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	<id>https://www.fortress-forever.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mirvinmonkey-3</id>
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	<updated>2026-05-08T13:56:18Z</updated>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=7098</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=7098"/>
		<updated>2008-02-01T13:49:48Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 16pt; margin-bottom: 10px;&amp;quot;&amp;gt;[[Image:banner.png]] 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 Half-Life 2&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;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;50&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Introduction==&lt;br /&gt;
* [[What Fortress Forever Is|What is Fortress Forever?]]&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;
&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;
==Advanced Gameplay==&lt;br /&gt;
* [[Movement_Skills|Movement Skills]]&lt;br /&gt;
* [[Jumping_Skills|Jumping Skills]]&lt;br /&gt;
|width=&amp;quot;1px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Map Guides==&lt;br /&gt;
====[[Game_Type:Capture_The_Flag|Capture the Flag]]====&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_push|Push]]&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;
====[[Game_Type:Territory_Control|Territorial Control]]====&lt;br /&gt;
* [[Map:ff_cz2|Canalzone 2]]&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;
&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* [[:Category:Mapping|Map Editing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Reference Guides==&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;
* [[:Category:Scripts|Script Reference Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* [[Troubleshooting|Troubleshooting]]&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;
* [[Commands_And_Cvars|Client commands and variables]]&lt;br /&gt;
* [[Changelog|Release Notes]]&lt;br /&gt;
* [[Server FAQ / Guide]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Playing_the_Game&amp;diff=7097</id>
		<title>Playing the Game</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Playing_the_Game&amp;diff=7097"/>
		<updated>2008-02-01T13:44:06Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
==Manual pages in this section ==&lt;br /&gt;
&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|Buildables]]&lt;br /&gt;
* [[:Category:Status_Effects|Status Effects]]&lt;br /&gt;
* [[Video Tutorials]]&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=7096</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=7096"/>
		<updated>2008-02-01T13:43:51Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: Took weapons page out of &amp;quot;Playing the Game&amp;quot; section - the weapons page doesn&amp;#039;t tell people how to play the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 16pt; margin-bottom: 10px;&amp;quot;&amp;gt;[[Image:banner.png]] 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 Half-Life 2&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;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;50&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Introduction==&lt;br /&gt;
* [[What Fortress Forever Is|What is Fortress Forever?]]&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;
&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|Buildables]]&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;
==Advanced Gameplay==&lt;br /&gt;
* [[Movement_Skills|Movement Skills]]&lt;br /&gt;
* [[Jumping_Skills|Jumping Skills]]&lt;br /&gt;
|width=&amp;quot;1px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Map Guides==&lt;br /&gt;
====[[Game_Type:Capture_The_Flag|Capture the Flag]]====&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_push|Push]]&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;
====[[Game_Type:Territory_Control|Territorial Control]]====&lt;br /&gt;
* [[Map:ff_cz2|Canalzone 2]]&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;
&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* [[:Category:Mapping|Map Editing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Reference Guides==&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;
* [[:Category:Scripts|Script Reference Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* [[Troubleshooting|Troubleshooting]]&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;
* [[Commands_And_Cvars|Client commands and variables]]&lt;br /&gt;
* [[Changelog|Release Notes]]&lt;br /&gt;
* [[Server FAQ / Guide]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=7095</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=7095"/>
		<updated>2008-02-01T13:41:55Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: /* Stuff that needs reading for next release */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A list of things that need doing==&lt;br /&gt;
&lt;br /&gt;
* map pages need filling in (images, explanation of goals: think of an expanded version of the map loading screens). maps don&amp;#039;t necessarily have to have a page each, we could group them by game type and link to anchors on the page. pages might get a bit big though, especially if we have lots of helpful images&lt;br /&gt;
