once more.&lt;br /&gt;
&lt;br /&gt;
==Variations on the Territory Control Theme==&lt;br /&gt;
&lt;br /&gt;
===Parallel===&lt;br /&gt;
Each point is independently held and can be captured or lost by the attacking or defending team respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Typical Features:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* All command points can be potentially captured at any time.&lt;br /&gt;
* Points are captured by standing on them.&lt;br /&gt;
* The faster your class speed, the faster you cap points.&lt;br /&gt;
* The more people on a point, the faster it&amp;#039;ll be capped.&lt;br /&gt;
* 1 team point scored per command point held each 30 seconds&lt;br /&gt;
* 2 personal points scored per capture&lt;br /&gt;
* 25 team points scored for holding all points&lt;br /&gt;
* All points reset to neutral upon all cap&lt;br /&gt;
&lt;br /&gt;
===Sequential===&lt;br /&gt;
Each point must be captured in a linear fashion.  To capture point three, you must have control of point two.  To capture point four, you require point three and so on.  Each point has a short delay after being captured before it is available for transfer into the other team&amp;#039;s ownership (to stop points changing hands repeatedly).  Capturing 100% of the points in a fraction of a second is possible by placing a friendly player on all enemy held points.  Sequential Territory Control is a much more cat &amp;amp; mouse game, as things can change in an instant (as a team can go from holding four points to zero points in a matter of a few seconds).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Typical features:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Command points may only be captured in a sequential fashion&lt;br /&gt;
* Once a point is captured, it may not be recaptured by the opposing team for a period of 15 seconds&lt;br /&gt;
* 0 team points per point captured&lt;br /&gt;
* 2 personal points per point captured&lt;br /&gt;
* 30 team points scored for capturing all points&lt;br /&gt;
* 10 personal points for scoring the final capture&lt;br /&gt;
* Game resets and everyone respawns upon all cap&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_Types|Territory Control]] [[Category:Mapping]]&lt;br /&gt;
{{Navigation Game Types}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=9808</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=9808"/>
		<updated>2011-07-12T16:16:05Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
{{Infobox manual/Header}}&lt;br /&gt;
{{Infobox manual}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 16pt; margin-bottom: 10px;&amp;quot;&amp;gt;Welcome to the Fortress Forever Manual&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;12&amp;quot; style=&amp;quot;background-color: #f3f3f3; border: 1px solid #cccccc&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; border: 1px solid #ccc; margin-left:12px; margin-bottom: 6px; background-color: #fff; width:200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:MainPage_ScoutConc.jpg|200px]]&amp;lt;div style=&amp;quot;margin:2px; border: 1px solid #aaa; background-color: #f3f3f3; padding: 3px; padding-left:6px; padding-right:6px;&amp;quot;&amp;gt;A [[Class:Scout|Scout]] [[Grenade:Concussion|concs]] to safety on [[Map:ff_push|Push]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This is the online game manual for Fortress Forever, a free mod for all owners of [[System_Requirements|Half-Life 2 based games]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This manual is currently under development, and will eventually provide extensive information on how to set up Fortress Forever. It will help get you started playing, as well as help you learn the ins and outs of the game. But in the mean time, &amp;#039;&amp;#039;don&amp;#039;t panic&amp;#039;&amp;#039;! (and please help out filling in the gaps where you can.)&lt;br /&gt;
&lt;br /&gt;
Fortress Forever is a class-based online FPS(first-person-shooter) teamwork game. Players are divided into one to four different teams, and pick between nine different classes, while partaking in a variety of different game styles including &amp;#039;&amp;#039;[[Game Type:Capture The Flag|capture the flag]]&amp;#039;&amp;#039;, &amp;#039;&amp;#039;[[Game Type:Territory Control|territorial control]]&amp;#039;&amp;#039; and &amp;#039;&amp;#039;[[Game Type:Hunted|assassination]]&amp;#039;&amp;#039;, as well as fun styles such as &amp;#039;&amp;#039;conc&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;escape&amp;#039;&amp;#039;, also for those who just feel like having an all out frag fest, we offer &amp;#039;&amp;#039;[[Game Type:Deathmatch|deathmatch]]&amp;#039;&amp;#039;. Learning how to play will be a fun and inviting experience. Will you be the quick and nimble scout? Or will you be the tactical engineer? Perhaps the mad crazy anarchist pyro? You can develop your abilities by learning and using many different movement tricks such as: [[Movement:Bunnyhopping|bunnyhopping]], [[Movement:Trimping|trimping]], [[Movement:Sharking|sharking]], as well as other tricks too, It will be a gaming experience to remember. Strap your boots on, and put on your helmet Private, its time to frag.&lt;br /&gt;
&lt;br /&gt;
If you would like to contribute, please read the [[Fortress_Forever_Wiki:Style_and_usage_guidelines|style and usage guidelines]] and the [[TODO|TODO list]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;40&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
==Introduction==&lt;br /&gt;
* [[What Fortress Forever Is|What is Fortress Forever?]]&lt;br /&gt;
* [[TF2_Player%27s_Guide_to_FF|TF2 Player&amp;#039;s Guide To FF]]&lt;br /&gt;
* [[TFC Player&amp;#039;s Guide To FF|TFC Player&amp;#039;s Guide To FF]]&lt;br /&gt;
* [http://www.fortress-forever.com/changelogs/ Release Notes]&lt;br /&gt;
* [http://www.fortress-forever.com/devteam/ Development Team]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Installation and Setup==&lt;br /&gt;
* [[System_Requirements|System Requirements]]&lt;br /&gt;
* [[Downloads|Downloading and Installation]]&lt;br /&gt;
* [[Main_Menu|Main Menu]]&lt;br /&gt;
* [[Setup|In-Game Setup]]&lt;br /&gt;
* [[Troubleshooting|Troubleshooting]]&lt;br /&gt;
* [[Scripts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
* [[Getting started|Getting Started]]&lt;br /&gt;
* [[Team_and_Class_Selection|Team and Class Selection]]&lt;br /&gt;
* [[HUD|Heads-Up Display]]&lt;br /&gt;
* [[Game_Goals|Game Goals]]&lt;br /&gt;
* [[:Category:Buildables|Deployable Buildings]]&lt;br /&gt;
* [[:Category:Status_Effects|Status Effects]]&lt;br /&gt;
* [[Video Tutorials]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class Guides==&lt;br /&gt;
* [[Class:Scout|Scout]]&lt;br /&gt;
* [[Class:Sniper|Sniper]]&lt;br /&gt;
* [[Class:Soldier|Soldier]]&lt;br /&gt;
* [[Class:Demoman|Demoman]]&lt;br /&gt;
* [[Class:Medic|Medic]]&lt;br /&gt;
* [[Class:HWGuy|HWGuy]]&lt;br /&gt;
* [[Class:Pyro|Pyro]]&lt;br /&gt;
* [[Class:Spy|Spy]]&lt;br /&gt;
* [[Class:Engineer|Engineer]]&lt;br /&gt;
* [[Class:Civilian|Civilian]]&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
==Advanced Gameplay==&lt;br /&gt;
* [[Movement_Skills|Movement Skills]]&lt;br /&gt;
* [[Jumping_Skills|Jumping Skills]]&lt;br /&gt;
&lt;br /&gt;
==Map Guides==&lt;br /&gt;
====[[Game_Type:Capture_The_Flag|Capture the Flag]]====&lt;br /&gt;
* [[Map:ff_2fort|2fort]]&lt;br /&gt;
* [[Map:ff_crossover|Crossover]]&lt;br /&gt;
* [[Map:ff_monkey|Monkey]]&lt;br /&gt;
* [[Map:ff_shutdown2|Shutdown2]]&lt;br /&gt;
* [[Map:ff_well|Well]]&lt;br /&gt;
* [[Map:ff_2morforever|2 More Forever]]&lt;br /&gt;
* [[Map:ff_dropdown|Dropdown]]&lt;br /&gt;
* [[Map:ff_aardvark|Aardvark]]&lt;br /&gt;
* [[Map:ff_openfire|Openfire]]&lt;br /&gt;
* [[Map:ff_epicenter|Epicenter]]&lt;br /&gt;
* [[Map:ff_bases|Bases]]&lt;br /&gt;
* [[Map:ff_pitfall|Pitfall]]&lt;br /&gt;
====[[Game_Type:Attack and Defend|Attack and Defend]]====&lt;br /&gt;
* [[Map:ff_cornfield|Cornfield]]&lt;br /&gt;
* [[Map:ff_dustbowl|Dustbowl Valley]]&lt;br /&gt;
* [[Map:ff_palermo|Palermo]]&lt;br /&gt;
* [[Map:ff_anticitizen|Anticitizen]]&lt;br /&gt;
* [[Map:ff_vertigo|Vertigo]]&lt;br /&gt;
====[[Game_Type:Territory_Control|Territorial Control]]====&lt;br /&gt;
* [[Map:ff_cz2|Canalzone 2]]&lt;br /&gt;
* [[Map:ff_tiger|Tiger]]&lt;br /&gt;
* [[Map:ff_warpath|Warpath]]&lt;br /&gt;
====[[Game_Type:Hunted|Assassination]]====&lt;br /&gt;
* [[Map:ff_hunted|The Hunted]]&lt;br /&gt;
====[[Game_Type:Deathmatch|Deathmatch]]====&lt;br /&gt;
* [[Map:ff_dm|Mulch Deathmatch]]&lt;br /&gt;
====[[Game_Type:Push|Push]]====&lt;br /&gt;
* [[Map:ff_push|Push]]&lt;br /&gt;
* [[Map:ff_waterpolo|Waterpolo]]&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* [[:Category:Mapping|Map Editing]]&lt;br /&gt;
* [[:Category:Lua|Lua Scripting Reference]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Reference:Classes|Class Reference Guide]]&lt;br /&gt;
* [[Reference:Weapons|Weapons Reference Guide]]&lt;br /&gt;
* [[Reference:Grenades|Grenades Reference Guide]]&lt;br /&gt;
* [[Reference:Ammo|Ammo Reference Guide]]&lt;br /&gt;
* [[Reference:Armor|Armor Reference Guide]]&lt;br /&gt;
* [[Commands_And_Cvars|Client commands and variables]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=9807</id>
		<title>TF2 Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=9807"/>
		<updated>2011-07-12T16:12:09Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: fix unicode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a &amp;quot;special&amp;quot;� one that has a unique trait ([[Grenade:Laser|like shooting lasers]] or [[Grenade:EMP|blowing up an enemy&amp;#039;s ammunition]].).&lt;br /&gt;
&lt;br /&gt;
* Base run speed is higher for all classes&lt;br /&gt;
&lt;br /&gt;
* Respawn is instantaneous.&lt;br /&gt;
&lt;br /&gt;
* Each class has [[armor]], and the amount of it and the percent of damage absorbed depends on the class.  See the [[Reference:Classes|Class Reference]] for details.&lt;br /&gt;
&lt;br /&gt;
* Critical Hits are not in the game.&lt;br /&gt;
&lt;br /&gt;
* If a player dies, a backpack is left behind that contains all the ammo he had when he died.&lt;br /&gt;
&lt;br /&gt;
* Resupply rooms consist of backpacks containing supplies, instead of supply lockers. In addition, these backpacks must respawn. What&amp;#039;s in the backpacks is determined by the map maker.&lt;br /&gt;
&lt;br /&gt;
* You can [[Movement:Bunnyhopping|Bunny Hop]] in FF to get to places quicker.&lt;br /&gt;
&lt;br /&gt;
* You can discard unused ammo for others to use, or to decrease the damage taken from an [[Grenade:EMP|EMP Grenade]].&lt;br /&gt;
&lt;br /&gt;
* There are now Yellow and Green teams that are used on some maps.&lt;br /&gt;
&lt;br /&gt;
* Much less emphasis on Capture Point maps than in TF2.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
* There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. The Super Shotgun takes up two bullets per shot, where as the Single only takes one.&lt;br /&gt;
&lt;br /&gt;
* Only the Medic, Spy, Engineer, and Civilian have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
===[[Class:Scout|Scout]]===&lt;br /&gt;
&lt;br /&gt;
* The FF Scout is much more movement based, with much less firepower. Instead of using hit and run tactics to do massive damage before the enemy knew what happened in Team Fortress 2, the FF Scout is more focused on retrieving the flag and quickly getting out of the enemy&amp;#039;s base.&lt;br /&gt;
&lt;br /&gt;
*The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] ability.&lt;br /&gt;
&lt;br /&gt;
* A Scout can remove a Spy&amp;#039;s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them.&lt;br /&gt;
&lt;br /&gt;
* He can build a [[:Category:Buildables#Jump_Pad|Jump Pad]] that can give anybody an extra speed boost.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Sniper|Sniper]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Sniper_Rifle|Sniper Rifle]] is no longer a bolt-action weapon like in Team Fortress 2. It must be charged up by holding down the fire button, rather then simply being zoomed in. You also must charge it up slightly before you can take a shot.&lt;br /&gt;
&lt;br /&gt;
* The SMG is replaced with an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle. The Sniper is also equipped with a nailgun.&lt;br /&gt;
&lt;br /&gt;
* The Sniper &amp;#039;tags&amp;#039; enemies he hits, so all his teammates can see the enemy through walls.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Soldier|Soldier]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:RPG|Rocket Launcher]] has been changed from TF2. Now you can fire more rockets in a shorter amount of time, and rocket damage does not decrease over distance.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Demoman|Demoman]]===&lt;br /&gt;
&lt;br /&gt;
* [[Weapon:Pipe_Launcher|Pipebombs]] are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.&lt;br /&gt;
* The Grenade and Pipe Launcher share a magazine.&lt;br /&gt;
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon&lt;br /&gt;
* Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game.&lt;br /&gt;
* He&amp;#039;s not scottish or black. He has a eye patch though, :D.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Medic|Medic]]===&lt;br /&gt;
&lt;br /&gt;
* The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.&lt;br /&gt;
&lt;br /&gt;
* To heal, use the Medic&amp;#039;s healing weapon, the [[Weapon:Medikit|Medikit]]. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly, you can also throw medkits by pressing alternate fire. Note that you do not have to have the medkit out to throw them.&lt;br /&gt;
&lt;br /&gt;
* If used on an enemy, the Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]].&lt;br /&gt;
&lt;br /&gt;
* Much like the Scout, the Medic can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
===[[Class:HWGuy|Heavy]]===&lt;br /&gt;
&lt;br /&gt;
* While no serious changes to gameplay, he is called &amp;quot;HWGuy&amp;quot; instead of just &amp;quot;Heavy&amp;quot;.&lt;br /&gt;
* You cannot rev the minigun without firing it. Secondary fire will switch to the Super Shotgun.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Pyro|Pyro]]===&lt;br /&gt;
&lt;br /&gt;
* Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc. You may find it in a way similar to the Flare Gun.&lt;br /&gt;
&lt;br /&gt;
* Instead of simply &amp;#039;being on fire&amp;#039;, enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Flamethrower|Flamethrower]] can be [[Pyro_Jump|used as a jetpack]]. Face down, jump and hold down the fire button. If you keep it down for too long, you&amp;#039;ll start to head back to the ground.&lt;br /&gt;
&lt;br /&gt;
*The airblast from TF2 has been removed. (More so never added in the first place)&lt;br /&gt;
&lt;br /&gt;
===[[Class:Spy|Spy]]===&lt;br /&gt;
&lt;br /&gt;
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target. He also equipped with the Nailgun and Super Shotgun.&lt;br /&gt;
&lt;br /&gt;
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].&lt;br /&gt;
&lt;br /&gt;
* Sapping, or as it&amp;#039;s called in FF Sabotaging, a buildable is a bit different. Instead of having a weapon slot, you simply stand near a building for a few seconds to sabotage it. When you successfully sabatoge a building, you need to first &amp;quot;Activate&amp;quot; it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.&lt;br /&gt;
&lt;br /&gt;
*The Spy has two types of cloaks: Silent Cloak and Normal Cloak. The Normal Cloak causes a body to be left behind, making it look like the Spy died, though there is a pretty loud death scream to go with it. The Silent Cloak cannot be used while moving, but it allows the Spy to just simply cloak, without the body or death sound.&lt;br /&gt;
&lt;br /&gt;
* The Spy [[Class_Ability:Stealth|makes no noise when walking]].&lt;br /&gt;
&lt;br /&gt;
* The weapon the Spy has equipped is reflected on his disguise. E.g.: If a spy is disguised as an Engineer and is holding the knife, to others, he will be holding the Wrench.&lt;br /&gt;
&lt;br /&gt;
* If the Spy is disguised he will look like his disguise to his teammates as well. However there is a sign above his head to indicate he is on your team.&lt;br /&gt;
&lt;br /&gt;
* If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.&lt;br /&gt;
&lt;br /&gt;
* The Spy&amp;#039;s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.&lt;br /&gt;
&lt;br /&gt;
* Much like the Scout, Spies can reveal other spies disguises by touching them.&lt;br /&gt;
&lt;br /&gt;
* Cloaking never runs out, however, there is a small delay after uncloaking before you can cloak again.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Engineer|Engineer]]===&lt;br /&gt;
&lt;br /&gt;
* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.&lt;br /&gt;
&lt;br /&gt;
* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.&lt;br /&gt;
&lt;br /&gt;
* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The Engineer cannot make teleporters.&lt;br /&gt;
&lt;br /&gt;
* An Engineer can repair a teammate&amp;#039;s armor by hitting the ally with the [[Weapon:Spanner|wrench]].&lt;br /&gt;
&lt;br /&gt;
* You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.&lt;br /&gt;
&lt;br /&gt;
* Sentries will being to make sonar sounds when a Spy is near it. The closer a Spy is, the louder the sound will be.&lt;br /&gt;
&lt;br /&gt;
* When an engineer discards ammo, he will throw out ammo of every type, even if he doesn&amp;#039;t currently have a certain type.&lt;br /&gt;
&lt;br /&gt;
* The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.&lt;br /&gt;
&lt;br /&gt;
* The [[Dispenser]] gives armor and ammo, but not health.&lt;br /&gt;
&lt;br /&gt;
* Dispensers can absorb ammo from backpacks.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Civilian|Civilian]]===&lt;br /&gt;
* VIP class with little health and no firepower.&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=9806</id>
		<title>TF2 Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=9806"/>
		<updated>2011-07-12T16:08:48Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: unicode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a &amp;quot;special&amp;quot;� one that has a unique trait ([[Grenade:Laser|like shooting lasers]] or [[Grenade:EMP|blowing up an enemy&amp;#039;s ammunition]].).&lt;br /&gt;
&lt;br /&gt;
* Base run speed is higher for all classes&lt;br /&gt;
&lt;br /&gt;
* Respawn is instantaneous.&lt;br /&gt;
&lt;br /&gt;
* Each class has [[armor]], and the amount of it and the percent of damage absorbed depends on the class.  See the [[Reference:Classes|Class Reference]] for details.&lt;br /&gt;
&lt;br /&gt;
* Critical Hits are not in the game.&lt;br /&gt;
&lt;br /&gt;
* If a player dies, a backpack is left behind that contains all the ammo he had when he died.&lt;br /&gt;
&lt;br /&gt;
* Resupply rooms consist of backpacks containing supplies, instead of supply lockers. In addition, these backpacks must respawn. What&amp;#039;s in the backpacks is determined by the map maker.&lt;br /&gt;
&lt;br /&gt;
* You can [[Movement:Bunnyhopping|Bunny Hop]] in FF to get to places quicker.&lt;br /&gt;
&lt;br /&gt;
* You can discard unused ammo for others to use, or to decrease the damage taken from an [[Grenade:EMP|EMP Grenade]].&lt;br /&gt;
&lt;br /&gt;
* There are now Yellow and Green teams that are used on some maps.&lt;br /&gt;
&lt;br /&gt;
* Much less emphasis on Capture Point maps than in TF2.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
* There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. The Super Shotgun takes up two bullets per shot, where as the Single only takes one.&lt;br /&gt;
&lt;br /&gt;
* Only the Medic, Spy, Engineer, and Civilian have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
===[[Class:Scout|Scout]]===&lt;br /&gt;
&lt;br /&gt;
* The FF Scout is much more movement based, with much less firepower. Instead of using hit and run tactics to do massive damage before the enemy knew what happened in Team Fortress 2, the FF Scout is more focused on retrieving the flag and quickly getting out of the enemy&amp;#039;s base.&lt;br /&gt;
&lt;br /&gt;
*The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] ability.&lt;br /&gt;
&lt;br /&gt;
* A Scout can remove a Spy’s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them.&lt;br /&gt;
&lt;br /&gt;