* all the non existant pages pointed to by the front page need creating &amp;amp; linking (e.g. system requirements)&lt;br /&gt;
* &amp;lt;s&amp;gt;remove the &amp;quot;changes from tfc&amp;quot; from the class information page, or at least put it as a footnote thing&amp;lt;/S&amp;gt; &amp;lt;-- update: lets consolidate tfc changes into one page: [[TFC Player&amp;#039;s Guide To FF‎]].&lt;br /&gt;
* expand and finish the class information page. move the weapon information from their own pages onto the class pages along with class specific skills explanations, etc&lt;br /&gt;
* &amp;lt;S&amp;gt;simplify the tables on the class information pages. comprehensive tables with every last figure can be grouped together on separate pages. the [[Class:Scout]] class page is a good indicator of how i think the class pages should look (although the strategies+tips bit needs tidying up). note that scout page uses a different templates (&amp;quot;&amp;#039;&amp;#039;Class&amp;#039;&amp;#039;&amp;quot; instead of &amp;quot;&amp;#039;&amp;#039;Page_Class&amp;#039;&amp;#039;&amp;quot;, &amp;quot;&amp;#039;&amp;#039;Infobox Class Small&amp;#039;&amp;#039;&amp;quot; instead of &amp;quot;&amp;#039;&amp;#039;Infobox Class&amp;#039;&amp;#039;&amp;quot;)&amp;lt;/S&amp;gt; &amp;lt;-- update: template changes for all classes pages should be finished now. They may still require cleanup and adding the rest of the information, however.&lt;br /&gt;
* existing pages need to be grouped or separated as required so that they are inline with the basic structure described by the front page&lt;br /&gt;
* &amp;lt;s&amp;gt;create some fact-sheet pages (one for classes, weapons, etc). all the numbers and details that were initially on the class/weapon/etc pages should be in nice tables on here.&amp;lt;/s&amp;gt; One started here: [[Reference:Classes]]&lt;br /&gt;
:Done. --[[User:Hirohito|Hirohito]] 22:10, 29 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Even More ToDo==&lt;br /&gt;
I&amp;#039;m going to make a new list here, which will hopefully be updated more often.  If one of these items is addressed to your satisfaction (or it looks as if someone else has already), please put &amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt;&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt; &amp;lt;s&amp;gt;strikeout&amp;lt;/s&amp;gt; tags around it, so we know it has been dealt with.  Hopefully this section will be more useful and active then what was here beofore.&lt;br /&gt;
&lt;br /&gt;
===Pages that need attention===&lt;br /&gt;
* [[What Fortress Forever Is]] - This is like a advertisement for FF, what type of gameplay, what features, what&amp;#039;s fun about it, etc.  If someone falls onto the main page and says &amp;quot;WTF is this?&amp;quot; then they find their answer on this page.  &amp;#039;&amp;#039;It&amp;#039;s pretty basic as of the time of this writing.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;lt;S&amp;gt;All [[:Category:Weapons|Weapons]] pages.  they are ugly and seem to have a fair amount of outdated information.  A new template would be reccomended.&amp;lt;/S&amp;gt;&lt;br /&gt;
:Done. --[[User:Hirohito|Hirohito]] 23:38, 29 January 2008 (CST)&lt;br /&gt;
* &amp;lt;s&amp;gt;Any class pages where the introduction text is lifted from the TFC page on wikipedia needs updating with an original FF-specific introduction&amp;lt;/s&amp;gt;&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;
* Everything else&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pages that need to be created===&lt;br /&gt;
&amp;#039;&amp;#039;Mostly incomplete links from the Main Page Contents&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Main Menu]] - A description of the options and functions of the main FF game menu, and what each menu option leads to.&amp;lt;/s&amp;gt;.&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. [i] Update: [/i] I&amp;#039;m currently working on something similar to this, let me know if this is what your looking for. [[How_to_make_a_script|How to make a script]] [[User:DrSatan-12955|DrSatan-12955]] 14:46, 14 January 2008 (CST) &lt;br /&gt;
* &amp;lt;s&amp;gt;[[Game Goals]] - A page for summarizing the types of games that are in FF, and how the objectives work, etc,.&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Team and Class| Team and Class selection]] - A page discussing the different classes and what they are good for, and when to pick a particular class; also just how to change class and team in-game.&lt;br /&gt;
* All Map Guides!  Maybe we could solicit more assistance from forum-members to write some details, strategies for each of the maps (including popular non-official maps).  This is a big area of missing content. Also, the map template needs to be put in a fairly finished state.&lt;br /&gt;
* [[Troubleshooting]] - Initial information and editing has been done. More information and evaluation of article structure, etc needs to be done now.&lt;br /&gt;
* More? ...&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;
:I have a clan category up, but we need a community link on the sidebar. --[[User:Hirohito|Hirohito]] 12:48, 29 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
===In-game screenies and information gathering===&lt;br /&gt;
This is a list of screenshots that need to be taken in-game, and also of information that needs to be verified in-game from article pages.  Add anything that you think may be amiss, and maybe someone will have time to get around to checking it out.&lt;br /&gt;
====Screenies====&lt;br /&gt;
* &amp;lt;s&amp;gt;Need screenshot of a player (from third person) that is [[:Category:Status_Effects#Immune|Immune]] (with the little white dots).  A dark map (crossover?) might show up better? Dunno.&amp;lt;/s&amp;gt; [[:Image:Immune.jpg|Image]] [[User:DrSatan-12955|DrSatan-12955]] 13:53, 14 January 2008 (CST)&lt;br /&gt;
* &amp;lt;s&amp;gt;A first person screenie of a dead player with a tilted camera. Just for kicks.&amp;lt;/s&amp;gt; 4 Pics: [[:Image:Corpse_sniper-1-.JPG|Sniper-1-]] / [[:Image:Corpse_sniper-2-.JPG|Sniper-2-]] / [[:Image:Corpse_scout.JPG|Scout]] / [[:Image:Corpse_solly.JPG|Solly]]&lt;br /&gt;
[[User:DrSatan-12955|DrSatan-12955]] 16:05, 14 January 2008 (CST) &lt;br /&gt;
* &amp;lt;s&amp;gt;A third person screenie of a player rocket jumping&amp;lt;/s&amp;gt; [[:Image:Rocketjump.JPG|Image]] [[User:DrSatan-12955|DrSatan-12955]] 14:09, 14 January 2008 (CST) - Not sure where this is needed for though.&lt;br /&gt;
* I think we need pictures of Sg&amp;#039;s at each level and one of a dispencer, but I would like to wait until 5316 get&amp;#039;s his new high vis models out. [[User:DrSatan-12955|DrSatan-12955]] 14:37, 14 January 2008 (CST)&lt;br /&gt;
* More? ...&lt;br /&gt;
&lt;br /&gt;
* I was thinking about making  pictures comparing the looks of the TFC (new/old style models), FF and TF2 models and put them in the x Player&amp;#039;s Guide to FF. Good idea? --[[User:Hirohito|Hirohito]] 17:50, 1 January 2008 (CST)&lt;br /&gt;
* I think we could use an in-game picture for these sections under the [[Status_Effects|Status Effects Page]]&lt;br /&gt;
&amp;lt;s&amp;gt;[[Status_Effects#Dead|Dead]]&amp;lt;/s&amp;gt;, [[Status_Effects#Concussed|Concussed]], and [[Status_Effects#Crippled|Crippled]]&lt;br /&gt;
:I tried taking a picture of me conced, but the effect doesn&amp;#039;t translate well onto a still picture. There are no visual indications of someone being cripped besides their slow speed (which you can&amp;#039;t show with a still or animated picture) and the icon on the side of their HUD (which can be easily used to show what being cripped is).  --[[User:Hirohito|Hirohito]] 14:44, 29 January 2008 (CST&lt;br /&gt;
[[User:DrSatan-12955|DrSatan-12955]] 16:24, 14 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
====Verification and fact-checking====&lt;br /&gt;
Do EMP&amp;#039;s cause any metal to detonate including these:&lt;br /&gt;
&lt;br /&gt;
Detonates ammunition that is deployed. E.g. Rockets in midair, deployed pipes, nails midflight, IC rockets, tranq bullets and so on.&lt;br /&gt;
&lt;br /&gt;
Also, by nails midflight, does that mean nail nades nails or nailgun nails?&lt;br /&gt;
&lt;br /&gt;
====Other things====&lt;br /&gt;
&amp;lt;S&amp;gt;* AcidRenix has done a bunch of good video tutorials in this thread: http://www.fortress-forever.com/forum/showthread.php?t=13379. We should incorporate them into the relevant pages on here&amp;lt;/S&amp;gt;&lt;br /&gt;
:Done. --[[User:Hirohito|Hirohito]] 12:32, 30 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Stuff that needs reading for next release==&lt;br /&gt;
* Can somebody take a few pictures of the hud with parts numbered so they can be described on the hud page? Stuff like grenade timers, build timers, status icons, flag icons, kill messages, chat messages, etc. Also one with a radial menu and various other things. We might need a class menu too if there isn&amp;#039;t already one here.&lt;br /&gt;
:I can&amp;#039;t take a picture of the class menu in-game. I could do one from XFire, but there&amp;#039;d be a distracting watermark on it. --[[User:Hirohito|Hirohito]] 12:47, 29 January 2008 (CST)&lt;br /&gt;
&amp;lt;S&amp;gt;* Can somebody put the placeholder images back into the top of the map pages where there are just empty titles? That way they&amp;#039;re still semi-useful even when under construction.&amp;lt;/S&amp;gt;&lt;br /&gt;
:Done. --[[User:Hirohito|Hirohito]] 12:47, 29 January 2008 (CST)&lt;br /&gt;
[[User:Mirvinmonkey-3|Mirvinmonkey-3]] 08:09, 29 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
[:Category:Outdated_Pages] - category for things that are made out-dated by the next patch&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:How_to_make_a_server&amp;diff=7092</id>
		<title>Talk:How to make a server</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:How_to_make_a_server&amp;diff=7092"/>
		<updated>2008-02-01T12:43:54Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*I am thinking about making an IRC channel for the wiki. I know that Squeek idle&amp;#039;s in #ffwiki on gamesurge and quakenet. What do you guys think about making it an actual channel with help options? [[User:DrSatan-12955|DrSatan-12955]] 23:48, 19 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ok this is getting pretty big. Any ideas / suggestions on how I can chop this down a bit? If you guys think it looks ok then that&amp;#039;s fine by me, but it seems to be getting rather large and I&amp;#039;m not sure if we want that or not. I&amp;#039;m sure I can make more pages to account for it and what not, but let me know if you think I need to or not! [[User:DrSatan-12955|DrSatan-12955]] 02:37, 20 January 2008 (CST)&lt;br /&gt;