* He can build a [[:Category:Buildables#Jump_Pad|Jump Pad]] that can give anybody an extra speed boost.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Sniper|Sniper]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Sniper_Rifle|Sniper Rifle]] is no longer a bolt-action weapon like in Team Fortress 2. It must be charged up by holding down the fire button, rather then simply being zoomed in. You also must charge it up slightly before you can take a shot.&lt;br /&gt;
&lt;br /&gt;
* The SMG is replaced with an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle. The Sniper is also equipped with a nailgun.&lt;br /&gt;
&lt;br /&gt;
* The Sniper &amp;#039;tags&amp;#039; enemies he hits, so all his teammates can see the enemy through walls.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Soldier|Soldier]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:RPG|Rocket Launcher]] has been changed from TF2. Now you can fire more rockets in a shorter amount of time, and rocket damage does not decrease over distance.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Demoman|Demoman]]===&lt;br /&gt;
&lt;br /&gt;
* [[Weapon:Pipe_Launcher|Pipebombs]] are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.&lt;br /&gt;
* The Grenade and Pipe Launcher share a magazine.&lt;br /&gt;
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon&lt;br /&gt;
* Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game.&lt;br /&gt;
* He&amp;#039;s not scottish or black. He has a eye patch though, :D.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Medic|Medic]]===&lt;br /&gt;
&lt;br /&gt;
* The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.&lt;br /&gt;
&lt;br /&gt;
* To heal, use the Medic&amp;#039;s healing weapon, the [[Weapon:Medikit|Medikit]]. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly, you can also throw medkits by pressing alternate fire. Note that you do not have to have the medkit out to throw them.&lt;br /&gt;
&lt;br /&gt;
* If used on an enemy, the Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]].&lt;br /&gt;
&lt;br /&gt;
* Much like the Scout, the Medic can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
===[[Class:HWGuy|Heavy]]===&lt;br /&gt;
&lt;br /&gt;
* While no serious changes to gameplay, he is called &amp;quot;HWGuy&amp;quot; instead of just &amp;quot;Heavy&amp;quot;.&lt;br /&gt;
* You cannot rev the minigun without firing it. Secondary fire will switch to the Super Shotgun.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Pyro|Pyro]]===&lt;br /&gt;
&lt;br /&gt;
* Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc. You may find it in a way similar to the Flare Gun.&lt;br /&gt;
&lt;br /&gt;
* Instead of simply &amp;#039;being on fire&amp;#039;, enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Flamethrower|Flamethrower]] can be [[Pyro_Jump|used as a jetpack]]. Face down, jump and hold down the fire button. If you keep it down for too long, you&amp;#039;ll start to head back to the ground.&lt;br /&gt;
&lt;br /&gt;
*The airblast from TF2 has been removed. (More so never added in the first place)&lt;br /&gt;
&lt;br /&gt;
===[[Class:Spy|Spy]]===&lt;br /&gt;
&lt;br /&gt;
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target. He also equipped with the Nailgun and Super Shotgun.&lt;br /&gt;
&lt;br /&gt;
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].&lt;br /&gt;
&lt;br /&gt;
* Sapping, or as it&amp;#039;s called in FF Sabotaging, a buildable is a bit different. Instead of having a weapon slot, you simply stand near a building for a few seconds to sabotage it. When you successfully sabatoge a building, you need to first &amp;quot;Activate&amp;quot; it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.&lt;br /&gt;
&lt;br /&gt;
*The Spy has two types of cloaks: Silent Cloak and Normal Cloak. The Normal Cloak causes a body to be left behind, making it look like the Spy died, though there is a pretty loud death scream to go with it. The Silent Cloak cannot be used while moving, but it allows the Spy to just simply cloak, without the body or death sound.&lt;br /&gt;
&lt;br /&gt;
* The Spy [[Class_Ability:Stealth|makes no noise when walking]].&lt;br /&gt;
&lt;br /&gt;
* The weapon the Spy has equipped is reflected on his disguise. E.g.: If a spy is disguised as an Engineer and is holding the knife, to others, he will be holding the Wrench.&lt;br /&gt;
&lt;br /&gt;
* If the Spy is disguised he will look like his disguise to his teammates as well. However there is a sign above his head to indicate he is on your team.&lt;br /&gt;
&lt;br /&gt;
* If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.&lt;br /&gt;
&lt;br /&gt;
* The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.&lt;br /&gt;
&lt;br /&gt;
* Much like the Scout, Spies can reveal other spies disguises by touching them.&lt;br /&gt;
&lt;br /&gt;
* Cloaking never runs out, however, there is a small delay after uncloaking before you can cloak again.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Engineer|Engineer]]===&lt;br /&gt;
&lt;br /&gt;
* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.&lt;br /&gt;
&lt;br /&gt;
* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.&lt;br /&gt;
&lt;br /&gt;
* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The Engineer cannot make teleporters.&lt;br /&gt;
&lt;br /&gt;
* An Engineer can repair a teammate’s armor by hitting the ally with the [[Weapon:Spanner|wrench]].&lt;br /&gt;
&lt;br /&gt;
* You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.&lt;br /&gt;
&lt;br /&gt;
* Sentries will being to make sonar sounds when a Spy is near it. The closer a Spy is, the louder the sound will be.&lt;br /&gt;
&lt;br /&gt;
* When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.&lt;br /&gt;
&lt;br /&gt;
* The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.&lt;br /&gt;
&lt;br /&gt;
* The [[Dispenser]] gives armor and ammo, but not health.&lt;br /&gt;
&lt;br /&gt;
* Dispensers can absorb ammo from backpacks.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Civilian|Civilian]]===&lt;br /&gt;
* VIP class with little health and no firepower.&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=9805</id>
		<title>TF2 Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=9805"/>
		<updated>2011-07-12T16:08:14Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: fix unicode weirdness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a &amp;quot;special&amp;quot;� one that has a unique trait ([[Grenade:Laser|like shooting lasers]] or [[Grenade:EMP|blowing up an enemy&amp;#039;s ammunition]].).&lt;br /&gt;
&lt;br /&gt;
* Base run speed is higher for all classes&lt;br /&gt;
&lt;br /&gt;
* Respawn is instantaneous.&lt;br /&gt;
&lt;br /&gt;
* Each class has [[armor]], and the amount of it and the percent of damage absorbed depends on the class.  See the [[Reference:Classes|Class Reference]] for details.&lt;br /&gt;
&lt;br /&gt;
* Critical Hits are not in the game.&lt;br /&gt;
&lt;br /&gt;
* If a player dies, a backpack is left behind that contains all the ammo he had when he died.&lt;br /&gt;
&lt;br /&gt;
* Resupply rooms consist of backpacks containing supplies, instead of supply lockers. In addition, these backpacks must respawn. What’s in the backpacks is determined by the map maker.&lt;br /&gt;
&lt;br /&gt;
* You can [[Movement:Bunnyhopping|Bunny Hop]] in FF to get to places quicker.&lt;br /&gt;
&lt;br /&gt;
* You can discard unused ammo for others to use, or to decrease the damage taken from an [[Grenade:EMP|EMP Grenade]].&lt;br /&gt;
&lt;br /&gt;
* There are now Yellow and Green teams that are used on some maps.&lt;br /&gt;
&lt;br /&gt;
* Much less emphasis on Capture Point maps than in TF2.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
* There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. The Super Shotgun takes up two bullets per shot, where as the Single only takes one.&lt;br /&gt;
&lt;br /&gt;
* Only the Medic, Spy, Engineer, and Civilian have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
===[[Class:Scout|Scout]]===&lt;br /&gt;
&lt;br /&gt;
* The FF Scout is much more movement based, with much less firepower. Instead of using hit and run tactics to do massive damage before the enemy knew what happened in Team Fortress 2, the FF Scout is more focused on retrieving the flag and quickly getting out of the enemy&amp;#039;s base.&lt;br /&gt;
&lt;br /&gt;
*The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] ability.&lt;br /&gt;
&lt;br /&gt;
* A Scout can remove a Spy’s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them.&lt;br /&gt;
&lt;br /&gt;
* He can build a [[:Category:Buildables#Jump_Pad|Jump Pad]] that can give anybody an extra speed boost.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Sniper|Sniper]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Sniper_Rifle|Sniper Rifle]] is no longer a bolt-action weapon like in Team Fortress 2. It must be charged up by holding down the fire button, rather then simply being zoomed in. You also must charge it up slightly before you can take a shot.&lt;br /&gt;
&lt;br /&gt;
* The SMG is replaced with an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle. The Sniper is also equipped with a nailgun.&lt;br /&gt;
&lt;br /&gt;
* The Sniper &amp;#039;tags&amp;#039; enemies he hits, so all his teammates can see the enemy through walls.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Soldier|Soldier]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:RPG|Rocket Launcher]] has been changed from TF2. Now you can fire more rockets in a shorter amount of time, and rocket damage does not decrease over distance.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Demoman|Demoman]]===&lt;br /&gt;
&lt;br /&gt;
* [[Weapon:Pipe_Launcher|Pipebombs]] are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.&lt;br /&gt;
* The Grenade and Pipe Launcher share a magazine.&lt;br /&gt;
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon&lt;br /&gt;
* Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game.&lt;br /&gt;
* He&amp;#039;s not scottish or black. He has a eye patch though, :D.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Medic|Medic]]===&lt;br /&gt;
&lt;br /&gt;
* The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.&lt;br /&gt;
&lt;br /&gt;
* To heal, use the Medic&amp;#039;s healing weapon, the [[Weapon:Medikit|Medikit]]. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly, you can also throw medkits by pressing alternate fire. Note that you do not have to have the medkit out to throw them.&lt;br /&gt;
&lt;br /&gt;
* If used on an enemy, the Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]].&lt;br /&gt;
&lt;br /&gt;
* Much like the Scout, the Medic can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
===[[Class:HWGuy|Heavy]]===&lt;br /&gt;
&lt;br /&gt;
* While no serious changes to gameplay, he is called &amp;quot;HWGuy&amp;quot; instead of just &amp;quot;Heavy&amp;quot;.&lt;br /&gt;
* You cannot rev the minigun without firing it. Secondary fire will switch to the Super Shotgun.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Pyro|Pyro]]===&lt;br /&gt;
&lt;br /&gt;
* Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc. You may find it in a way similar to the Flare Gun.&lt;br /&gt;
&lt;br /&gt;
* Instead of simply &amp;#039;being on fire&amp;#039;, enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Flamethrower|Flamethrower]] can be [[Pyro_Jump|used as a jetpack]]. Face down, jump and hold down the fire button. If you keep it down for too long, you&amp;#039;ll start to head back to the ground.&lt;br /&gt;
&lt;br /&gt;
*The airblast from TF2 has been removed. (More so never added in the first place)&lt;br /&gt;
&lt;br /&gt;
===[[Class:Spy|Spy]]===&lt;br /&gt;
&lt;br /&gt;
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target. He also equipped with the Nailgun and Super Shotgun.&lt;br /&gt;
&lt;br /&gt;
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].&lt;br /&gt;
&lt;br /&gt;
* Sapping, or as it&amp;#039;s called in FF Sabotaging, a buildable is a bit different. Instead of having a weapon slot, you simply stand near a building for a few seconds to sabotage it. When you successfully sabatoge a building, you need to first &amp;quot;Activate&amp;quot; it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.&lt;br /&gt;
&lt;br /&gt;
*The Spy has two types of cloaks: Silent Cloak and Normal Cloak. The Normal Cloak causes a body to be left behind, making it look like the Spy died, though there is a pretty loud death scream to go with it. The Silent Cloak cannot be used while moving, but it allows the Spy to just simply cloak, without the body or death sound.&lt;br /&gt;
&lt;br /&gt;
* The Spy [[Class_Ability:Stealth|makes no noise when walking]].&lt;br /&gt;
&lt;br /&gt;
* The weapon the Spy has equipped is reflected on his disguise. E.g.: If a spy is disguised as an Engineer and is holding the knife, to others, he will be holding the Wrench.&lt;br /&gt;
&lt;br /&gt;
* If the Spy is disguised he will look like his disguise to his teammates as well. However there is a sign above his head to indicate he is on your team.&lt;br /&gt;
&lt;br /&gt;
* If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.&lt;br /&gt;
&lt;br /&gt;
* The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.&lt;br /&gt;
&lt;br /&gt;
* Much like the Scout, Spies can reveal other spies disguises by touching them.&lt;br /&gt;
&lt;br /&gt;
* Cloaking never runs out, however, there is a small delay after uncloaking before you can cloak again.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Engineer|Engineer]]===&lt;br /&gt;
&lt;br /&gt;
* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.&lt;br /&gt;
&lt;br /&gt;
* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.&lt;br /&gt;
&lt;br /&gt;
* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The Engineer cannot make teleporters.&lt;br /&gt;
&lt;br /&gt;
* An Engineer can repair a teammate’s armor by hitting the ally with the [[Weapon:Spanner|wrench]].&lt;br /&gt;
&lt;br /&gt;
* You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.&lt;br /&gt;
&lt;br /&gt;
* Sentries will being to make sonar sounds when a Spy is near it. The closer a Spy is, the louder the sound will be.&lt;br /&gt;
&lt;br /&gt;
* When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.&lt;br /&gt;
&lt;br /&gt;
* The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.&lt;br /&gt;
&lt;br /&gt;
* The [[Dispenser]] gives armor and ammo, but not health.&lt;br /&gt;
&lt;br /&gt;
* Dispensers can absorb ammo from backpacks.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Civilian|Civilian]]===&lt;br /&gt;
* VIP class with little health and no firepower.&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9804</id>
		<title>Class:HWGuy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9804"/>
		<updated>2011-07-11T14:52:58Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &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:hwguy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;HWGuy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 300&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 230&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
}}&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:MIRV|MIRV Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 200&lt;br /&gt;
| shellsmax = 300&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 30&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&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;
Heavy Weapons Guy&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
Although he looks slow and stupid, the &amp;#039;&amp;#039;&amp;#039;Heavy Weapons Guy&amp;#039;&amp;#039;&amp;#039; is an expert in the use of... heavy weapons. He carries a huge gun known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 200 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HWGuy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HWGuy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and self, the HWGuy moves very slowly.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HWGuy is hard to push around with explosions. This makes the HWGuy effective at defending choke points. Since he can&amp;#039;t easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you.&lt;br /&gt;
| basicstrategy = &lt;br /&gt;
* Find a good defensive spot, and use the Assault Cannon to destroy any enemies you see!&lt;br /&gt;
* Watch out, as you are almost immobile while your Assault Cannon is wound up.&lt;br /&gt;
* Use Overpressure and [[Grenade:Slowfield|slowfield grenades]] to slow down enemies and control the battlefield.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Heaviness&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so heavy that they&amp;#039;re almost impossible to move. Explosions do not knock HWGuys around. [[Grenade:Concussion|Concussion grenades]] can still push them around, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Overpressure&lt;br /&gt;
|description=The HWGuy stomps the ground hard and releases a shockwave that stops enemies in their tracks. Good for stopping [[Concjumping|conc jumping]] [[Class:Scout|Scouts]] or [[Class:Medic|Medics]].&lt;br /&gt;
}}&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=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you don&amp;#039;t have enough time to wind up the assault cannon, or need maneuverability: for example, if a Spy is trying to backstab you.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
|imgsrc=W_ac_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Takes a couple of seconds to rev up, but does good, continuous damage up to medium range. The HWGuy is slowed considerably when firing it.&lt;br /&gt;
}}&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;
A standard fragmentation grenade.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Slowfield|Slowfield Grenade]]&lt;br /&gt;
|imgsrc=G_ga_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A tactical grenade that releases a large, spherical high-gravity field. The slowfield will slows down any enemies that walk through it. It is very effective against enemies moving at high speeds, as it brings them to a crawl.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Defensive HWGuy====&lt;br /&gt;
* Movement isn&amp;#039;t your strong point. Find a good position and stay in it.&lt;br /&gt;
* You rely on your armour as well as your health in order to stay alive. Use Dispensers to replenish your armour, or call for a friendly Engineer to repair your armour by holding &amp;quot;Z&amp;quot; and selecting from the menu.&lt;br /&gt;
* If you get hit by a concussion grenade, ignore your crosshair and aim using your AC&amp;#039;s bullet trail instead.&lt;br /&gt;
* Watch your back: your immobility while firing your Assault Cannon makes you a prime target for Medics&amp;#039; infections and Spies&amp;#039; backstabs.&lt;br /&gt;
* Use Overpressure and Slowfield to control the fight. Fast-moving enemies will often go right past you otherwise.&lt;br /&gt;
* When the flag is out, you can be something of an impromptu [[Class:Demoman|Demoman]]. Stand on the flag and use Slowfields/Overpressure to stop enemies from running away with it.&lt;br /&gt;
&lt;br /&gt;
====Offensive HWGuy====&lt;br /&gt;
* You&amp;#039;re the slowest class in the game, so you take a long time to get to the enemy base after respawning. Your slow speed also makes you vulnerable to grenades and Snipers.&lt;br /&gt;
* Leave capturing the flag to faster classes; focus on killing defenders so they can get through.&lt;br /&gt;
* You&amp;#039;re very slow while firing your Assault Cannon. Use your Super Shotgun if you need mobility.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an HWGuy====&lt;br /&gt;
* While the HWGuy is firing the Assault Cannon, he can&amp;#039;t dodge explosives. Peek out from behind cover and hit him with a grenade or rocket.&lt;br /&gt;
* A distracted HWGuy is a good target for backstabs and infections.&lt;br /&gt;
* Be careful not to get hit by Overpressure or Slowfields.&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/43 HWGuy&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9803</id>
		<title>Class:HWGuy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9803"/>
		<updated>2011-07-11T14:52:27Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: Slowfield grenade picture&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:hwguy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;HWGuy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 300&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 230&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