:* Maybe cut down the ammount of headings you use. For example, the types of server could just be given a short paragraph each, instead of each one with it&amp;#039;s own heading. I think if you get the size of the contents box down a bit it might look a bit better and give the illusion that it&amp;#039;s not such a long article --[[User:Pon|Pon]] 05:20, 31 January 2008 (CST)&lt;br /&gt;
::Agreed, a few tables would help really (e.g. for the different server types) [[User:Mirvinmonkey-3|Mirvinmonkey-3]] 06:43, 1 February 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Modding&amp;diff=7091</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Modding&amp;diff=7091"/>
		<updated>2008-02-01T12:40:11Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Manual pages in this section ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Mapping|Map Editing]]&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Reference_Guides&amp;diff=7090</id>
		<title>Reference Guides</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Reference_Guides&amp;diff=7090"/>
		<updated>2008-02-01T12:40:08Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Manual pages in this section ==&lt;br /&gt;
&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;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Advanced_Gameplay&amp;diff=7088</id>
		<title>Advanced Gameplay</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Advanced_Gameplay&amp;diff=7088"/>
		<updated>2008-02-01T12:39:18Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Manual pages in this section ==&lt;br /&gt;
&lt;br /&gt;
* [[Movement_Skills|Movement Skills]]&lt;br /&gt;
* [[Jumping_Skills|Jumping Skills]]&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Advanced_Gameplay&amp;diff=7087</id>
		<title>Advanced Gameplay</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Advanced_Gameplay&amp;diff=7087"/>
		<updated>2008-02-01T12:39:08Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Header}}&lt;br /&gt;
==Manual pages in this section ==&lt;br /&gt;
&lt;br /&gt;
* [[Movement_Skills|Movement Skills]]&lt;br /&gt;
* [[Jumping_Skills|Jumping Skills]]&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Playing_the_Game&amp;diff=7086</id>
		<title>Playing the Game</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Playing_the_Game&amp;diff=7086"/>
		<updated>2008-02-01T12:38:42Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
==Manual pages in this section ==&lt;br /&gt;
&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:Weapons|Weapons]]&lt;br /&gt;
* [[:Category:Buildables|Buildables]]&lt;br /&gt;
* [[:Category:Status_Effects|Status Effects]]&lt;br /&gt;
* [[Video Tutorials]]&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=7083</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=7083"/>
		<updated>2008-02-01T12:33:31Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|Contents Page&lt;br /&gt;
** Installation and Setup|Installation &amp;amp; Setup&lt;br /&gt;
** Playing the Game|Playing the Game&lt;br /&gt;
** Class Guides|Class Guides&lt;br /&gt;
** Map Guides|Map Guides&lt;br /&gt;
** Advanced Gameplay|Advanced Gameplay&lt;br /&gt;
** Modding|Modding&lt;br /&gt;
** Reference Guides|Reference Guides&lt;br /&gt;
** FAQs|FAQs&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Weapon&amp;diff=6922</id>
		<title>Template:Page Weapon</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Weapon&amp;diff=6922"/>
		<updated>2008-01-31T00:54:42Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: Undo revision 6921 by Mirvinmonkey-3 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{infoboxweapon|&amp;#039;&amp;#039;&amp;#039;Infobox_Weapon&amp;#039;&amp;#039;&amp;#039;}}} __NOTOC__&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{{weaponintro|This is where the introduction of the weapon goes.}}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
{{{changesinfo|This is where detailed information about the weapon goes.}}}&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
&lt;br /&gt;
{{{ability1|The {{{weaponname|weapon}}} has no special abilities.}}}{{{ability2|}}}{{{ability3|}}}{{{ability4|}}}&lt;br /&gt;
&lt;br /&gt;
==Strategy And Tips==&lt;br /&gt;
&lt;br /&gt;
{{{strategyandtips|This is where information about weapon strategy and tips goes.}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
{{Weapons}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Weapon&amp;diff=6921</id>
		<title>Template:Page Weapon</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Weapon&amp;diff=6921"/>
		<updated>2008-01-31T00:53:01Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{infoboxweapon|&amp;#039;&amp;#039;&amp;#039;Infobox_Weapon&amp;#039;&amp;#039;&amp;#039;}}} __NOTOC__&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{{weaponintro|This is where the introduction of the weapon goes.}}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
{{{changesinfo|This is where detailed information about the weapon goes.}}}&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
&lt;br /&gt;
{{{ability1|The {{{weaponname|weapon}}} has no special abilities.}}}{{{ability2|}}}{{{ability3|}}}{{{ability4|}}}&lt;br /&gt;
&lt;br /&gt;
==Strategy And Tips==&lt;br /&gt;
&lt;br /&gt;
{{{strategyandtips|This is where information about weapon strategy and tips goes.}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both; height:1px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
{{Weapons}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template_talk:Infobox_Weapon&amp;diff=6920</id>
		<title>Template talk:Infobox Weapon</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template_talk:Infobox_Weapon&amp;diff=6920"/>
		<updated>2008-01-31T00:44:54Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: New page: How about we just use a slightly different infobox for melee, projectile and hitscan weapons? That way we don&amp;#039;t have boxes full of N/As :) ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How about we just use a slightly different infobox for melee, projectile and hitscan weapons? That way we don&amp;#039;t have boxes full of N/As :) [[User:Mirvinmonkey-3|Mirvinmonkey-3]] 18:44, 30 January 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Weapon&amp;diff=6919</id>
		<title>Template:Page Weapon</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Weapon&amp;diff=6919"/>
		<updated>2008-01-31T00:42:52Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{infoboxweapon|&amp;#039;&amp;#039;&amp;#039;Infobox_Weapon&amp;#039;&amp;#039;&amp;#039;}}} __NOTOC__&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{{weaponintro|This is where the introduction of the weapon goes.}}}&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
{{{changesinfo|This is where detailed information about the weapon goes.}}}&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
&lt;br /&gt;
{{{ability1|The {{{weaponname|weapon}}} has no special abilities.}}}{{{ability2|}}}{{{ability3|}}}{{{ability4|}}}&lt;br /&gt;
&lt;br /&gt;
==Strategy And Tips==&lt;br /&gt;
&lt;br /&gt;
{{{strategyandtips|This is where information about weapon strategy and tips goes.}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
{{Weapons}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Class_Ability:Sabotage&amp;diff=6886</id>
		<title>Talk:Class Ability:Sabotage</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Class_Ability:Sabotage&amp;diff=6886"/>
		<updated>2008-01-30T10:38:19Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How much of this is unused dev crap? This page really needs to be cleaned up. --[[User:Hirohito|Hirohito]] 00:15, 30 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Pretty much all of it could go I reckon - we cover the sabotage on the buildable page and a fair bit of this page is inaccurate now [[User:Mirvinmonkey-3|Mirvinmonkey-3]] 04:38, 30 January 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Spy&amp;diff=6761</id>
		<title>Class:Spy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Spy&amp;diff=6761"/>
		<updated>2008-01-29T14:28:51Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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:spy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Spy&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;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: 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;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 90&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 100&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Gas|Gas]]&lt;br /&gt;
| slot1 = [[Weapon:Knife|Knife]]&lt;br /&gt;
| slot2 = [[Weapon:Tranquilizer Gun|Tranq]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| gren2 = [[Grenade:Gas|Gas Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 40&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 30&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 15&lt;br /&gt;
| discardrockets = No&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;
Spy&lt;br /&gt;
| classintro =&lt;br /&gt;
The thinking man&amp;#039;s class, the Spy is the assassin and saboteur of Fortress Forever. He has a wide variety of special abilities at his disposal that help him excel at infiltration and sabotage. The spy wages a psychological war with the enemy; he uses stealth and subterfuge to maneuver through the enemy base unhinged and then strike where it will hurt most. The Spy&amp;#039;s [[Weapon:Knife|Knife]] can instantly and silently kill an enemy player if they are stabbed from behind. The Spy also carries a [[Weapon:Tranquilizer Gun|tranquilizer gun]] loaded with a secret mixture of sedatives and psychosis drugs that slow down and disorient enemy players. For times when a more direct approach is required, the spy also packs a [[Weapon:Super Shotgun|super shotgun]] and [[Weapon:Nailgun|nail gun]].&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Spy&amp;#039;s special command brings up the Disguise Menu. The Disguise Menu shows all of the options the Spy has for disguising (see &amp;quot;Disguise&amp;quot; below).