}}&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:MIRV|MIRV Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 200&lt;br /&gt;
| shellsmax = 300&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 30&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&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;
Heavy Weapons Guy&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
Although he looks slow and stupid, the &amp;#039;&amp;#039;&amp;#039;Heavy Weapons Guy&amp;#039;&amp;#039;&amp;#039; is an expert in the use of... heavy weapons. He carries a huge gun known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 200 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HWGuy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HWGuy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and self, the HWGuy moves very slowly.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HWGuy is hard to push around with explosions. This makes the HWGuy effective at defending choke points. Since he can&amp;#039;t easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you.&lt;br /&gt;
| basicstrategy = &lt;br /&gt;
* Find a good defensive spot, and use the Assault Cannon to destroy any enemies you see!&lt;br /&gt;
* Watch out, as you are almost immobile while your Assault Cannon is wound up.&lt;br /&gt;
* Use Overpressure and [[Grenade:Slowfield|slowfield grenades]] to slow down enemies and control the battlefield.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Heaviness&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so heavy that they&amp;#039;re almost impossible to move. Explosions do not knock HWGuys around. [[Grenade:Concussion|Concussion grenades]] can still push them around, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Overpressure&lt;br /&gt;
|description=The HWGuy stomps the ground hard and releases a shockwave that stops enemies in their tracks. Good for stopping [[Concjumping|conc jumping]] [[Class:Scout|Scouts]] or [[Class:Medic|Medics]].&lt;br /&gt;
}}&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=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you don&amp;#039;t have enough time to wind up the assault cannon, or need maneuverability: for example, if a Spy is trying to backstab you.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
|imgsrc=W_ac_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Takes a couple of seconds to rev up, but does good, continuous damage up to medium range. The HWGuy is slowed considerably when firing it.&lt;br /&gt;
}}&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;
A standard fragmentation grenade. Use this when you have run out of the more powered MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Slowfield|Slowfield Grenade]]&lt;br /&gt;
|imgsrc=G_ga_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A tactical grenade that releases a large, spherical high-gravity field. The slowfield will slows down any enemies that walk through it. It is very effective against enemies moving at high speeds, as it brings them to a crawl.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Defensive HWGuy====&lt;br /&gt;
* Movement isn&amp;#039;t your strong point. Find a good position and stay in it.&lt;br /&gt;
* You rely on your armour as well as your health in order to stay alive. Use Dispensers to replenish your armour, or call for a friendly Engineer to repair your armour by holding &amp;quot;Z&amp;quot; and selecting from the menu.&lt;br /&gt;
* If you get hit by a concussion grenade, ignore your crosshair and aim using your AC&amp;#039;s bullet trail instead.&lt;br /&gt;
* Watch your back: your immobility while firing your Assault Cannon makes you a prime target for Medics&amp;#039; infections and Spies&amp;#039; backstabs.&lt;br /&gt;
* Use Overpressure and Slowfield to control the fight. Fast-moving enemies will often go right past you otherwise.&lt;br /&gt;
* When the flag is out, you can be something of an impromptu [[Class:Demoman|Demoman]]. Stand on the flag and use Slowfields/Overpressure to stop enemies from running away with it.&lt;br /&gt;
&lt;br /&gt;
====Offensive HWGuy====&lt;br /&gt;
* You&amp;#039;re the slowest class in the game, so you take a long time to get to the enemy base after respawning. Your slow speed also makes you vulnerable to grenades and Snipers.&lt;br /&gt;
* Leave capturing the flag to faster classes; focus on killing defenders so they can get through.&lt;br /&gt;
* You&amp;#039;re very slow while firing your Assault Cannon. Use your Super Shotgun if you need mobility.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an HWGuy====&lt;br /&gt;
* While the HWGuy is firing the Assault Cannon, he can&amp;#039;t dodge explosives. Peek out from behind cover and hit him with a grenade or rocket.&lt;br /&gt;
* A distracted HWGuy is a good target for backstabs and infections.&lt;br /&gt;
* Be careful not to get hit by Overpressure or Slowfields.&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/43 HWGuy&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Jumping_Skills&amp;diff=9802</id>
		<title>Jumping Skills</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Jumping_Skills&amp;diff=9802"/>
		<updated>2011-07-11T00:15:57Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: /* Concussion jumps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
Part of the Fortress Forever player&amp;#039;s armament is the ability to propel themselves across the battlefield. For some classes such as the weak Scout, this ability is vital.&lt;br /&gt;
&lt;br /&gt;
==Concussion jumps==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Main Article: [[Concjumping]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Concussion jumps are the #1 way to cover large distances across the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Dropped===&lt;br /&gt;
The basic premise is easy: drop a concussion grenade on the ground and then jump over it when it explodes. The resulting explosion propels you high into the sky. As with anything, practice is needed to get the timing and such down. Your direction of travel is based on the direction you are located relative to the grenade. Jumping directly over the grenade will send you up, jumping to one side will fling you horizontally. The concussion blast will also push you further the further away you are from the grenade itself, so for very long jumps you&amp;#039;ll need to be right on the outskirts of the blast.&lt;br /&gt;
&lt;br /&gt;
===Hand held===&lt;br /&gt;
As an alternative, you don&amp;#039;t actually have to drop the concussion grenade in order to do a concussion jump. Just let the timer run its course and jump when it detonates. The timing of this is more difficult than a regular &amp;quot;dropped&amp;quot; jump, but it is more powerful and flexible. You will be boosted in the current direction that you are travelling, so you will need to time your jump in order to be sent in the direction you want. Holding the concussion grenade and not jumping will still result in a small concussion jump forward, however the difference can be significant if you time a jump correctly. &lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=RKUz2KL3xTo Video Tutorial on Youtube (Low quality)] or [http://www.stage6.com/user/ArxFF/video/1958642/Fortress-Forever---Tutorial-1---Conc-Jumping Stage6 (High quality)]&lt;br /&gt;
&lt;br /&gt;
==Rocket jumps==&lt;br /&gt;
Includes: Soldier RPG, Pyro IC&lt;br /&gt;
&lt;br /&gt;
To rocket jump, run, look straight down, then fire and jump at the same time. That&amp;#039;s all there is to it. It takes some time to learn the timing between the jump and firing the RPG, but with a little practice, anyone can do it.&lt;br /&gt;
&lt;br /&gt;
Some variations on this jump:&lt;br /&gt;
* Jumping and firing the rocket at an angle while running backwards, to escape from pursuers.&lt;br /&gt;
* Varying the timing of the jump and rocket to reduce the amount of damage done, when jumping shorter heights.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
The Pyro&amp;#039;s IC is less powerful than the Soldier&amp;#039;s RPG but can be used in combination with the napalm grenade to get a very big boost. Additionally the Pyro can &amp;#039;glide&amp;#039; through the air by firing his flamethrower downwards to give a little vertical push upwards.&lt;br /&gt;
&lt;br /&gt;
[[Rocket_Jump|More rocket jumping tips]]&lt;br /&gt;
&lt;br /&gt;
[[Pyro_Jump|More pyro jumping tips]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flamethrower Jumping==&lt;br /&gt;
The flamethrower is a very useful tool to the Pyro who likes to fly through the sky. It has a jet pack-like effect that pushes you up a bit if you point it down and fire it while jumping. The height gain is not huge, but it can be used in conjunction with the incendiary cannon and grenades. By pointing down and firing while jumping horizontally, you can cover more distance. You can also use it to cushion falls to a certain extent.&lt;br /&gt;
&lt;br /&gt;
Some things to note about this jump:&lt;br /&gt;
* If you&amp;#039;re good at bunnyhopping, try bunnyhopping backwards while firing the flamethrower.&lt;br /&gt;
* A prime example where this comes in handy is the crossover2 pit. Drop down onto the ledge right below the actual ledge (on top of that weird U-shape thing in the middle) and then glide down to safety. You can drop into the pit without taking any damage.&lt;br /&gt;
* The Pushforce Cap for the flamethrower is 850&lt;br /&gt;
* The maximum Upforce for the flamethrower is 110&lt;br /&gt;
&lt;br /&gt;
==Explosive grenade jumps==&lt;br /&gt;
Includes: Normal grenades, MIRV grenades, EMP grenades&lt;br /&gt;
&lt;br /&gt;
Any explosion is going to assert a force on nearby objects. You can use this to your advantage by blowing yourself across the battlefield. Of course, you will lose a lot of health doing this, so you had better hope there is a health pack on the other side.&lt;br /&gt;
&lt;br /&gt;
===Basic dropped jump===&lt;br /&gt;
This is pretty similar to the concussion grenade jump, only less powerful and it will hurt you. This time however you will need to be closer to the grenade to travel further, as the explosive force reduces over distance.&lt;br /&gt;
&lt;br /&gt;
===Hand held===&lt;br /&gt;
Once again this is very similar to the hand held concussion jump, only more tricky and painful.&lt;br /&gt;
&lt;br /&gt;
===EMP jumps===&lt;br /&gt;
Note that the explosive power of the Engineer&amp;#039;s EMP grenade is relative to the amount of ammo in the nearby vicinity (including ammo that you are carrying). To get enough distance you will need to restock with lots of ammo in order to give yourself a good explosive boost.&lt;br /&gt;
&lt;br /&gt;
==Pipe jumps==&lt;br /&gt;
Similar to dropped grenade jumping, only this time you can control when the explosion occurs. This makes it easier to time the jumps.&lt;br /&gt;
&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=9796</id>
		<title>Class:Engineer</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=9796"/>
		<updated>2011-07-08T17:03:24Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &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:engineer_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Engineer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 80&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 50&lt;br /&gt;
| armval2 = 50%&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: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:EMP|EMP]]&lt;br /&gt;
| slot1 = [[Weapon:Spanner|Spanner]]&lt;br /&gt;
| slot2 = [[Weapon:Railgun|Railgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Buildables:Dispenser|Dispenser]]&lt;br /&gt;
| slot5 = [[Buildables:Sentry_Gun|Sentry Gun]]&lt;br /&gt;
}}&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:EMP|EMP Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = Yes&lt;br /&gt;
| nailsatspawn = 25&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 100&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 10&lt;br /&gt;
| rocketsmax = 30&lt;br /&gt;
| discardrockets = Yes&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;
Engineer&lt;br /&gt;
| classintro =&lt;br /&gt;
If you fancy yourself a tinkerer and builder, the engineer may be for you. The personality of a disgruntled construction worker combined with a genius intellect does wonders in the world of Fortress. The engineer fortifies his base with [[:Category:Buildables#Sentry_Gun|sentry guns]] and supplies other defenders with ammunition via [[:Category:Buildables#Dispenser|dispensers]]. Sentry guns are automatic turrets that can be upgraded to three different levels, each progressively more powerful than the last. It takes a bit to lock on to an enemy, but once it happens the enemy is certainly in for a world of pain. &lt;br /&gt;
&lt;br /&gt;
Besides his buildable structures, the engineer has a modest repertoire of weapons including the [[Weapon:Railgun|railgun]], [[Weapon:Super Shotgun|super shotgun]], and [[Grenade:EMP|EMP grenades]]. The railgun is the engineer&amp;#039;s own unique invention: a heavily modified pistol that shoots magnetically charged slugs. The result is a powerful ricocheting weapon that ignores enemy armor. The super shotgun is your standard shoot &amp;#039;n kill weapon. It packs a reliable punch and is useful in a variety of situations. The engineer&amp;#039;s EMP grenade releases a pulse that detonates ammunition on enemies and on the ground, creating powerful explosions that can bring down many classes extremely fast.&lt;br /&gt;
&lt;br /&gt;
The precise nature of an engineer&amp;#039;s work requires him to not be protected by much more than a hardhat. Too much armor gets in the way and makes building things more difficult than they should be. Thus, the engineer dies much easier than all classes but the Scout. But who needs armor when you have a giant automatic gun cutting down your enemies for you?&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Fortress Forever engineers cannot build teleporters like TFC engineers can.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command opens up a radial menu with various SG/Dispenser-related commands.&lt;br /&gt;
&lt;br /&gt;
The Engineer can build Sentry Guns and Dispensers at the cost of Cells.&lt;br /&gt;
&lt;br /&gt;
When discarding ammo, the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; his ammunition.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Build a Sentry Gun in the flag room. Upgrade and repair it by hitting it with your wrench, as long as you have enough cells.&lt;br /&gt;
* Build a Dispenser in order to provide ammunition and armour to you and your teammates.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[:Category:Buildables#Sentry_Gun|Sentry Gun]]&lt;br /&gt;
|description=&lt;br /&gt;
A Sentry Gun is an automatic turret, best suited to defense. It costs 130 cells to build a Sentry Gun and another 130 for each upgrade. Hitting the gun with your [[Weapon:Spanner|wrench]] will repair or upgrade it if you have enough cells. Each successive level increases the gun&amp;#039;s killing power, maximum health, and ammo capacity, but an untended Sentry Gun, even at level 3, is easily destroyed by the enemy. Right clicking will point your gun in the direction you are currently aiming.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[:Category:Buildables#Dispenser|Dispenser]]&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can also build dispensers. A dispenser serves as a field ammunition/armor repository for the Engineer and his teammates. Standing next to a dispenser will replenish your ammo and armor, assuming it has enough resources. Although a dispenser automatically fills itself slowly, it will also eat any bags that are tossed or dropped near it. The Engineer can also fill it up with his own ammo by hitting it with his wrench. Enemy players can use your dispenser, though you will receive a warning when this happens. Detonating a dispenser unleashes a powerful explosion, the damage depending on the amount of ammo inside it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Repair&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can repair his sentry guns, dispensers, and teammates&amp;#039; armor, by hitting them with his wrench, provided he has enough cells.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Armor Regeneration&lt;br /&gt;
|description=&lt;br /&gt;
Much like the [[Class:Medic|Medic&amp;#039;s]] health regenerates, the Engineer&amp;#039;s armor slowly regenerates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Special Ammo Discard&lt;br /&gt;
|description=&lt;br /&gt;
When discarding ammo (default &amp;quot;X&amp;quot;), the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; ammunition types (cells, shells, and rockets), regardless of whether the ammunition is needed for his weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Spanner|Spanner]]&lt;br /&gt;
|imgsrc=W_sp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=This baby makes everything possible. Use it to upgrade and repair your structures.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Railgun|Railgun]]&lt;br /&gt;
|imgsrc=W_rg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pew pew, laser gun. You can charge it up by holding down the fire button. If you charge it up for 3.333 seconds, it will produce 40 cells, but won&amp;#039;t fire. The projectile bounces off surfaces (getting more powerful with each bounce) and ignores armor. You can use a charged up blast to jump higher; just point down, then fire and jump at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Great against a Spy trying to mess up your sentry or if you feel the need to go Rambo into the enemy&amp;#039;s base. This is generally your main weapon at close ranges.&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, insta-killing scouts or other weak opponents, and general destruction.}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:EMP|EMP Grenade]]&lt;br /&gt;
|imgsrc=G_em_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
When it blows up, it will blow up the shotgun shells, rockets, and cells of everyone in its range. Does huge damage to classes that carry a lot of high-energy ammunition, such as Pyros.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&lt;br /&gt;
====Defensive Engineer====&lt;br /&gt;
* You are a defense master! Always have a sentry up in your base, even if you&amp;#039;re away, just having the sentry up can help your team drastically.&lt;br /&gt;
* Remember to place your gun well; Scouts and Medics love to stay out of your sentry&amp;#039;s range and nailgun it. Try blasting them with your railgun or shotgun, and perhaps toss an EMP.&lt;br /&gt;
* On levels where ammo bags are scarce, a dispenser will help your teammates maintain their armour, and enable you to upgrade your gun much faster. If you have time before the enemy arrives, build a dispenser, then build your gun with the cells it generates.&lt;br /&gt;
* Ammo bags dropped by dead enemies will always contain 30 cells, so be sure to pick them up if cells are scarce.&lt;br /&gt;
* Watch for Demomen and HWGuys with their MIRVs trying to get your SG. If they drop one next to your sentry, it is as good as dead, don&amp;#039;t try to repair it because then you&amp;#039;ll be dead too! Soldiers can also be a pain due to a well-placed nail grenade or volley of rockets easily destroying your gun.&lt;br /&gt;
* A dispenser placed on the flag or security button can be used in the same way as a Demoman&amp;#039;s pipe trap: detonate it if enemies get too close. A well-stocked dispenser will instantly kill a Scout.&lt;br /&gt;
&lt;br /&gt;
====Offensive Engineer====&lt;br /&gt;
* This role is situational, and some maps favour it more than others. If it&amp;#039;s not working out, switch to a more suitable offense class such as Scout, Medic or Spy.&lt;br /&gt;
* Build sentries in or very near the enemy base to cause annoyance, but don&amp;#039;t expect them to last long.&lt;br /&gt;
* Heavily armed defenders will crush you. Don&amp;#039;t bother going for the flag unless the flag room is totally empty.&lt;br /&gt;
* While you&amp;#039;re no good in direct combat, a couple of grenades or railgun shots while retreating may weaken and distract enemy defenders.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an Engineer====&lt;br /&gt;