&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Disguise|Disguise]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can disguise themselves as any other class and team that is available on the current map. If there are two teams on the map, the disguises will be listed as either &amp;quot;Friendly&amp;quot; or &amp;quot;Enemy&amp;quot;. If there are three or four teams on the map, the disguises will be listed by team color. The disguise options also reflect any class limits on the map; if Snipers are disabled on the map, then a Spy is unable to disguise as a Sniper. However, the Spy&amp;#039;s disguises can be controlled by each map&amp;#039;s individual LUA file, so a mapper can allow a Spy to disguise as any mix of all ten classes if s/he wishes to do so.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A Spy&amp;#039;s disguise is removed whenever they attack with one of their weapons. (Spies are still able to prime grenades and throw them while disguised.) There is one exception to this rule (see &amp;quot;ID Theft&amp;quot; below). A Spy&amp;#039;s currently equipped weapon is reflected in their disguise, so if a Spy disguised as an [[Class:Engineer|Engineer]] has his Knife out the disguise will show the [[Weapon:Spanner|Spanner]] out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Disguise_Removal|Disguise Removal]]&lt;br /&gt;
|description =&lt;br /&gt;
A Spy 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;. If two disguised Spies touch one another, both of their disguises are removed. The [[Class:Scout|Scout]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:ID Theft|ID Theft]]&lt;br /&gt;
|description =&lt;br /&gt;
Normally, when the Spy attacks with a weapon they lose their disguise. However, if the Spy successfully backstabs an enemy from behind with their [[Weapon:Knife|Knife]] on the first hit (which is an instant kill), they instantly assume the team color and class of the enemy as a disguise.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Invisibility|Invisibility]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can cloak. There are two options for cloaking: Cloak and Silent Cloak. If a Spy cloaks normally, a Corpse showing their model (be it the Spy themselves or their cloak) falls as if it had died. This is a functional and useful replacement for feigning death. If a Spy cloaks silently, the Spy simply fades into their cloaked form. Friendly players will see a partially cloaked Spy, but enemies will not be able to see the Spy at all. A Spy moves slower when cloaked, and any increases in speed (such as being hit by a [[Grenade:Concussion|Concussion Grenade]] and subsquently being pushed away) will remove the cloak. Cloaked Spies do not bleed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Reduced Falling Damage|Reduced Falling Damage]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies must fall 50% as far as other classes to receive fall damage, and they receive 50% less damage than other classes when they sustain fall damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Sabotage|Sabotage]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can sabotage enemy [[Buildables:Sentry_Gun|Sentry Guns]] and [[Buildables:Dispenser|Dispensers]] and turn them against the enemy team. The Spy must stand next to a Sentry Gun or Dispenser while disguised Sabotaging a Sentry Gun or Dispenser takes 3 seconds. Sabotaged Buildables can not be detonated or dismantled. (However, they can still be destroyed by weapons fire as usual.) The Sabotage effect is removed after the timer runs out or the Spy is killed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A sabotaged Sentry Gun will have lowered accuracy for 2 minutes while sabotaged. The Spy can activate the Sabotage and the Sentry Gun will fire on its own team, giving all kills to the Spy. When the activated Sabotage ends, the Sabotage is removed.A Sabotaged Dispenser can be detonated by the Spy activating the Sabotage. The Sabotaged Dispenser will kill anyone on the Engineer&amp;#039;s team (if Friendly Fire is off).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Stealth|Stealth]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies do not make footstep sounds like the other classes do. However, they will make footsteps while disguised so as to not ruin the illusion of the disguise.If a Spy is crouching when he lands from a fall, he will make no noise. However, a Spy can choose to stand while falling so as to purposely make noise if they choose to do so.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Knife|Knife]]&lt;br /&gt;
|imgsrc=W_kn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The knife is the signature weapon of the spy. Although it&amp;#039;s a melee weapon, it is very deadly. Normal hits deal significantly more damage than the crowbar, and backstabs kill instantly. Much of learning how to be a good spy is proper use of the knife.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Tranquilizer Gun|Tranquilizer Gun]]&lt;br /&gt;
|imgsrc=W_tq_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The tranq is useful for slowing down pursuers, catching up with targets, and in general causing annoyance. Each successful shot causes the target to suffer from an increasingly powerful sedation effect. The enemy&amp;#039;s movement speed is slowed and their vision blurred. The projectiles from this weapon do not hit instantly; so you must learn to lead targets at medium and long ranges.&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 super shotgun is the spy&amp;#039;s main weapon if he gets in trouble. It doesn&amp;#039;t have the grace or style of a saboteur, but it gets the job done when you need to fight for your life.&lt;br /&gt;