* The Engineer has little armour and will die to two rockets, or a few Super Shotgun shots.&lt;br /&gt;
* As any class apart from Engineer, pressing &amp;quot;X&amp;quot; after you spawn will discard unneeded ammo. This will cause you to take less damage from EMPs.&lt;br /&gt;
* Watch out for the Engineer&amp;#039;s dispenser on the flag. Its explosion packs a punch, and has a large radius.&lt;br /&gt;
* The Engineer is defenseless for the time it takes him to construct his gun. Try to capitalise on this.&lt;br /&gt;
* The Sentry Gun can only deal with one target at a time, and doesn&amp;#039;t turn all that quickly. Multiple players will overwhelm it if it isn&amp;#039;t supported by the Engineer&amp;#039;s teammates.&lt;br /&gt;
* There are many ways in which a Sentry Gun can be taken down.&lt;br /&gt;
** As a Scout or Medic, fire the Nailgun at it from one of its blind spots, or try to sneak up on it and circle-strafe.&lt;br /&gt;
** As a Soldier, a few rockets or a nail grenade will easily destroy a Sentry.&lt;br /&gt;
** A Demoman&amp;#039;s MIRV grenade will inevitably destroy a Sentry if it explodes anywhere near it. &lt;br /&gt;
** A Spy can attempt to sabotage a Sentry if the Engineer is absent. This will cause it to fire on its own team.&lt;br /&gt;
** If an Engineer&amp;#039;s gun is out in the open, a Sniper can destroy it with a fully charged shot.&lt;br /&gt;
** Sentries can&amp;#039;t dodge, so even standard frag grenades are deadly to them.&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/47 Engineer&amp;#039;s Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* How to [[:Category:Buildables|build things]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Pyro_Jump&amp;diff=9795</id>
		<title>Pyro Jump</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Pyro_Jump&amp;diff=9795"/>
		<updated>2011-07-08T17:01:04Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: /* Notes about these jumps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
The Pyro is an interesting class. At first glance, he seems to be as bound to the ground as the [[Class:HWGuy|HW Guy]]. However, has a variety of unique propulsion methods available. These are incendiary cannon (IC) jumps, IC + napalm grenade jumps, and flamethrower gliding. The IC jump is the most basic of these and is often used to reach inaccessible places such as enemy battlements. Adding a napalm grenade to the mix will give a lot of vertical thrust if timed properly. The flamethrower also has a mild jet pack-type effect that can be used for height gain or gliding.&lt;br /&gt;
&lt;br /&gt;
==Performing the jumps==&lt;br /&gt;
&lt;br /&gt;
===Basic Incendiary Cannon Jump===&lt;br /&gt;
The basic incendiary cannon jump is simple. Look straight down, jump, and then fire your IC. The resulting knockback will send you upwards. Slight things such as timing and angle of fire can be adjusted to achieve different effects. It only takes a little bit of practice before you&amp;#039;re practically a master at it.&lt;br /&gt;
&lt;br /&gt;
Some things to note about this jump:&lt;br /&gt;
* It doesn&amp;#039;t go very high, but you don&amp;#039;t take much damage from it.&lt;br /&gt;
* Since you don&amp;#039;t take much damage from the jump, this makes it ideal for constant use in order to maneuver through the enemy base.&lt;br /&gt;
* This is a very good speed booster, shoot yourself at a mostly horizontal angle to start a good bunnyhop.&lt;br /&gt;
&lt;br /&gt;
===IC + Napalm Grenade Jump===&lt;br /&gt;
If you&amp;#039;ve tried an IC jump, you will note that it doesn&amp;#039;t get you very high up. This is where the napalm grenade comes in handy. This type of jump isn&amp;#039;t necessary that often, but it is very good to be able to pull off reliably when you need it. The concept is simple: combine an IC jump with the explosion of a napalm grenade. Start by priming (holding down the grenade key without letting go or tapping it once, depending on your settings) a napalm grenade. As the grenade nears the end of its fuse (usually in the time between the 3rd beep and detonation), do an IC jump. If done properly, the combination should give you an extreme vertical boost.&lt;br /&gt;
&lt;br /&gt;
Some things to note about this jump:&lt;br /&gt;
* This jump works best when standing still and doing a straight vertical jump.&lt;br /&gt;
* The timing is very difficult. It takes a lot of practice to get it down reliably.&lt;br /&gt;
&lt;br /&gt;
===Flamethrower Gliding===&lt;br /&gt;
This is arguably the main method of propulsion to the Pyro who likes flying through the sky. The flamethrower has a jet pack-like effect that pushes you up if you point it down and fire it while jumping. The height gain is significant, and with practice can be used to get up to most battlements on stages. It can also be used to cushion falls.&lt;br /&gt;
&lt;br /&gt;
Some things to note about this jump:&lt;br /&gt;
* If you&amp;#039;re good at bunnyhopping, try bunnyhopping backwards while firing the flamethrower.&lt;br /&gt;
* A prime example where this comes in handy is the crossover2 pit. Drop down onto the ledge right below the actual ledge (on top of that weird U-shape thing in the middle) and then glide down to safety. You can drop into the pit without taking any damage.&lt;br /&gt;
&lt;br /&gt;
===Flametrimping===&lt;br /&gt;
For the enterprising Pyro, a more advanced jump technique is available.  By using the flamethrower to push yourself to the ground, you can force yourself into a double jump. Start by looking straight up, jumping, and then fire the flamethrower while in the air. Make sure you hit and hold jump against before you hit the ground. Once you hit the ground, stop firing. If timed properly, you should jump higher than a normal jump would allow. If you&amp;#039;re quick enough, you can look down as you enter the double jump and use flamethrower gliding to gain even more height, and adding a properly timed frag grenade can send you literally across the yard on some maps!&lt;br /&gt;
&lt;br /&gt;
This is the preferred method of Pyro movement once mastered. It can reach more places than IC jumping, and doesn&amp;#039;t deal any damage to the Pyro.&lt;br /&gt;
&lt;br /&gt;
==Notes about these jumps==&lt;br /&gt;
These jumps are integral to the Pyro class, especially IC jumps and flametrimping. Because they operate on a smaller scale compared to conc jumps or rocket jumps, they can be utilized very effectively in battle with minimal risk to yourself. IC jump up on ledges, circle behind your target, and then finish him off from behind. Completely skip a defender by jumping right over him. The possibilities are almost endless.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Concjumping]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rocket Jump]]&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
[[Category:Movement Skills]]&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Pyro_Jump&amp;diff=9794</id>
		<title>Pyro Jump</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Pyro_Jump&amp;diff=9794"/>
		<updated>2011-07-08T17:00:50Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: /* Flametrimping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
The Pyro is an interesting class. At first glance, he seems to be as bound to the ground as the [[Class:HWGuy|HW Guy]]. However, has a variety of unique propulsion methods available. These are incendiary cannon (IC) jumps, IC + napalm grenade jumps, and flamethrower gliding. The IC jump is the most basic of these and is often used to reach inaccessible places such as enemy battlements. Adding a napalm grenade to the mix will give a lot of vertical thrust if timed properly. The flamethrower also has a mild jet pack-type effect that can be used for height gain or gliding.&lt;br /&gt;
&lt;br /&gt;
==Performing the jumps==&lt;br /&gt;
&lt;br /&gt;
===Basic Incendiary Cannon Jump===&lt;br /&gt;
The basic incendiary cannon jump is simple. Look straight down, jump, and then fire your IC. The resulting knockback will send you upwards. Slight things such as timing and angle of fire can be adjusted to achieve different effects. It only takes a little bit of practice before you&amp;#039;re practically a master at it.&lt;br /&gt;
&lt;br /&gt;
Some things to note about this jump:&lt;br /&gt;
* It doesn&amp;#039;t go very high, but you don&amp;#039;t take much damage from it.&lt;br /&gt;
* Since you don&amp;#039;t take much damage from the jump, this makes it ideal for constant use in order to maneuver through the enemy base.&lt;br /&gt;
* This is a very good speed booster, shoot yourself at a mostly horizontal angle to start a good bunnyhop.&lt;br /&gt;
&lt;br /&gt;
===IC + Napalm Grenade Jump===&lt;br /&gt;
If you&amp;#039;ve tried an IC jump, you will note that it doesn&amp;#039;t get you very high up. This is where the napalm grenade comes in handy. This type of jump isn&amp;#039;t necessary that often, but it is very good to be able to pull off reliably when you need it. The concept is simple: combine an IC jump with the explosion of a napalm grenade. Start by priming (holding down the grenade key without letting go or tapping it once, depending on your settings) a napalm grenade. As the grenade nears the end of its fuse (usually in the time between the 3rd beep and detonation), do an IC jump. If done properly, the combination should give you an extreme vertical boost.&lt;br /&gt;
&lt;br /&gt;
Some things to note about this jump:&lt;br /&gt;
* This jump works best when standing still and doing a straight vertical jump.&lt;br /&gt;
* The timing is very difficult. It takes a lot of practice to get it down reliably.&lt;br /&gt;
&lt;br /&gt;
===Flamethrower Gliding===&lt;br /&gt;
This is arguably the main method of propulsion to the Pyro who likes flying through the sky. The flamethrower has a jet pack-like effect that pushes you up if you point it down and fire it while jumping. The height gain is significant, and with practice can be used to get up to most battlements on stages. It can also be used to cushion falls.&lt;br /&gt;
&lt;br /&gt;
Some things to note about this jump:&lt;br /&gt;
* If you&amp;#039;re good at bunnyhopping, try bunnyhopping backwards while firing the flamethrower.&lt;br /&gt;
* A prime example where this comes in handy is the crossover2 pit. Drop down onto the ledge right below the actual ledge (on top of that weird U-shape thing in the middle) and then glide down to safety. You can drop into the pit without taking any damage.&lt;br /&gt;
&lt;br /&gt;
===Flametrimping===&lt;br /&gt;
For the enterprising Pyro, a more advanced jump technique is available.  By using the flamethrower to push yourself to the ground, you can force yourself into a double jump. Start by looking straight up, jumping, and then fire the flamethrower while in the air. Make sure you hit and hold jump against before you hit the ground. Once you hit the ground, stop firing. If timed properly, you should jump higher than a normal jump would allow. If you&amp;#039;re quick enough, you can look down as you enter the double jump and use flamethrower gliding to gain even more height, and adding a properly timed frag grenade can send you literally across the yard on some maps!&lt;br /&gt;
&lt;br /&gt;
This is the preferred method of Pyro movement once mastered. It can reach more places than IC jumping, and doesn&amp;#039;t deal any damage to the Pyro.&lt;br /&gt;
&lt;br /&gt;
==Notes about these jumps==&lt;br /&gt;
These jumps are integral to the Pyro class, especially IC jumps. Because they operate on a smaller scale compared to conc jumps or rocket jumps, they can be utilized very effectively in battle with minimal risk to yourself. IC jump up on ledges, circle behind your target, and then finish him off from behind. Completely skip a defender by jumping right over him. The possibilities are almost endless.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Concjumping]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rocket Jump]]&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
[[Category:Movement Skills]]&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9793</id>
		<title>Class:Demoman</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9793"/>
		<updated>2011-07-08T16:51:42Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &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:demoman_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039;&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;
| healthval = 90&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;
| armval1 = 120&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 280&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color:orangered;&amp;quot;&amp;gt;Hybrid&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
| slot5 = [[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
| slot6 = [[Buildable:Detpack|Detpack]]&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;
| discardgren1 = No&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 30&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 20&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 20&lt;br /&gt;
| rocketsmax = 50&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 1&lt;br /&gt;
| detpacksmax = 1&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Demoman&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039; is for the player who likes to pack a very large amount of firepower. The Demoman&amp;#039;s primary weapon is his Grenade/Pipe Launcher, which has two separate fire modes: timed detonation and remote detonation. The remote detonation pipe bombs make the Demoman excellent at defending important areas. His weapons have a lot of explosive power, the trade-off being a lack of serious armor, moderately slow speed, and the fact that his Grenade Launcher requires practice to master.&lt;br /&gt;
&lt;br /&gt;
Although he is primarily a defensive class, the Demoman can function in an offense role as well. Even though his health and armor are not the greatest in the game, the sheer power of his weapons puts the Demoman into the &amp;quot;heavy&amp;quot; category of offense: ideal for punching holes in a strong enemy defense to allow lighter attackers through.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Place your yellow pipe bombs on your team&amp;#039;s flag to defend it. Detonate them when an enemy tries to touch it.&lt;br /&gt;
* Use blue grenades to defend yourself if attacked directly.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Remote Detonation&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Buildable:Detpack|Detpack]]&lt;br /&gt;
|description=&lt;br /&gt;
The Demoman can lay a Detpack, an extremely powerful explosive that instantly kills anything within its blast radius. It can also destroy walls and grates on some levels, opening up new pathways. Scouts can disarm Detpacks by touching them.&lt;br /&gt;
}}&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;
&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 shotgun is a weapon of last resort. Use it against opponents that you know you won&amp;#039;t be able to hit with your blue grenades and pipebombs, or if you find yourself caught with your grenade launcher unloaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
|imgsrc=W_gl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Grenade Launcher holds six blue grenades, which have a hybrid timer/contact detonation system. If you score a direct hit on an opponent, it will do a large amount of damage. If the grenades don&amp;#039;t score a direct hit, they explode a couple of seconds after being fired. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
|imgsrc=W_pl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This is an alternate fire mode of the grenade launcher, so it shares the same clip. Pipe bombs are yellow and feature a remote detonation system. You can lay up to eight of them; they are detonated using mouse2. Pipe bombs will explode automatically if the Demoman who laid them dies, if they are not detonated for a few minutes, or if you lay more than eight. There is a period of about a second after firing a pipebomb, where it glows red and cannot be detonated.&lt;br /&gt;
}}&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;
A standard fragmentation grenade. Use this when you have run out of the more powerful MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenade explodes at the end of its fuse, releasing four more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Demoman&amp;#039;s detpack now uses physics when being dropped/placed, but locks into position when it stops. You can roll it down hills or off of edges using this.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).&lt;br /&gt;
&lt;br /&gt;
The Demoman can clear or destroy special obstacles using his [[Buildable:Detpack|Detpacks]], see the weapon page for details.  The Demoman can pipe jump, check out the [[Weapon:Pipe Launcher|Pipe Launcher]] page for details.&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Demoman/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
==== Defensive Demoman ====&lt;br /&gt;
* Make sure you have pipe bombs on the flag at all times. &lt;br /&gt;
* Remember your Grenade Launcher and Pipe Launcher share a single small clip.&lt;br /&gt;
* Enemy Scouts can be incredibly fast: good reaction time and the ability to pay close attention are important.&lt;br /&gt;
* Your pipe bombs explode when you die, and your low armour compared to that of the Soldier and HWGuy make you a juicy target for enemy Medics and Spies.&lt;br /&gt;
* Listen for the &amp;quot;click&amp;quot; sound of a Scout&amp;#039;s conc grenade, so you can guess exactly when he&amp;#039;ll hit your pipe trap.&lt;br /&gt;
&lt;br /&gt;
==== Offensive Demoman ====&lt;br /&gt;
* Lay pipe traps around the enemy base, and try to lure defenders into them.&lt;br /&gt;
* Your MIRV Grenades are extremely deadly to Sentry Guns.&lt;br /&gt;
* Use your Detpack to open alternative routes for attackers to enter.&lt;br /&gt;
* The Pipe Launcher can be used as a movement tool. Lay a pipe on the ground and blow it up as you jump.&lt;br /&gt;
* Pipe jumping allows you to quickly traverse long distances and reach inaccessible areas, at a cost to health and armour.&lt;br /&gt;
&lt;br /&gt;
==== Playing Against a Demoman ====&lt;br /&gt;
* He&amp;#039;s only slightly better armoured than the Medic, and his pipe bombs explode when he dies.&lt;br /&gt;
* Getting right up in his face may make him hesitate to hit you with his grenades, at risk of killing himself.&lt;br /&gt;
* Keep an eye out for his yellow pipebombs.&lt;br /&gt;
* His MIRVs are incredibly destructive. Don&amp;#039;t get caught in the centre of one.&lt;br /&gt;
* If you see an enemy Demoman drop a detpack, run away!&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/16 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Buildables&amp;diff=9792</id>
		<title>Buildables</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Buildables&amp;diff=9792"/>
		<updated>2011-07-08T16:48:21Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: /* Jump Pad */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
As you travel around Fortress Forever maps you may occasionally come across a buildable structure. There are three types of building; the [[#Dispenser|dispenser]] is a passive structure that supplies ammo and armour to friendly players, The [[#Sentry Gun|sentry gun,]] an aggressive structure armed with weapons that will attack enemy units, and the [[#Jump Pad|jump pad or man cannon,]] a passive structure that servers as a &amp;quot;ramp&amp;quot; for any class that touches it. These are described in more detail in the sections below. This manual page describes who builds them and their uses.&lt;br /&gt;
&lt;br /&gt;
==Deploying buildings on the battlefield==&lt;br /&gt;
[[Image:engiemenu2.gif|thumb|[[Class:Engineer|Engineer&amp;#039;s]] [[HUD#Context Menu|context menu]] menu being used to build.]]&lt;br /&gt;
Deploying buildings is a unique ability belonging to the [[Class:Engineer|Engineer]]. &lt;br /&gt;
&lt;br /&gt;
Each engineer can deploy one of each structure on the battlefield at a time. They can build new ones at any time (providing they have enough cells) if the existing building is destroyed, dismantled or remotely detonated.&lt;br /&gt;
&lt;br /&gt;