}}&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;
The nailgun is most useful for taking out sentry guns. It works at an almost unlimited range and the steady stream of nails destroys the gun quickly. Combine the nailgun with frag grenades and circle strafing for maximum effect against sentries.&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;
The standard fragmentation grenade: lots of damage, a large blast radius. Like the super shotgun, it doesn&amp;#039;t exactly have the style of a calm, cool infiltrator, but it will be one of your most useful weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Gas|Gas Grenade]]&lt;br /&gt;
|imgsrc=G_ga_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The gas grenade releases a large cloud of hallucinogenic gas once its timer expires. Any enemies that walk through the cloud take a bit of damage and start [[:Category:Status_Effects#Hallucinations|hallucinating]]. A hallucinating enemy sees players as different team colors, different health totals, grenades that aren&amp;#039;t really there, and a host of other effects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playing As Spy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
====Offensive Spy====&lt;br /&gt;
The [[Weapon:Tranquilizer Gun|Tranq]] will slow down an enemy and effectively remove their peripheral vision. This is best used to slow down an enemy and get around them for a backstab with the knife.&lt;br /&gt;
&lt;br /&gt;
The Spy&amp;#039;s greatest weapon is his [[Weapon:Knife|Knife]]. It does twice the damage of the crowbar and can instantly kill an enemy if they are hit with it from behind. However, using it will show a Knife kill icon in the HUD, and thus a Spy should try to refrain from using it lest they alert the enemy team that their team has a Spy on it.&lt;br /&gt;
&lt;br /&gt;
Although the Spy is armed with a [[Weapon:Super_Shotgun|Super Shotgun]], he only has average health, armor, and movement speed and is unlikely to survive in open combat. A Spy&amp;#039;s best role is to make use of his various Special Abilities to infiltrate the enemy&amp;#039;s base and cause whatever damage he can.&lt;br /&gt;
&lt;br /&gt;
If the enemy knows the other team has a Spy, they will be especially alert. It is best to change disguises or cloak in areas outside of sight of the enemy such as your team&amp;#039;s spawn rooms.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infiltrating The Enemy Base&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As a spy the main thing you want to do is get into the enemy base and help retrieve their flag. The first thing you want to do is pick a disguise, which is a key part of your mission. Try choosing a disguise that is about the same speed a spy, such as a [[Class:Pyro|Pyro]]. Now you must make your way from your base to theirs without being caught by enemies. To do this, be sure to take less-used routes and use your cloak. Also be sure to listen for the footsteps of incoming enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What To Do In Their Base&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Congratulations, you made it to their base alive and unseen, but what do you do now? First things first, sneak over to that security and make sure it&amp;#039;s down! This will really help those speedy scouts and medics to get the flag, because they don&amp;#039;t have to make any detours. A good tip for being in their base is to not kill randomly! Sure, that afk [[Class:Sniper|Sniper]] looks like a fun kill, but it will blow your cover. You only want to backstab if really necessary such as if there is a [[Class:HWGuy|HWGuy]] guarding the top of the ramp, keeping all of your scout buddies crying at the bottom.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;So You Want To Capture Their Flag, Eh?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The flag room is often the most guarded room in the enemy&amp;#039;s base. If you choose to enter here, YOU MUST have a disguise on! Without a disguise you&amp;#039;re either A: Getting ripped to shreds by a sentry or B: Getting ripped to shreds by a HWGuy. Ok! So you picked a disguise and walked in there, but what do you do? Scout the room out immediately and see how many defenders there are, if any. Be sure to avoid all of the defenders, and if you&amp;#039;re spottted; run out of the room, cloak, pick a new disguise, find a different entrance, enter flag room, try again. If you&amp;#039;re left in there with 1 or 2 stupid defenders that haven&amp;#039;t realized that you&amp;#039;re a spy, I suggest you take one out, grab the flag, and run like hell.&lt;br /&gt;
&lt;br /&gt;
====Defensive Spy====&lt;br /&gt;
Defensively, a Spy has few options. Although the [[Grenade:Gas|Gas Grenade]] could be used to cause incoming enemies to hallucinate, the Spy&amp;#039;s available Special Abilities are generally focused towards infiltration. Defending Spies typically patrol around the base and attempt to backstab unsuspecting enemies entering the base.&lt;br /&gt;
&lt;br /&gt;