When playing as engineer, the building options are reached using the engineer&amp;#039;s [[HUD#Context Menu|context menu]] (default: right mouse button). Before you have any buildings on the battlefield, only &amp;#039;&amp;#039;Build Sentry&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Build Dispenser&amp;#039;&amp;#039; are available, and the rest are grayed out. You need to have enough cells (from picking up armour and ammo bags) in order to build either building, and so therefore even these options may be grayed out.&lt;br /&gt;
&lt;br /&gt;
Selecting one of these will put you in build mode; a ghost image of the building will appear in front of you to show where the building would be deployed. If the position is invalid then an error symbol will show instead. You can move around until you find the perfect position. Press the fire button (default: left mouse button) once to start building.&lt;br /&gt;
[[Image:maintaining.jpg|thumb|Maintain a buildable by hitting it with your Wrench.]]&lt;br /&gt;
&lt;br /&gt;
==Maintaining buildings on the battlefield==&lt;br /&gt;
&lt;br /&gt;
Buildings have health levels and will be destroyed if they take too much damage. As engineer you can repair both your own and other people&amp;#039;s buildings by hitting them with your spanner. This will top up their health back to maximum.&lt;br /&gt;
&lt;br /&gt;
Hitting buildings with your spanner has an additional secondary effect on each type of building. The secondary effects are:&lt;br /&gt;
* adding your ammo to the dispenser.&lt;br /&gt;
* restocking sentry ammo and upgrading to a more powerful level.&lt;br /&gt;
&lt;br /&gt;
These are both described in more detail in the sections below.&lt;br /&gt;
&lt;br /&gt;
The context menu also provides options for dismantling and detonating either of your buildings. Dismantling has to be done while up close to your building, and will recoup half of the cell cost. Buildings can be detonated at any range; the resulting explosion can be very powerful if the dispenser or sentry gun had enough ammo in it.&lt;br /&gt;
&lt;br /&gt;
==Building sabotage==&lt;br /&gt;
[[Image:spymenu2.gif|thumb|[[Class:Spy|Spy&amp;#039;s]] [[HUD#Context Menu|context menu]] menu being used to sabotage.]]&lt;br /&gt;
Enemy [[Class:Spy|spies]] have the ability to sabotage the other team&amp;#039;s buildings. This is done by sneaking up to the building and standing nearby with your crosshair on it. A timer will display to show how long the sabotage is taking.&lt;br /&gt;
&lt;br /&gt;
Once the sabotage bar completes, the building is now in a state of &amp;#039;&amp;#039;sabotage&amp;#039;&amp;#039;. You will be unable to detonate or dismantle your buildables while they are in this state. The spy can now remotely activate the sabotage via their [[HUD#Context Menu|context menu]] (default: right mouse button). This will detonate any of their sabotaged dispensers and set any sabotaged sentry guns to fire against their own team.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dispenser==&lt;br /&gt;
[[Image:Dispencer.jpg|thumbnail|300x300px|The dispenser]]&lt;br /&gt;
Dispensers hold ammo and give both ammo and armour to friendly players who come near. Dispensers are built with a basic amount of suppies and gradually self-charge with ammo. Engineers can also add ammo into the dispenser by hitting it with the spanner or having allies throw ammo backpacks at it, which it then eats.&lt;br /&gt;
&lt;br /&gt;
Dispensers will send an alert message to their owner if an enemy player gets too close, even if they are a disguised spy. This can make dispensers helpful for early-warning or detection systems.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Build cost:&amp;#039;&amp;#039;&amp;#039; 100 cells&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 150&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Build time:&amp;#039;&amp;#039;&amp;#039; 2 seconds&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sabotage effect:&amp;#039;&amp;#039;&amp;#039; Detonates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maximum storage: 400 [[Reference:Ammo#Shell|shells]], 600 [[Reference:Ammo#Nail|nails]], 400 [[Reference:Ammo#Cell|cells]], 300 [[Reference:Ammo#Rocket|rockets]], 500 [[Armor|armour]].&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
Sentry guns will fire automatically at enemy players who come within range. Sentry guns can be upgraded to three different levels. To upgrade, hit the sentry gun with the spanner when you have at least 130 cells. The upgrade process is instantaneous.&lt;br /&gt;
&lt;br /&gt;
Sentries will begin making sonar noises when a Spy is nearby.&lt;br /&gt;
&lt;br /&gt;
The difference between the levels is as follows:&lt;br /&gt;
* Level One&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 165&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 65 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; One small gun&lt;br /&gt;
* Level Two&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 180&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 130 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; One minigun&lt;br /&gt;
* Level Three&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 210&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 195 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; Two miniguns, two barrel mounted rocket propelled grenade launchers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other sentry gun information:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Initial Build time:&amp;#039;&amp;#039;&amp;#039; 3 seconds&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sabotage effect:&amp;#039;&amp;#039;&amp;#039; Fires on own team&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sentry Gun Bullet Push:&amp;#039;&amp;#039;&amp;#039; 15&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sparks When Low on Health:&amp;#039;&amp;#039;&amp;#039; When below 50% health, a player&amp;#039;s sentry gun will spark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;The three sentry gun levels&amp;quot; widths=&amp;quot;200px&amp;quot; heights=&amp;quot;200px&amp;quot; perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:Sg1.gif|Level One&lt;br /&gt;
Image:Sg2.gif|Level Two&lt;br /&gt;
Image:Sg3.gif|Level Three&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jump Pad==&lt;br /&gt;
[[Image:jumpinpag.gif|thumbnail|300x300px|The Jump Pad]]&lt;br /&gt;
The Jump Pad (or Man Cannon) can be built by the [[:Class:Scout|Scout]]. The Jump Pad is built by using the special ability button (Mouse2 by default). Once it has been deployed, it can only be detonated by the [[:Class:Scout|Scout]] who built it. It can be destroyed by enemies. Any player on the Scout&amp;#039;s team may use the Jump Pad.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build time:&amp;#039;&amp;#039;&amp;#039; 5 seconds&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lifetime:&amp;#039;&amp;#039;&amp;#039; Permanent. However as a [[:Class:Scout|Scout]] you may detonate it at any time. It can be destroyed.&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=9791</id>
		<title>Class:Scout</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=9791"/>
		<updated>2011-07-08T16:46:59Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: Jump pad as ability.&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:scout_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 75&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 50&lt;br /&gt;
| armval2 = 30%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 400&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 75&lt;br /&gt;
| armtype = [[Armour:Green|Green]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 420&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 3&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 25&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 100&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 40&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Scout&lt;br /&gt;
| classintro =&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039; is the speed demon of Fortress Forever, focused on evading enemy defenses rather than attacking them. Despite his light armour and weak weapons, a skilled Scout&amp;#039;s ability to steal the enemy flag is second to none, thanks to his very high speed and ability to [[concjumping|conc jump]].&lt;br /&gt;
| basicstrategy=&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities = &lt;br /&gt;
===Movement===&lt;br /&gt;
Movement is vital to the Scout. It&amp;#039;s his only way to get to the flag!&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Concussion Jumping&lt;br /&gt;
|description=&lt;br /&gt;
The Scout can use the force of his [[Grenade:Concussion|Concussion Grenades]] to gain large amounts of speed and height. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fall Damage Resistance&lt;br /&gt;
|description=&lt;br /&gt;
The Scout takes half damage from falls, allowing him to perform large conc jumps without getting too badly hurt.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[:Category:Buildables#Jump_Pad|Jump Pad]]&lt;br /&gt;
|description=&lt;br /&gt;
Building one of these in a strategic position will allow teammates to reach the enemy base quickly, without using conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
These abilities are rarely useful.&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Disguise Removal&lt;br /&gt;
|description=&lt;br /&gt;
A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The [[Class:Spy|Spy]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Detpack Defusion&lt;br /&gt;
|description=&lt;br /&gt;
Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&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;
Low damage. Other players will kill you before you can get close enough to hit them with this.&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;
Not powerful enough to kill anything except weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
|imgsrc=W_ng_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Decent for taking down Sentry Guns, not very good against players.&lt;br /&gt;
}}&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Scout&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Scout&amp;#039;s special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful [[:Category:Buildables#Jump_Pad|Jump pad (aka Man Cannon)]].&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command builds and / or if one is built destroys the Man Cannon.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Jump Pad (aka Man Cannon)&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts are equipped with a Man Cannon which provides a &amp;quot;ramp&amp;quot; usable by all players in the game (enemy and friendly). The Man Cannon takes approximately 1 second to build and will remain in position for a total of 60 seconds. The scout is given one Man Cannon per life similar to the dispenser for the demoman.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability2 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Disguise Removal&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. The [[Class:Spy|Spy]] also possesses this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability3 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Detpack Defusion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability4 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Concussion jumping&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The Scout has [[Grenade:Concussion|Concussion Grenades]] as part of his arsenal, which allows him to Conc Jump (using the grenade&amp;#039;s push to gain additional speed and height). See the [[Grenade:Concussion|Concussion Grenade&amp;#039;s]] article for more information on Conc Jumping.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Offensive Scout====&lt;br /&gt;
* The Scout&amp;#039;s greatest asset is his speed. Avoiding combat is the Scout&amp;#039;s only viable option as every other class outguns him. Your purpose is to grab the flag, not to kill enemies!&lt;br /&gt;
* Even if the flag is heavily defended and you know you&amp;#039;re going to die as soon as you touch it, touching the flag will reset the timer for it returning to the flag room. Touch the flag as often as possible to ensure that it never returns to its base.&lt;br /&gt;
* [[Movement Skills#Bunnyhopping|Bunnyhopping]] increases your speed from fast to insanely fast, if you learn to do it effectively.&lt;br /&gt;
* Build your Jump Pad to help your teammates get to the enemy base faster. It can also save you a conc.&lt;br /&gt;
* Use conc grenades to knock defenders away from their positions. Remember, however, that many players are able to aim while concussed.&lt;br /&gt;
* Fire your nailgun as you approach the flag room, in order to mask the &amp;quot;click&amp;quot; sound of your conc.&lt;br /&gt;
* Press &amp;quot;C&amp;quot; to throw the flag. If the enemy base has a security system, throwing the flag outside the security area will be enormously helpful to your team.&lt;br /&gt;
* Never lose sight of your ultimate goal: GRABBING THAT FLAG!&lt;br /&gt;
&lt;br /&gt;
====Defensive Scout====&lt;br /&gt;
* Don&amp;#039;t bother. Due to having no effective weapons and the lowest health and armour in the game, the Scout has no defensive role in any circumstances.&lt;br /&gt;
&lt;br /&gt;
====Playing Against A Scout====&lt;br /&gt;
* Scouts are the most dangerous enemies you will encounter as a defender. They can grab your flag and disappear with it in a tiny space of time.&lt;br /&gt;
* Scouts are very fast, but their speed is less of an advantage in confined spaces. On maps with few confined spaces, good accuracy is essential when trying to stop a Scout.&lt;br /&gt;
* Scouts have the lowest health and armour of any class; a couple of rockets, pipe bombs, or seconds of Sentry Gun fire will kill them without difficulty.&lt;br /&gt;
* Learning to aim accurately while concussed is tricky, but very helpful when dealing with Scouts.&lt;br /&gt;
* Listen for the distinctive grenade &amp;quot;click&amp;quot; sound. If it&amp;#039;s coming from a Scout, it means that in four seconds&amp;#039; time, they&amp;#039;re going to conc jump.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&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/19 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* How to perform [[Jumping_Skills#Concussion_jumps|concussion jumping]] with your concussion grenades.&lt;br /&gt;
* [[Movement_Skills|Movement skills]] to get around the battlefield quicker.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9790</id>
		<title>Class:HWGuy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9790"/>
		<updated>2011-07-08T16:43:09Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &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:hwguy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;HWGuy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 300&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 230&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
}}&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:MIRV|MIRV Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 200&lt;br /&gt;
| shellsmax = 300&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 30&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&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;
Heavy Weapons Guy&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
Although he looks slow and stupid, the &amp;#039;&amp;#039;&amp;#039;Heavy Weapons Guy&amp;#039;&amp;#039;&amp;#039; is an expert in the use of... heavy weapons. He carries a huge gun known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 200 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HWGuy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HWGuy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and self, the HWGuy moves very slowly.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HWGuy is hard to push around with explosions. This makes the HWGuy effective at defending choke points. Since he can&amp;#039;t easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you.&lt;br /&gt;
| basicstrategy = &lt;br /&gt;
* Find a good defensive spot, and use the Assault Cannon to destroy any enemies you see!&lt;br /&gt;
* Watch out, as you are almost immobile while your Assault Cannon is wound up.&lt;br /&gt;
* Use Overpressure and [[Grenade:Slowfield|slowfield grenades]] to slow down enemies and control the battlefield.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Heaviness&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so heavy that they&amp;#039;re almost impossible to move. Explosions do not knock HWGuys around. [[Grenade:Concussion|Concussion grenades]] can still push them around, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Overpressure&lt;br /&gt;
|description=The HWGuy stomps the ground hard and releases a shockwave that stops enemies in their tracks. Good for stopping [[Concjumping|conc jumping]] [[Class:Scout|Scouts]] or [[Class:Medic|Medics]].&lt;br /&gt;
}}&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=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you don&amp;#039;t have enough time to wind up the assault cannon, or need maneuverability: for example, if a Spy is trying to backstab you.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
|imgsrc=W_ac_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Takes a couple of seconds to rev up, but does good, continuous damage up to medium range. The HWGuy is slowed considerably when firing it.&lt;br /&gt;
}}&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;
A standard fragmentation grenade. Use this when you have run out of the more powered MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Slowfield|Slowfield Grenade]]&lt;br /&gt;
|imgsrc=G_sf_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A tactical grenade that releases a large, spherical high-gravity field. The slowfield will slows down any enemies that walk through it. It is very effective against enemies moving at high speeds, as it brings them to a crawl.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Defensive HWGuy====&lt;br /&gt;
* Movement isn&amp;#039;t your strong point. Find a good position and stay in it.&lt;br /&gt;
* You rely on your armour as well as your health in order to stay alive. Use Dispensers to replenish your armour, or call for a friendly Engineer to repair your armour by holding &amp;quot;Z&amp;quot; and selecting from the menu.&lt;br /&gt;
* If you get hit by a concussion grenade, ignore your crosshair and aim using your AC&amp;#039;s bullet trail instead.&lt;br /&gt;
* Watch your back: your immobility while firing your Assault Cannon makes you a prime target for Medics&amp;#039; infections and Spies&amp;#039; backstabs.&lt;br /&gt;
* Use Overpressure and Slowfield to control the fight. Fast-moving enemies will often go right past you otherwise.&lt;br /&gt;
* When the flag is out, you can be something of an impromptu [[Class:Demoman|Demoman]]. Stand on the flag and use Slowfields/Overpressure to stop enemies from running away with it.&lt;br /&gt;
&lt;br /&gt;
====Offensive HWGuy====&lt;br /&gt;
* You&amp;#039;re the slowest class in the game, so you take a long time to get to the enemy base after respawning. Your slow speed also makes you vulnerable to grenades and Snipers.&lt;br /&gt;
* Leave capturing the flag to faster classes; focus on killing defenders so they can get through.&lt;br /&gt;
* You&amp;#039;re very slow while firing your Assault Cannon. Use your Super Shotgun if you need mobility.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an HWGuy====&lt;br /&gt;
* While the HWGuy is firing the Assault Cannon, he can&amp;#039;t dodge explosives. Peek out from behind cover and hit him with a grenade or rocket.&lt;br /&gt;
* A distracted HWGuy is a good target for backstabs and infections.&lt;br /&gt;
* Be careful not to get hit by Overpressure or Slowfields.&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/43 HWGuy&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9789</id>
		<title>Class:HWGuy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9789"/>
		<updated>2011-07-08T16:38:50Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: basic strategy, overpressure, description update.&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:hwguy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;HWGuy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 300&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 230&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
}}&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:MIRV|MIRV Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 200&lt;br /&gt;
| shellsmax = 300&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 30&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&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;
Heavy Weapons Guy&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
Although he looks slow and stupid, the &amp;#039;&amp;#039;&amp;#039;Heavy Weapons Guy&amp;#039;&amp;#039;&amp;#039; is an expert in the use of... heavy weapons. He carries a huge gun known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 200 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HWGuy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HWGuy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and self, the HWGuy moves very slowly.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HWGuy is hard to push around with explosions. This makes the HWGuy effective at defending choke points. Since he can&amp;#039;t easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you.&lt;br /&gt;
| basicstrategy = &lt;br /&gt;
* Find a good defensive spot, and use the Assault Cannon to destroy any enemies you see!&lt;br /&gt;
* Watch out, as you are almost immobile while your Assault Cannon is wound up.&lt;br /&gt;
* Use Overpressure and [[Grenade:Slowfield|slowfield grenades]] to slow down enemies and control the battlefield.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Heaviness&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so heavy that they&amp;#039;re almost impossible to move. Explosions do not knock HWGuys around. [[Grenade:Concussion|Concussion grenades]] can still push them around, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Overpressure&lt;br /&gt;
|description=The HWGuy stomps the ground hard and releases a shockwave that stops enemies in their tracks. Good for stopping [[Concjumping|conc jumping]] [[Class:Scout|Scouts]] or [[Class:Medic|Medics]].&lt;br /&gt;
}}&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=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you don&amp;#039;t have enough time to wind up the assault cannon, or need maneuverability: for example, if a Spy is trying to backstab you.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
|imgsrc=W_ac_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Takes a couple of seconds to rev up, but does good, continuous damage up to medium range. The HWGuy is slowed considerably when firing it.&lt;br /&gt;
}}&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;
A standard fragmentation grenade. Use this when you have run out of the more powered MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenades explodes at the end of its fuse, releasing 4 more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Defensive HWGuy====&lt;br /&gt;
* Movement isn&amp;#039;t your strong point. Find a good position and stay in it.&lt;br /&gt;
* You rely on your armour as well as your health in order to stay alive. Use Dispensers to replenish your armour, or call for a friendly Engineer to repair your armour by holding &amp;quot;Z&amp;quot; and selecting from the menu.&lt;br /&gt;
* If you get hit by a concussion grenade, ignore your crosshair and aim using your AC&amp;#039;s bullet trail instead.&lt;br /&gt;
* Watch your back: your immobility while firing your Assault Cannon makes you a prime target for Medics&amp;#039; infections and Spies&amp;#039; backstabs.&lt;br /&gt;
&lt;br /&gt;
====Offensive HWGuy====&lt;br /&gt;
* You&amp;#039;re the slowest class in the game, so you take a long time to get to the enemy base after respawning. Your slow speed also makes you vulnerable to grenades and Snipers.&lt;br /&gt;
* Leave capturing the flag to faster classes; focus on killing defenders so they can get through.&lt;br /&gt;
* You&amp;#039;re very slow while firing your Assault Cannon. Use your Super Shotgun if you need mobility.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an HWGuy====&lt;br /&gt;
* While the HWGuy is firing the Assault Cannon, he can&amp;#039;t dodge explosives. Peek out from behind cover and hit him with a grenade or rocket.&lt;br /&gt;
* A distracted HWGuy is a good target for backstabs and infections.&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/43 HWGuy&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Laser&amp;diff=9788</id>
		<title>Grenade:Laser</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Laser&amp;diff=9788"/>
		<updated>2011-07-08T16:32:19Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Infobox Grenade&lt;br /&gt;
| weaponname = Laser Grenade&lt;br /&gt;
| weapon portrait = [[Image:G_ng_190x190.jpg]]&lt;br /&gt;
| velocity = 660&lt;br /&gt;
| fuse = 4&lt;br /&gt;
| effect = N/A&lt;br /&gt;
| expiretime = 3 s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used by the [[Class:Soldier|Soldier]]. Very effective against Sentry Guns.&lt;br /&gt;
&lt;br /&gt;
* Upon the initial detonation, the nail grenade jumps up to waist height (~30 units) in a period of roughly 1/3 of a second.&lt;br /&gt;
* The Grenade will not &amp;#039;pop&amp;#039; up through solid surfaces.  If a surface is blocking its way, it will stop rising.&lt;br /&gt;
* It then locks in position and spins on the spot, shooting short-range lasers in a horizontal direction (i.e. parallel to ground)&lt;br /&gt;
* Disappears after lasers stop firing.&lt;br /&gt;
* This grenade replaced the Nail Grenade in 2.42.&lt;br /&gt;
&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Nail_1.jpg|135px]]&lt;br /&gt;
| igcaption1=A nail grenade&lt;br /&gt;
| igimage2=[[Image:Nail_2.jpg|135px]]&lt;br /&gt;
| igcaption2=Second image of the grenade&lt;br /&gt;
| igimage3=[[Image:Nail_3.jpg|135px]]&lt;br /&gt;
| igcaption3=Third consecutive image&lt;br /&gt;
| igimage4=[[Image:Nail_4.jpg|135px]]&lt;br /&gt;
| igcaption4=Just before lasers are released&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenades]]&lt;br /&gt;
{{Grenades}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Nail&amp;diff=9787</id>
		<title>Grenade:Nail</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Nail&amp;diff=9787"/>
		<updated>2011-07-08T16:31:54Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: Redirected page to Grenade:Laser&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Grenade:Laser]]&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Laser&amp;diff=9786</id>
		<title>Grenade:Laser</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Laser&amp;diff=9786"/>
		<updated>2011-07-08T16:31:25Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Infobox Grenade&lt;br /&gt;
| weaponname = Laser Grenade&lt;br /&gt;
| weapon portrait = [[Image:G_ng_190x190.jpg]]&lt;br /&gt;
| velocity = 660&lt;br /&gt;
| fuse = 4&lt;br /&gt;
| effect = N/A&lt;br /&gt;
| expiretime = 3 s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used by the [[Class:Soldier|Soldier]]. Very effective against Sentry Guns.&lt;br /&gt;
&lt;br /&gt;
* Upon the initial detonation, the nail grenade jumps up to waist height (~30 units) in a period of roughly 1/3 of a second.&lt;br /&gt;
* The Grenade will not &amp;#039;pop&amp;#039; up through solid surfaces.  If a surface is blocking its way, it will stop rising.&lt;br /&gt;
* It then locks in position and spins on the spot, shooting short-range lasers in a horizontal direction (i.e. parallel to ground)&lt;br /&gt;
* Disappears after lasers stop firing.&lt;br /&gt;
&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Nail_1.jpg|135px]]&lt;br /&gt;
| igcaption1=A nail grenade&lt;br /&gt;
| igimage2=[[Image:Nail_2.jpg|135px]]&lt;br /&gt;
| igcaption2=Second image of the grenade&lt;br /&gt;
| igimage3=[[Image:Nail_3.jpg|135px]]&lt;br /&gt;
| igcaption3=Third consecutive image&lt;br /&gt;
| igimage4=[[Image:Nail_4.jpg|135px]]&lt;br /&gt;
| igcaption4=Just before lasers are released&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenades]]&lt;br /&gt;
{{Grenades}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Laser&amp;diff=9785</id>
		<title>Grenade:Laser</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Laser&amp;diff=9785"/>
		<updated>2011-07-08T16:31:12Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: Created page with &amp;quot;{{Infobox manual/Header}} {{Infobox Grenade | weaponname = Laser Grenade | weapon portrait = Image:G_ng_190x190.jpg | velocity = 660 | fuse = 4 | effect = N/A | expiretime = ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Infobox Grenade&lt;br /&gt;
| weaponname = Laser Grenade&lt;br /&gt;
| weapon portrait = [[Image:G_ng_190x190.jpg]]&lt;br /&gt;
| velocity = 660&lt;br /&gt;
| fuse = 4&lt;br /&gt;
| effect = N/A&lt;br /&gt;
| expiretime = 3 s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used by the [[Class:Soldier|Soldier]]. Very effective against Sentry Guns.&lt;br /&gt;
&lt;br /&gt;
* Upon the initial detonation, the nail grenade jumps up to waist height (~30 units) in a period of roughly 1/3 of a second.&lt;br /&gt;
* The Grenade will not &amp;#039;pop&amp;#039; up through solid surfaces.  If a surface is blocking its way, it will stop rising.&lt;br /&gt;
* It then locks in position and spins on the spot, shooting short-range lasers in a horizontal direction (i.e. parallel to ground)&lt;br /&gt;
* Disappears after lasers stop firing.&lt;br /&gt;
&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Nail_1.jpg|135px]]&lt;br /&gt;
| igcaption1=A nail grenade&lt;br /&gt;
| igimage2=[[Image:Nail_2.jpg|135px]]&lt;br /&gt;
| igcaption2=Second image of the grenade&lt;br /&gt;
| igimage3=[[Image:Nail_3.jpg|135px]]&lt;br /&gt;
| igcaption3=Third consecutive image&lt;br /&gt;
| igimage4=[[Image:Nail_4.jpg|135px]]&lt;br /&gt;
| igcaption4=Just before nails are released&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenades]]&lt;br /&gt;
{{Grenades}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=9784</id>
		<title>Class:Soldier</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=9784"/>
		<updated>2011-07-08T16:29:38Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &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:soldier_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Soldier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 200&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 240&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Nail|Nail]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:RPG|RPG]]&lt;br /&gt;
}}&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:Nail|Nail Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 100&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 10&lt;br /&gt;
| rocketsmax = 50&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;
Soldier&lt;br /&gt;
| classintro =&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Soldier&amp;#039;&amp;#039;&amp;#039; is the second most heavily [[Armor|armored]] class in Fortress Forever. A retired army weapons specialist, the Soldier still carries his favorite weapons with him as mementos. The rocket launcher is his primary weapon; it&amp;#039;s capable of holding four fast-firing rockets at a time. The Soldier is essential to base defense (both front-line and last-line). The rocket launcher&amp;#039;s stopping power makes the Soldier an excellent close-quarters fighter; he does best in small hallway and areas where the enemy cannot easily dodge his attacks. Though he&amp;#039;s weaker out in the open, the Soldier sports a shotgun and super shotgun for ranged attacks. The Soldier&amp;#039;s combination of weaponry, military training, and overall rough personality make him an excellent choice for the player who wants to frag lots of enemies and keep the base safe.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* The Soldier is a very versatile class. Use your Rocket Launcher to stop attackers, or to punch a hole in the enemy defense. Aim for the feet!&lt;br /&gt;
* Use your Super Shotgun to finish off enemies if you don&amp;#039;t have time to reload your Rocket Launcher.&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 super shotgun and RPG, so you can get a quick shotgun shot off while your enemy is in the air, then switch back to RPG to shoot the floor as they land. Remember to reload both weapons when you have a spare moment!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Jumping_Skills#Rocket_jumps|Rocket Jump]]&lt;br /&gt;
|description=By firing a rocket and the ground and jumping simultaneously, the Soldier can rocket jump to great heights. This jump takes a fairly large amount of health off, so use sparingly (about a 5th)&lt;br /&gt;
}}&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;
&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;
Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Soldier&amp;#039;s secondary weapon. It packs a powerful punch against lighter classes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:RPG|Rocket Launcher]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This is the Soldier&amp;#039;s signature weapon. It holds up to four rockets at a time, and each of them does massive damage. Aim for your opponent&amp;#039;s feet in order to maximize its effectiveness. The blast will push your enemies around, so it is ideal for stopping fast moving classes in their tracks.&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;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Laser|Laser Grenade]]&lt;br /&gt;
|imgsrc=G_ng_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
After the grenade countdown ends, it jumps up and begins spinning. While spinning, it will fire powerful short-range lasers. After the lasers expire, the grenade disappears without exploding. It is used as an area denial tool in tight spaces as anyone who runs through it will receive a large amount of damage. If you&amp;#039;re defending a tight space but you need to run to get health, leave a laser grenade to guard the area for a few seconds.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
* The Soldier&amp;#039;s Rocket Launcher is easiest to aim at close ranges, though if you can lead targets well it can be effective at longer ranges too.&lt;br /&gt;
* The Rocket Launcher&amp;#039;s knockback can be used to push enemies into hazards such as a sentry gun&amp;#039;s firing line, or to &amp;quot;juggle&amp;quot; them, making them easier to hit with the Super Shotgun or a second rocket.&lt;br /&gt;
* The Soldier has very large ammo reserves, and so should never worry about running out. However, keeping your Rocket Launcher and Super Shotgun fully loaded when not in use is vitally important.&lt;br /&gt;
&lt;br /&gt;
====Defensive Soldier====&lt;br /&gt;
* Stay in one spot, preferably near a resupply bag or spawn room, so you can quickly recover lost health and armour.&lt;br /&gt;
* Use your Super Shotgun to finish off lighter attackers after you&amp;#039;ve hit them with a rocket.&lt;br /&gt;
* The Rocket Launcher is one of the most difficult weapons to learn to aim while concussed.&lt;br /&gt;
* Don&amp;#039;t pursue fleeing attackers. You&amp;#039;re not fast enough to catch them, and often they&amp;#039;ll run right back past you.&lt;br /&gt;
&lt;br /&gt;
====Offensive Soldier====&lt;br /&gt;
* The Soldier is often considered too slow to be an effective offense class.&lt;br /&gt;
* Remember that firepower, not speed, is your strong point. You should focus on damaging and distracting the enemy defense so Scouts and Medics can slip through unhindered.&lt;br /&gt;
* Your Rocket Launcher and Nail Grenades are extremely effectively against Sentry Guns.&lt;br /&gt;
* If you grab the enemy flag, throw it to a faster teammate by pressing &amp;quot;C&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Playing against a Soldier====&lt;br /&gt;
* Pyros are excellent against Soldiers, as are Demomen at slightly longer range. Soldiers are also prime targets for Snipers due to their slow speed.&lt;br /&gt;
* Soldiers excel in confined spaces with lots of cover, by contrast, their weapons are a lot less useful in large open areas.&lt;br /&gt;
* The Soldier&amp;#039;s weakness is his long reload times. The best time to attack is when his Rocket Launcher needs reloading.&lt;br /&gt;
* As a Medic, concjumping past a Soldier is a better idea than engaging him directly, unless he&amp;#039;s considerably weakened. Scouts should never even think about engaging in combat.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&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/26 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* Learn how to [[Jumping_Skills#Rocket_jumps|rocket jump.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Assault_Cannon&amp;diff=9381</id>
		<title>Weapon:Assault Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Assault_Cannon&amp;diff=9381"/>
		<updated>2009-09-24T20:25:43Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Weapon&lt;br /&gt;
| infoboxweapon =&lt;br /&gt;
{{Infobox Weapon&lt;br /&gt;
| weapon portrait = [[Image:ac.jpg|300px]]&lt;br /&gt;
| weaponname = &amp;#039;&amp;#039;&amp;#039;Assault Cannon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rof = 0.06&lt;br /&gt;
| rps = N/A&lt;br /&gt;
| damage = 6.5&lt;br /&gt;
| recoil = .4&lt;br /&gt;
| projectilespeed = &lt;br /&gt;
| bullets = 5&lt;br /&gt;
| bulletspread = .08&lt;br /&gt;
| prereload = N/A&lt;br /&gt;
| reload = N/A&lt;br /&gt;
| postreload = N/A&lt;br /&gt;
| spintime = .7&lt;br /&gt;
| defaultammo = Variable&lt;br /&gt;
| maxammo = 300&lt;br /&gt;
| ammotype = [[Reference:Ammo#Shells|Shells]]&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
| weaponname =&lt;br /&gt;
Class&lt;br /&gt;
| weaponintro =&lt;br /&gt;
An enormous, shotgun shell spewing minigun. Used by the [[Heavy|HWGuy]].&lt;br /&gt;
| changesinfo =&lt;br /&gt;
&lt;br /&gt;
| ability1 = &lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
To effectively use the Assault Cannon, fire it at close to medium range. The bullets will spread at long range, making it difficult to effectively harm a target at a distance. The assault cannon also has a very short windup time before it begins firing.&lt;br /&gt;
&lt;br /&gt;
The AC can destroy anything if the target is close to it, so try to use it at chokepoints so that the enemy has to get close to you before moving on. At minimum, it&amp;#039;ll inflict a serious amount of damage.&lt;br /&gt;
&lt;br /&gt;
Be careful; while you&amp;#039;re firing the minigun, your speed will be halved. It&amp;#039;s best to stay at one position when using this weapon, so that your attempt at trying to chase an enemy isn&amp;#039;t thwarted by your reduced speed.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Hitscan]]&lt;br /&gt;
&lt;br /&gt;
==Image Gallery==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:minioverheat.jpg|135px]]&lt;br /&gt;
| igcaption1=The Assault Cannon after firing it for a while&lt;br /&gt;
}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Downloads&amp;diff=8981</id>
		<title>Downloads</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Downloads&amp;diff=8981"/>
		<updated>2009-04-28T16:53:01Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: Updated headers to be a bit clearer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
You can either have Fortress Forever installed automatically by CrosuS (a program a bit like Steam that has lots of free games on it) or you use the traditional method of downloading a Fortress Forever installer. There are instructions for both methods below, along with links for the server files (for those who run their own dedicated servers).&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%; margin:0; padding:0; font-family: Verdana, Arial, sans-serif; border-top:2px solid #eee; border-bottom:2px solid #eee;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:50%; float:left; margin:0; padding:0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#fffcf1; border:2px solid #FFB42F; margin:5px; padding: 5px; padding-top:10px; padding-bottom:10px; font-size:125%; font-weight:bold; text-align:center;&amp;quot;&amp;gt;[[#Install_packages_for_players|Download install package]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:50%; float:left; margin:0; padding:0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #FFFFFF; border:2px solid #000000; margin:5px; padding: 5px; padding-top:10px; padding-bottom:10px; font-size:125%; font-weight:bold; text-align:center;&amp;quot;&amp;gt;[[#Files_for_server_operators|Download server files]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!----&lt;br /&gt;
=Automatic downloads with CrosuS=&lt;br /&gt;
The simplest and fastest way to take advantage of all the updates with out having to do a thing! This program will automatically update for you whenever Fortress Forever is updated.&lt;br /&gt;
To start downloading Fortress Forever with CrosuS, first download CrosuS from [http://www.isotx.com/CrosuSInstaller.exe here]. When you are up and running with a CrosuS account you can use this handy link [crosus://download/mod/hl2/fortressforever here] to get Fortress Forever automatically.&lt;br /&gt;
&lt;br /&gt;
Click [http://www.fortress-forever.com/forum/showthread.php?t=12819 here] for more information and help. If you would rather install &amp;#039;&amp;#039;&amp;#039;just&amp;#039;&amp;#039;&amp;#039; Fortress Forever by itself instead of using any other program, see the next section!&lt;br /&gt;
----&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Install packages for players=&lt;br /&gt;
&lt;br /&gt;
These install packages will install just Fortress Forever on your computer. There are currently three different Fortress Forever downloads which depend on your situation. You only need to pick &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; of the options below. If you already have Fortress Forever and you are unsure which of the updates you need then your best bet is to download the &amp;#039;&amp;#039;2.2 Full&amp;#039;&amp;#039; installer and then the &amp;#039;&amp;#039;2.2 to 2.3 patch&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==2.2 Full Installer (Main Installation Files)==&lt;br /&gt;
Download the &amp;#039;&amp;#039;&amp;#039;2.2 FULL Installer&amp;#039;&amp;#039;&amp;#039; here, and then download the &amp;#039;&amp;#039;&amp;#039;2.2 to 2.3 patch&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* [http://www.gameupdates.org/details.php?file=FortressForever_2.2_Full.exe Game Updates Torrent (.EXE)]&lt;br /&gt;
* [http://www.moddb.com/mods/fortress-forever/downloads/fortress-forever-22-full-installer Mod DB (.EXE)]&lt;br /&gt;
* [http://asseater.org/gamingrelateddownloads/FortressForever/2.2/FortressForever_2.2_Full.exe AE Clan Hosting (.EXE)]&lt;br /&gt;
* [ftp://ftp.snt.utwente.nl/pub/games/halflife2/mods/fortressforever/client/FortressForever_2.2_Full.exe SNT, University of Twente (.EXE)]&lt;br /&gt;
* [http://ffpub.reborndigital.com/client_files/FortressForever_2.2_Full.exe Reborn Digital (.EXE)]&lt;br /&gt;
* [http://www.trepid.net/ff/files/2.2/FortressForever_2.2_Full.exe Trepid.net (.EXE)]&lt;br /&gt;
* [http://www.fortress-forever.com/ff22/FortressForever_2.2_Full.exe Fortress-Forever.com (.EXE)]&lt;br /&gt;
&lt;br /&gt;
If you are confident that you know what to do with a rar package, download this &amp;#039;&amp;#039;&amp;#039;2.3 full rar package&amp;#039;&amp;#039;&amp;#039; and extract it to &amp;#039;&amp;#039;&amp;#039;Steam\steamapps\SourceMods\&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://halflife2.filefront.com/file/Fortress_Forever_v23_Full_Installation;97940 FileFront (.RAR)]&lt;br /&gt;
&lt;br /&gt;
==2.3 Patch - (I have the main installation files, now I need the patch)==&lt;br /&gt;
You just need to install the &amp;#039;&amp;#039;2.2 to 2.3&amp;#039;&amp;#039; update from &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; of the following locations:&lt;br /&gt;
* [http://www.gameupdates.org/details.php?file=FF_2.3_Patch.exe Game Updates Torrent (.EXE)]&lt;br /&gt;
* [http://www.moddb.com/mods/fortress-forever/downloads/ff-23-patch-installer Mod DB (.EXE)]&lt;br /&gt;
* [http://asseater.org/gamingrelateddownloads/FortressForever/2.3/FF_2.3_Patch.exe AE Clan Hosting (.EXE)]&lt;br /&gt;
* [ftp://ftp.snt.utwente.nl/pub/games/halflife2/mods/fortressforever/client/FF_2.3_Patch.exe SNT, University of Twente (.EXE)]&lt;br /&gt;
* [http://ffpub.reborndigital.com/client_files/FF_2.3_Patch.exe Reborn Digital (.EXE)]&lt;br /&gt;
* [http://www.trepidstudios.com/ff/files/2.3/FF_2.3_Patch.exe Trepid Studios (.EXE)]&lt;br /&gt;
* [http://www.trepid.net/ff/files/2.2/FF_2.2_Patch.exe Trepid.net (.EXE)]&lt;br /&gt;
* [http://www.ffpickup.com/files/2.3/FF_2.3_Patch.exe FF.Pickup (.EXE)]&lt;br /&gt;
* [http://hldevs.com/FortressForever/Client/FF_2.3_Patch.exe HLdevs.com (.EXE)]&lt;br /&gt;
* [http://www.fortress-forever.com/ff23/FF_2.3_Patch.exe Fortress-Forever.com (.EXE)]&lt;br /&gt;
&lt;br /&gt;
=Files for server operators=&lt;br /&gt;
These are &amp;#039;&amp;#039;&amp;#039;only&amp;#039;&amp;#039;&amp;#039; required if you run a Fortress Forever &amp;#039;&amp;#039;&amp;#039;server&amp;#039;&amp;#039;&amp;#039;. To play Fortress Forever, you should have downloaded one of the files above, okay!&lt;br /&gt;
&lt;br /&gt;
==2.2 to 2.3 Server Patch==&lt;br /&gt;
Make sure you have the full 2.2 server (below) before installing this patch!&lt;br /&gt;
* [http://www.gameupdates.org/details.php?file=FF_2.3_Patch_Server.zip Game Updates Torrent (.ZIP)]&lt;br /&gt;
* [http://www.gameupdates.org/details.php?file=FF_2.3_Patch_Server.tar.gz Game Updates Torrent (.TAR.GZ)]&lt;br /&gt;
* [http://www.moddb.com/mods/fortress-forever/downloads/ff-23-patch-server-zip Mod DB (.ZIP)]&lt;br /&gt;
* [http://www.moddb.com/mods/fortress-forever/downloads/ff-23-patch-server-targz Mod DB (.TAR.GZ)]&lt;br /&gt;
* [http://asseater.org/gamingrelateddownloads/FortressForever/2.3/FF_2.3_Patch_Server.zip AE Clan Hosting (.ZIP)]&lt;br /&gt;
* [http://asseater.org/gamingrelateddownloads/FortressForever/2.3/FF_2.3_Patch_Server.tar.gz AE Clan Hosting (.TAR.GZ)]&lt;br /&gt;
* [ftp://ftp.snt.utwente.nl/pub/games/halflife2/mods/fortressforever/server/win32/FF_2.3_Patch_Server.zip NT, University of Twente (.ZIP)]&lt;br /&gt;
* [ftp://ftp.snt.utwente.nl/pub/games/halflife2/mods/fortressforever/server/linux/FF_2.3_Patch_Server.tar.gz SNT, University of Twente (.TAR.GZ)]&lt;br /&gt;
* [http://ffpub.reborndigital.com/server_files/FF_2.3_Patch_Server.zip Reborn Digital (.ZIP)]&lt;br /&gt;
* [http://ffpub.reborndigital.com/server_files/FF_2.3_Patch_Server.tar.gz Reborn Digital (.TAR.GZ)]&lt;br /&gt;
* [http://www.trepidstudios.com/ff/files/2.3/FF_2.3_Patch_Server.zip Trepid Studios (.ZIP)]&lt;br /&gt;
* [http://www.trepidstudios.com/ff/files/2.3/FF_2.3_Patch_Server.tar.gz Trepid Studios (.TAR.GZ)]&lt;br /&gt;
* [http://www.trepid.net/ff/files/2.3/FF_2.3_Patch_Server.zip Trepid.net (.ZIP)]&lt;br /&gt;
* [http://www.trepid.net/ff/files/2.3/FF_2.3_Patch_Server.tar.gz Trepid.net (.TAR.GZ)]&lt;br /&gt;
* [http://www.ffpickup.com/files/2.3/FF_2.3_Patch_Server.zip FF.Pickup (.ZIP)]&lt;br /&gt;
* [http://www.ffpickup.com/files/2.3/FF_2.3_Patch_Server.tar.gz FF.Pickup (.TAR.GZ)]&lt;br /&gt;
* [http://hldevs.com/FortressForever/Server/Windows/FF_2.3_Patch_Server.zip HLdevs.com (.ZIP)]&lt;br /&gt;
* [http://hldevs.com/FortressForever/Server/Linux/FF_2.3_Patch_Server.tar.gz HLdevs.com (.TAR.GZ)]&lt;br /&gt;
* [http://www.fortress-forever.com/ff23/FF_2.3_Patch_Server.zip Fortress-Forever.com (.ZIP)]&lt;br /&gt;
* [http://www.fortress-forever.com/ff23/FF_2.3_Patch_Server.tar.gz Fortress-Forever.com (.TAR.GZ)]&lt;br /&gt;
&lt;br /&gt;
==Fortress Forever 2.2 FULL [SERVER] (You need to download the 2.2 to 2.3 server patch after the 2.2 FULL)==&lt;br /&gt;
* [http://www.gameupdates.org/details.php?file=FortressForever_2.2_Full_Server.zip Game Updates Torrent (.ZIP)]&lt;br /&gt;
* [http://www.moddb.com/mods/fortress-forever/downloads/fortress-forever-22-full-server-zip Mod DB (.ZIP)]&lt;br /&gt;
* [http://www.moddb.com/mods/fortress-forever/downloads/fortress-forever-22-full-server-targz Mod DB (.TAR.GZ)]&lt;br /&gt;
* [http://asseater.org/gamingrelateddownloads/FortressForever/2.2/FortressForever_2.2_Full_Server.zip AE Clan Hosting (.ZIP)]&lt;br /&gt;
* [http://asseater.org/gamingrelateddownloads/FortressForever/2.2/FortressForever_2.2_Full_Server.tar.gz AE Clan Hosting (.TAR.GZ)]&lt;br /&gt;
* [ftp://ftp.snt.utwente.nl/pub/games/halflife2/mods/fortressforever/server/FortressForever_2.2_Full_Server.zip SNT, University of Twente (.ZIP)]&lt;br /&gt;
* [ftp://ftp.snt.utwente.nl/pub/games/halflife2/mods/fortressforever/server/linux/FortressForever_2.2_Full_Server.tar.gz SNT, University of Twente (.TAR.GZ)]&lt;br /&gt;
* [http://ffpub.reborndigital.com/server_files/FortressForever_2.2_Full_Server.zip Reborn Digital (.ZIP)]&lt;br /&gt;
* [http://ffpub.reborndigital.com/server_files/FortressForever_2.2_Full_Server.tar.gz Reborn Digital (.TAR.GZ)]&lt;br /&gt;
* [http://www.trepid.net/ff/files/2.2/FortressForever_2.2_Full_Server.zip Trepid.net (.ZIP)]&lt;br /&gt;
* [http://www.trepid.net/ff/files/2.2/FortressForever_2.2_Full_Server.tar.gz Trepid.net (.TAR.GZ)]&lt;br /&gt;
* [http://www.fortress-forever.com/ff22/FortressForever_2.2_Full_Server.zip Fortress-Forever.com (.ZIP)]&lt;br /&gt;
* [http://www.fortress-forever.com/ff22/FortressForever_2.2_Full_Server.tar.gz Fortress-Forever.com (.TAR.GZ)]&lt;br /&gt;
&lt;br /&gt;
{{Navigation Installation and Setup}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Engineer_Scripts&amp;diff=8904</id>
		<title>Engineer Scripts</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Engineer_Scripts&amp;diff=8904"/>
		<updated>2008-10-02T16:41:13Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scripts]]&lt;br /&gt;
&lt;br /&gt;
Here you will find scripts that will be used ONLY by the [[:Class:Engineer|Engineer Class.]] &lt;br /&gt;
&lt;br /&gt;
All scripts in this section should be placed in your [[Engineer_default|engineer.cfg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offensive Engineer Script==&lt;br /&gt;
Script by [http://www.fortress-forever.com/forum/member.php?u=12955 Dr.Satan]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Scripts | Description=Offensive Engineer Script | Script=&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;//---------------&lt;br /&gt;
//---- Alias ----&lt;br /&gt;
//---------------&lt;br /&gt;
&lt;br /&gt;
alias sg_loc &amp;quot;say_team Sg going up at %sl&amp;quot;&lt;br /&gt;
alias sg_help &amp;quot;say_team My Sg (%sv / %sl) is in trouble {%sh H}{%sa A}&amp;quot;&lt;br /&gt;
alias sg_det &amp;quot;say_team Detonating my Sg at %sl; wait; detsentry&amp;quot;&lt;br /&gt;
alias dis_loc &amp;quot;say_team Disp. going up at %dl&amp;quot;&lt;br /&gt;
alias dis_help &amp;quot;say_team My Disp. at %dl needs supplies {%dh H}{%da A}&amp;quot;&lt;br /&gt;
alias dis_det &amp;quot;say_team Detonating my Dispenser at %dl; wait; detdispencer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//---------------------&lt;br /&gt;
//---- Binds Alias ----&lt;br /&gt;
//---------------------&lt;br /&gt;
&lt;br /&gt;
alias b_1 &amp;quot;bind KP_END sg_loc&amp;quot;&lt;br /&gt;
alias b_2 &amp;quot;bind KP_DOWNARROW sg_help&amp;quot;&lt;br /&gt;
alias b_3 &amp;quot;bind KP_PGDN sg_det&amp;quot;&lt;br /&gt;
alais b_4 &amp;quot;bind KP_LEFTARROW dis_loc&amp;quot;&lt;br /&gt;
alias b_5 &amp;quot;bind KP_5 dis_help&amp;quot;&lt;br /&gt;
alias b_6 &amp;quot;bind KP_RIGHTARROW dis_det&amp;quot;&lt;br /&gt;
alias binds &amp;quot;b_1; wait; b_2; wait; b_3; wait; b_4; wait; b_5; wait; b_6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//----------------&lt;br /&gt;
//---- O Engy ----&lt;br /&gt;
//----------------&lt;br /&gt;
&lt;br /&gt;
alias oengy &amp;quot;say_team Going O Engy!!; wait; wait; sg_loc1; wait; wait; dis_loc1; wait; binds&amp;quot;&lt;br /&gt;
alias sg_loc1 &amp;quot;say_team My Sg is %sv at %sl with {%sh H}{%sa A}&amp;quot;&lt;br /&gt;
alias dis_loc1 &amp;quot;say_team My Dispenser is at %dl with {%dh H}{%da A}&amp;quot;&lt;br /&gt;
bind KP_ENTER &amp;quot;oengy&amp;quot;&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;}}&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dropdown&amp;diff=8903</id>
		<title>Map:ff dropdown</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dropdown&amp;diff=8903"/>
		<updated>2008-10-01T14:18:58Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: /* Top Hole */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Description=&lt;br /&gt;
Dropdown takes place in snowy Maine, where Red and Blue have decided to test new anti-gravity technology by having a game of CTF where the flag is floating in a long chute.&lt;br /&gt;
&lt;br /&gt;
Dropdown is normal CTF, but with a few twists regarding how to get the flag. In Dropdown, the flag (which is in a long chute that leads to the basement) can only be accessed via an entrance near the spawn room. The doors leading to it are closed, but a security switch can be flipped to briefly open up the doors, allowing anyone to get the flag. Once the flag has been stolen, the flag runner must get out of the enemy&amp;#039;s basement and run back to the capture point in his base.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
==Respawn==&lt;br /&gt;
This is the respawn room. It contains six backpacks and two grenade backpacks. Be careful while exiting Respawn; it&amp;#039;s very close to the flag, so some attackers might throw a grenade or two between the two exits to take out any potential pursuers.&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Ff_dropdown0004.gif|135px]]&lt;br /&gt;
| igcaption1=overview of the respawn room.&lt;br /&gt;
| igimage2=[[Image:Ff_dropdown0013.gif|135px]]&lt;br /&gt;
| igcaption2=The respawn exit, as viewed from the outside. An elevator is between the doors, giving respawning defenders quick access to the security switch.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Top Hole==&lt;br /&gt;
The Top Hole is where you&amp;#039;ll end up right after you come out of Respawn. In the center of it is the door that leads to the flag (and Flag Room), to the right of the flag entrance is the Spiral to Security, on the left and right of the spawn room itself are routes for classes with jumping skills to use to bypass the Yard, and in the very back is a detpackable wall that leads to the Generator Room.&lt;br /&gt;
&lt;br /&gt;
Attackers that have a jumping skill should use the routes leading outside. If they time their jumps right, they can bypass the entire yard and end up right in front of the enemy&amp;#039;s Front Door. Those that can&amp;#039;t can still jump down from it, shaving off a lot of seconds that would be used going down the Spiral and getting to the Yard via the front door, or they can ask a Sniper to shoot them across the Yard (only if friendly fire is off).&lt;br /&gt;
&lt;br /&gt;
Once inside the enemy&amp;#039;s Top Hole, attackers should have their anti-Sentry weapons out. Engineers like to place them here, as it&amp;#039;s a small room and it&amp;#039;s the only way to access the flag. A fellow attacker should scout out the area and see if there&amp;#039;s a Sentry nearby. If he sees it or is killed by one, fellow attackers should be very careful when entering the Top Hole. If they don&amp;#039;t have the health, armor or ammo to deal with the Sentries, they should make a beeline towards the opening. It&amp;#039;s possible that an attacker or two might slip by and get the flag.&lt;br /&gt;
&lt;br /&gt;
Defenders can place Sentries, HWGuys and Soldiers here, as it&amp;#039;s the only room that can access the flag. This area is an ideal choke point; the exit from the Spiral to Secrity is small, and going to the Top Hole is the only place for enemy attackers to get the flag. Beware; a fast attacker can slip by; don&amp;#039;t get mad if one does.&lt;br /&gt;
&lt;br /&gt;
A Demoman is also very good to place here. By laying pipes over the grate when it is closed, the pipes will stay up top once it opens. There&amp;#039;s also a small alcove where pipes can be placed inside the very top part of the grate once the doors have opened. Keep the enemy from ever touching the flag in the first place by blowing them up before they&amp;#039;re able to drop down!&lt;br /&gt;
&lt;br /&gt;
Defending Snipers can use the exits on the sides of Respawn as sniping nests. They give a complete view of the Yard, are very far away from the ground in the Yard (making it easy to score headshots), and it has a hiding spot (the side pillars) to avoid enemy Sniper fire. Snipers should also give allies boosts if they need to fly past the Yard, but don&amp;#039;t have a special jumping skill.&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Ff_dropdown0005.gif|135px]]&lt;br /&gt;
| igcaption1=.&lt;br /&gt;
| igimage2=[[Image:Ff_dropdown0006.gif|135px]]&lt;br /&gt;
| igcaption2=.&lt;br /&gt;
| igimage3=[[Image:Ff_dropdown0030.gif|135px]]&lt;br /&gt;
| igcaption3=.&lt;br /&gt;
| igimage4=[[Image:Ff_dropdown0031.gif|135px]]&lt;br /&gt;
| igcaption4=.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Generator Room==&lt;br /&gt;
This often-neglected room can be very useful for attackers, as it opens a new path to the Flag Room in Security. However, the difficulty in getting to it in the first place puts off many attackers. To get to it, a Demoman must get to the Top Room, lay a Detpack in front of a crack that&amp;#039;s on the left side of the Room&amp;#039;s back, then go in and attack the generator a few times. To many it&amp;#039;s risk outweighs it benefits, especially since an Engineer can repair it by hitting it with his [[Wrench]] a few times.&lt;br /&gt;
&lt;br /&gt;
Attackers should try to deactivate the generator if the have the resources and time. Having an extra route available is always helpful.&lt;br /&gt;
&lt;br /&gt;
Defenders shouldn&amp;#039;t worry about guarding this area. If an attacker manages to damage the generator, a few whacks from an Engineer&amp;#039;s Wrench will fix it.&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Ff_dropdown0010.gif|135px]]&lt;br /&gt;
| igcaption1=overview of the Generator Room.&lt;br /&gt;
| igimage2=[[Image:Ff_dropdown0011.gif|135px]]&lt;br /&gt;
| igcaption2=The Generator Room from another angle.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spiral to Security==&lt;br /&gt;
This spiral connects the Top Room with Security. It has a resupply backpack for defenders that need a quick boost.&lt;br /&gt;
&lt;br /&gt;
Attackers should be careful when entering this area; defenders can bounce grenades down the spiral. Try to get out this area using your preferred method of going fast. If an attacking squad has a &amp;quot;heavy&amp;quot; class with it, the &amp;quot;heavy&amp;quot; class should absorb the damage for the team while the weaker ones run by him once he&amp;#039;s absorbed a few hits.&lt;br /&gt;
&lt;br /&gt;
Defenders can place Pipe Trap either at the top or the middle of the spiral. A HWGuy places in the middle can also do some damage because of how tight the spiral is. Defenders can also throw grenades down the spiral to give attackers a surprise.&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Ff_dropdown0008.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of this Spiral.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is where the switch is housed. If the switch is touched, the door to the flag in the Top Hole opens for 60 seconds. This room has two connections with the Flag Room; the first one is to the left of the switch itself, while the other is past the room with the team-coloured lasers blocking it.&lt;br /&gt;
&lt;br /&gt;
Attackers should only focus on hitting the switch. Once the switch is touched, they should run over to the Top Hole ASAP. If the flag is down the shaft, they should use the entrance to the Flag Room that&amp;#039;s to the left of the switch to quickly go into the Flag Room. If the generator is down, they can use the path once-blocked by the lasers. &lt;br /&gt;
&lt;br /&gt;
Defenders should have at least one Soldier and/or HWGuy here at all times. They can usually finish the job that Snipers and defenders at the Front Door started. They should place themselves in front of the switch, so that the attackers have to run into them in order to hit the switch. &lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Ff_dropdown0004.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of Security.&lt;br /&gt;
| igimage2=[[Image:Ff_dropdown0027.gif|135px]]&lt;br /&gt;
| igcaption2=This switch deactivates the door that leads to the flag in the Top Room and a door in the Flag Room that leads to the Ramp.&lt;br /&gt;
| igimage3=[[Image:Ff_dropdown0012.gif|135px]]&lt;br /&gt;
| igcaption3=The flag can be seen in Security, but can only be accessed via the entrance in the Top Room.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spiral to Flag Room==&lt;br /&gt;
This spiral can be used by attackers to quickly reach the Flag Room if the Ramp has too many enemies. It has a resupply backpack on it&amp;#039;s top for defenders that need a quick refresh, but can&amp;#039;t go to the respawn room.&lt;br /&gt;
&lt;br /&gt;
Attackers should treat this spiral like the one that leads to the Top Room. They should have their best weaponry out just in case they bump into an enemy while going down.&lt;br /&gt;
&lt;br /&gt;
Defenders should also treat it like the spiral that leads to the Top Room. A HWGuy placed on the bottom can exterminate Scouts and Medics in a matter of moments, and gravly injure anybody else trying to go down it. Soldiers also work well because of the large splash radius their rockets have.&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Ff_dropdown0026.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of this spiral.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Flag Room==&lt;br /&gt;
The flag room is where you will end up after you get the flag. It has a window that allows you to see the Water Path. It has a door on it&amp;#039;s left that is only open when security down. This area leads to Security or the Ramp.&lt;br /&gt;
&lt;br /&gt;
Attackers should get out of here ASAP. This is a prime location for defenders to place Sentries, HWGuys and Soldiers (especially above the resupply bag that&amp;#039;s around the pit). Hopefully, the security will still be down, so you should go up the stairs and go through the door on the left. If it&amp;#039;s down, you&amp;#039;ll have to use the path on the right side of the pit. It leads to the ramp or Security, depending on where you want to go. Attackers should throw the flag near the center of the room or on the outer rim if they think they can&amp;#039;t make it past the defenders. Having the flag laying in an open area is much easier for fellow attackers to grab it than it lying in a corner with Pipe Grenades and a Sentry right in front of it.&lt;br /&gt;
&lt;br /&gt;
Defenders should focus on getting a sentry, Pipe Trap or HWGuy placed here before the flag is taken. A great location for a Sentry is the floor that&amp;#039;s right above the resupply bag that&amp;#039;s on the pit&amp;#039;s rim. It covers the entire pit and it&amp;#039;s difficult to throw grenades at the sentry. A sentry that&amp;#039;s in the pit can also make short work of attackers coming through the shaft, but it&amp;#039;s easy for attackers to hit it with a grenade or two.&lt;br /&gt;
&lt;br /&gt;
Once the flag is taken, attackers can get out of the Flag Room in a matter of seconds. A Pipe Trap placed right on the bottom of the shaft is a great location for one; it&amp;#039;ll always gravly injure or outright kill an attacker. Make sure you have somebody guarding the entrances to Security and the Ramp. Attackers like to sneak through those entrances to surprise defenders. If the attacker group is small, it can be almost impossible for them to grab the flag because of all the firepower that can be put in this room.&lt;br /&gt;
&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Ff_dropdown0028.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of the Flag Room&lt;br /&gt;
| igimage2=[[Image:Ff_dropdown0029.gif|135px]]&lt;br /&gt;
| igcaption2=This is where you end up after getting the flag.&lt;br /&gt;
| igimage3=[[Image:Ff_dropdown0018.gif|135px]]&lt;br /&gt;
| igcaption3=If security is still down, you can go through this door.&lt;br /&gt;
| igimage4=[[]]&lt;br /&gt;
| igcaption4=Once you reach this spot, you can exit the base via Secuirty or the Ramp.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ramp==&lt;br /&gt;
The Ramp connects the Flag Room with the Front Door. It also hosts the grate that blocks the end of the Water Route.&lt;br /&gt;
&lt;br /&gt;
Attackers should have the grate blown up ASAP. THey need as many routes as they can. They can also use the Ramp as a an alternate path to the Security switch, allowing them to bypass the defenders clustered around the switch.&lt;br /&gt;
&lt;br /&gt;
Once an attacker has the flag, he can use the Ramp as a getaway to get to the Front Door. he should be careful of resistance around the Front Door. If he dies traveling up the Ramp with the flag, a quick ally can grab the flag from under the defender&amp;#039;s noses.&lt;br /&gt;
&lt;br /&gt;
Defenders should place themselves near the bottom and top of the ramp if the flag has been taken. Attackers will use it to get to the Flag Room and gt out of the Flag Room. A Sniper on the top can be very useful against enemies that are running up the Ramp, along with a Demoman shooting Pipe Grenades down the Ramp. Soldiers can also be useful on the bottom.&lt;br /&gt;
&lt;br /&gt;
If the flag has not been taken, a Sniper can defend the Ramp while taking out enemies in the Yard. If somebody gets close to the Ramp, he can take out his Auto Rifle and unload on the enemy. He&amp;#039;ll give the attacker a few good wounds, and might even kill him.&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Ff_dropdown0004.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of the ramp room.&lt;br /&gt;
| igimage2=[[Image:Ff_dropdown0004.gif|135px]]&lt;br /&gt;
| igcaption2=This grate can be blown up with a Detpack, allowing attackers to use the Water Route to get to the Flag Room.&lt;br /&gt;
| igimage3=[[Image:Ff_dropdown0004.gif|135px]]&lt;br /&gt;
| igcaption3=The grate blown up.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Front Door==&lt;br /&gt;
The Front Door can get very hectic, as a vast majority of attackers go through it to get inside the enemy&amp;#039;s base. The first line of defense, such as Snipers and a HWGuy or two, should be here. The left side of this room contains the Cap Point. It can be accessed with a nearby ladder or a special jump technique, so flag carriers should be careful when reaching this point. Staying in one position, even in your own base, can allow enemies to take you out at the last second.&lt;br /&gt;
&lt;br /&gt;
Attackers need to get out of this area ASAP. It&amp;#039;s tightness makes it easy for a Sniper&amp;#039;s [[Auto Rifle]] or a HWguy to tear you to pieces. Attackers should just get out of here via an attacker&amp;#039;s preferred method of going fast. Staying back and fighting can take off a significant portion of his health. &lt;br /&gt;
&lt;br /&gt;
Defenders should focus their first line of defense, such as Snipers and a Soldier or HWguy. This is a good location for Snipers (especially Rambo ones), as their Auto Rifle works very well in it&amp;#039;s cramped space, the stairs leading to the Ramp can be used to avoid enemy Snipers, and it allows them to get a good shot of incoming defenders. They usually won&amp;#039;t get a headshot here, but they can tag enemies, allowing fellow defenders to track where an attacker is going.&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Ff_dropdown0021.gif|135px]]&lt;br /&gt;
| igcaption1=.&lt;br /&gt;
| igimage2=[[Image:Ff_dropdown0022.gif|135px]]&lt;br /&gt;
| igcaption2=.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Yard== &lt;br /&gt;
The snowy Yard connects the two bases. The pond leads to the Water Route, the front of the base leads to the Front Door and the upper part of the base leads to the Top Room.&lt;br /&gt;
&lt;br /&gt;
Attackers only need to worry about other attackers taking potshots at them while they pass. The real challenge is inside the enemy&amp;#039;s base. At the start of the match, Demomen should use the Water Route to get to the Detpackable grate that leads to the enemy&amp;#039;s Ramp.&lt;br /&gt;
&lt;br /&gt;
Defenders shouldn&amp;#039;t bother with this area. It&amp;#039;s largeness makes it difficult for HWguys and Sentries to operate efficiently. However, if an attacker takes the flag out here, a Pipe Trap and a Solider can stall the enemy for a minute or two.&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Ff_dropdown0016.gif|135px]]&lt;br /&gt;
| igcaption1=Overview of the Yard. The small pond leads to the Water Route.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Water Route==&lt;br /&gt;
The Water Route is an underused route that leads to the Ramp. It&amp;#039;s lack of use is because a Detpack-destructible grate blocks the way to the Ramp, and ally Demomen seem to forget to place a Detpack in front of it. &lt;br /&gt;
&lt;br /&gt;
Attackers should have a Demoman place a Detpack in front of the grate when the match starts. Attackers need all the routes to the Flag Room they can get as soon as possible. Once the grate is down, attackers should start mixing things up by using it to get into the enemy&amp;#039;s base and bypass the hectic Front Door. There is also a ladder inside room on the left of the grate (from the outside) that leads directly to the To Hole.&lt;br /&gt;
&lt;br /&gt;
Defenders in the Flag Room can see who&amp;#039;s coming though the Water Route via the windows directly across from where attackers land right after they get the flag. Attackers can&amp;#039;t see through the window on their side, so this is a great way to catch attackers off-guard with a Pipe Trap or HWguy right in front of Water Route&amp;#039;s exit.&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Ff_dropdown0019.gif|135px]]&lt;br /&gt;
| igcaption1=The Water Route can get pretty dark, so make sure to bump up your monitor&amp;#039;s brightness if it&amp;#039;s hard to see things.&lt;br /&gt;
| igimage2=[[Image:Ff_dropdown0018.gif|135px]]&lt;br /&gt;
| igcaption2=Defenders can see what&amp;#039;s going in the Water Route via a window in the Flag Room.&lt;br /&gt;
| igimage3=[[Image:Ff_dropdown0020.gif|135px]]&lt;br /&gt;
| igcaption3=This is where the Water Route ends.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Rating|3}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Buildables&amp;diff=8901</id>
		<title>Category:Buildables</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Buildables&amp;diff=8901"/>
		<updated>2008-09-22T14:29:46Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: /* Jump Pad */ I think this 5 second value is right; someone confirm please&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
As you travel around Fortress Forever maps you may occasionally come across a buildable structure. There are three types of building; the [[#Dispenser|dispenser]] is a passive structure that supplies ammo and armour to friendly players, The [[#Sentry Gun|sentry gun,]] an aggressive structure armed with weapons that will attack enemy units, and the [[#Jump Pad|jump pad or man cannon,]] a passive structure that servers as a &amp;quot;ramp&amp;quot; for any class that touches it. These are described in more detail in the sections below. This manual page describes who builds them and their uses.&lt;br /&gt;
&lt;br /&gt;
==Deploying buildings on the battlefield==&lt;br /&gt;
[[Image:engiemenu2.gif|thumb|[[Class:Engineer|Engineer&amp;#039;s]] [[HUD#Context Menu|context menu]] menu being used to build.]]&lt;br /&gt;
Deploying buildings is a unique ability belonging to the [[Class:Engineer|Engineer]]. &lt;br /&gt;
&lt;br /&gt;
Each engineer can deploy one of each structure on the battlefield at a time. They can build new ones at any time (providing they have enough cells) if the existing building is destroyed, dismantled or remotely detonated.&lt;br /&gt;
&lt;br /&gt;
When playing as engineer, the building options are reached using the engineer&amp;#039;s [[HUD#Context Menu|context menu]] (default: right mouse button). Before you have any buildings on the battlefield, only &amp;#039;&amp;#039;Build Sentry&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Build Dispenser&amp;#039;&amp;#039; are available, and the rest are grayed out. You need to have enough cells (from picking up armour and ammo bags) in order to build either building, and so therefore even these options may be grayed out.&lt;br /&gt;
&lt;br /&gt;
Selecting one of these will put you in build mode; a ghost image of the building will appear in front of you to show where the building would be deployed. If the position is invalid then an error symbol will show instead. You can move around until you find the perfect position. Press the fire button (default: left mouse button) once to start building.&lt;br /&gt;
[[Image:maintaining.jpg|thumb|Maintain a buildable by hitting it with your Wrench.]]&lt;br /&gt;
&lt;br /&gt;
==Maintaining buildings on the battlefield==&lt;br /&gt;
&lt;br /&gt;
Buildings have health levels and will be destroyed if they take too much damage. As engineer you can repair both your own and other people&amp;#039;s buildings by hitting them with your spanner. This will top up their health back to maximum.&lt;br /&gt;
&lt;br /&gt;
Hitting buildings with your spanner has an additional secondary effect on each type of building. The secondary effects are:&lt;br /&gt;
* adding your ammo to the dispenser.&lt;br /&gt;
* restocking sentry ammo and upgrading to a more powerful level.&lt;br /&gt;
&lt;br /&gt;
These are both described in more detail in the sections below.&lt;br /&gt;
&lt;br /&gt;
The context menu also provides options for dismantling and detonating either of your buildings. Dismantling has to be done while up close to your building, and will recoup half of the cell cost. Buildings can be detonated at any range; the resulting explosion can be very powerful if the dispenser or sentry gun had enough ammo in it.&lt;br /&gt;
&lt;br /&gt;
==Building sabotage==&lt;br /&gt;
[[Image:spymenu2.gif|thumb|[[Class:Spy|Spy&amp;#039;s]] [[HUD#Context Menu|context menu]] menu being used to sabotage.]]&lt;br /&gt;
Enemy [[Class:Spy|spies]] have the ability to sabotage the other team&amp;#039;s buildings. This is done by sneaking up to the building and standing nearby with your crosshair on it. A timer will display to show how long the sabotage is taking.&lt;br /&gt;
&lt;br /&gt;
Once the sabotage bar completes, the building is now in a state of &amp;#039;&amp;#039;sabotage&amp;#039;&amp;#039;. This is a state where the building does not work properly; the sentry gun accuracy is reduced and the dispenser will remove armour instead of giving it. The spy can now remotely trigger the secondary sabotage mode via their [[HUD#Context Menu|context menu]] (default: right mouse button). This will detonate any of their sabotaged dispensers and set any sabotaged sentry guns to fire against their own team.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dispenser==&lt;br /&gt;
[[Image:Dispencer.jpg|thumbnail|300x300px|The dispenser]]&lt;br /&gt;
Dispensers hold ammo and give both ammo and armour to friendly players who come near. Dispensers are built with a basic amount of suppies and gradually self-charge with ammo. Engineers can also add ammo into the dispenser by hitting it with the spanner or having allies throw ammo backpacks at it.&lt;br /&gt;
&lt;br /&gt;
Dispensers will send an alert message to their owner if an enemy player gets too close, even if they are a disguised spy. This can make dispensers helpful for early-warning or detection systems.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Build cost:&amp;#039;&amp;#039;&amp;#039; 100 cells&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 150&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Build time:&amp;#039;&amp;#039;&amp;#039; 2 seconds&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Primary sabotage effect:&amp;#039;&amp;#039;&amp;#039; Takes armour instead of giving it&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Secondary sabotage effect:&amp;#039;&amp;#039;&amp;#039; Detonates&lt;br /&gt;
&lt;br /&gt;
Maximum storage: 400 [[Reference:Ammo#Shell|shells]], 600 [[Reference:Ammo#Nail|nails]], 400 [[Reference:Ammo#Cell|cells]], 300 [[Reference:Ammo#Rocket|rockets]], 500 [[Armor|armour]].&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
Sentry guns will fire automatically at enemy players who come within range. Sentry guns can be upgraded to three different levels. To upgrade, hit the sentry gun with the spanner when you have at least 130 cells. The upgrade process is instantaneous.&lt;br /&gt;
&lt;br /&gt;
Sentries will begin making sonar noises when a Spy is nearby.&lt;br /&gt;
&lt;br /&gt;
The difference between the levels is as follows:&lt;br /&gt;
* Level One&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 150&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 65 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; One small gun&lt;br /&gt;
* Level Two&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 180&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 130 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; One minigun&lt;br /&gt;
* Level Three&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 210&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 195 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; Two miniguns, two barrel mounted rocket propelled grenade launchers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other sentry gun information:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Initial Build time:&amp;#039;&amp;#039;&amp;#039; 3 seconds&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Primary sabotage effect:&amp;#039;&amp;#039;&amp;#039; Reduced accuracy&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Secondary sabotage effect:&amp;#039;&amp;#039;&amp;#039; Fires on own team&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sentry Gun Bullet Push:&amp;#039;&amp;#039;&amp;#039; 15&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sparks When Low on Health:&amp;#039;&amp;#039;&amp;#039; When below 50% health, a player&amp;#039;s sentry gun will spark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;The three sentry gun levels&amp;quot; widths=&amp;quot;200px&amp;quot; heights=&amp;quot;200px&amp;quot; perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:Sg1.gif|Level One&lt;br /&gt;
Image:Sg2.gif|Level Two&lt;br /&gt;
Image:Sg3.gif|Level Three&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jump Pad==&lt;br /&gt;
[[Image:jumpinpag.gif|thumbnail|300x300px|The Jump Pad]]&lt;br /&gt;
The Jump Pad (aka Man Cannon) can be built by the [[:Class:Scout|Scout]]. The Man Cannon is built by using the special ability button (mouse2 by default). Once it has been deployed it is invulnerable to attack from [[:Reference:Weapons|weapons,]] [[:Reference:Grenades|grenades,]] or any other damaging ability, and can only be detonated by the [[:Class:Scout|Scout]] who built it. &lt;br /&gt;
&lt;br /&gt;
Any player may use a scout&amp;#039;s Man Cannon, regardless of class or team. Remember this when building a Man Cannon as you may inadvertently be helping out your enemies! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Man Cannon information:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Initial Build time:&amp;#039;&amp;#039;&amp;#039; 5 Seconds&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Push Value:&amp;#039;&amp;#039;&amp;#039; 1024&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Life Cycle:&amp;#039;&amp;#039;&amp;#039; A Man Cannon self destructs after 60 seconds. However as a [[:Class:Scout|Scout]] you may detonate it at anytime.&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Buildable:Jump_Pad&amp;diff=8900</id>
		<title>Buildable:Jump Pad</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Buildable:Jump_Pad&amp;diff=8900"/>
		<updated>2008-09-22T14:27:46Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: Redirecting to Category:Buildables#Jump Pad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[:Category:Buildables#Jump_Pad]]&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Buildable:Jump_Pad&amp;diff=8899</id>
		<title>Buildable:Jump Pad</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Buildable:Jump_Pad&amp;diff=8899"/>
		<updated>2008-09-22T14:27:34Z</updated>

		<summary type="html">&lt;p&gt;AgentBuckshotMoose-5554: Redirecting to Class:Scout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Class:Scout]]&lt;/div&gt;</summary>
		<author><name>AgentBuckshotMoose-5554</name></author>
	</entry>
</feed>