====Playing Against A Spy====&lt;br /&gt;
&lt;br /&gt;
Spies are equipped to excel at infiltration, but they are not as effective if the player does not implement those skills in the right situation. The best defense against a Spy is a wary and alert team. If your team&amp;#039;s only [[Class:Soldier|Soldier]] is known to be in the enemy base and you see a Soldier running around in your base, then it is surely a Spy.&lt;br /&gt;
&lt;br /&gt;
A [[Class:Scout|Scout]] can remove an enemy Spy&amp;#039;s disguise, so having a Scout touch teammates as they walk around the base is a good defensive option. The same defensive option can be applied to a team&amp;#039;s Spy if they wish to do so as a Spy can remove another Spy&amp;#039;s disguise.&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/42 Media Page]&lt;br /&gt;
&lt;br /&gt;
|furtherreading =&lt;br /&gt;
* How to go about [[:Category:Buildables#Building_sabotage|sabotaging buildings]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=6760</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=6760"/>
		<updated>2008-01-29T14:26:44Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 80&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 315&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 (if not death). &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;
&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;
The Engineer can build sentry guns, automatic turrets that shoot enemy players and cloaked enemy spies. It takes 130 cells to build a sentry gun and another 130 each time when upgrading to levels 2 and 3. A level 1 sentry gun is a basic, weak contraption that shoots shells at about the rate of a semi-automatic pistol. Level 2 introduces machine guns and a faster tracking speed, making the gun far more deadly. Level 3 gives the ultimate addition: a rocket launcher.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In order to repair or upgrade your sentry gun, you must have cells and hit the gun with your [[Weapon:Spanner|wrench]]. Sentry Guns are strong structures, but an untended one can be easily killed by the enemy, as they do have blind spots. You can change the direction that your sentry gun aims by bringing up the radial right-click menu and selecting &amp;quot;Aim Sentry Gun.&amp;quot; It 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 mainly serves as a field ammunition/armor repository for the Engineer and his fellow defenders (or maybe attackers?). Standing next to a dispenser will replenish your ammo and armor, assuming it has enough resources. Although a dispenser automatically fills itself slowly, the Engineer can fill it up much quicker by depositing his own ammo and cells by hitting it with his wrench. Be wary though, enemy players can use your dispenser. However, this works in your favor because you receive a warning when this happens. A full (or almost full) dispenser also serves as a good weapon. Detonating a dispenser unleashes a large, powerful explosion that will kill or severely injure enemy players.&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 whacking any of those targets with your wrench, you will restore their structural integrity. Players receive armor when an engineer &amp;quot;repairs&amp;quot; them.&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 = Ammo Creation&lt;br /&gt;
|description=&lt;br /&gt;
When discarding ammo, the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; ammunition types (cells, shells, and rockets).&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. The projectile bounces off of surfaces (getting more powerful with each bounce) and ignores armor. If you really want to, 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. Pretty much a guaranteed death for anyone that&amp;#039;s close to it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&lt;br /&gt;
====Offensive Engineer====&lt;br /&gt;
Build sentries in or very near an enemy&amp;#039;s base to piss him off. Build a dispenser somewhere in the enemy&amp;#039;s base so that your teammates can restock if an assault goes wrong. Make sure to repair teammates armour, especially HWGuys and Soldiers, as their armour goes down fast.&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 afk, just having the sentry up can help your team drastically. However, remember to place it stratigically! Spies and Medics love to stay out of your sentry&amp;#039;s range and nailgun it, try blasting them with your railgun or shotgun, perhaps toss an EMP to scare them off or kill them. Watch for pesky Demomen and HWGuys with their mirvs trying to get your SG. If they drop one next to your sentry, it is GONE, don&amp;#039;t try to whack it because then you&amp;#039;ll be dead too! Try to EMP them before they can toss it, the EMP will generally kill them instantly if tossed well, but be sure to have your shotgun ready just in case. A tip on the EMP, it has a nice blast radius and it goes through objects! That&amp;#039;s right, you can kill people through walls/floors if you toss it just right, and it will usually kill them unless they&amp;#039;ve been using a lot of ammo. Don&amp;#039;t forget to build your dispensers, even though nobody is going to be using them, they&amp;#039;re still great for killing enemies. You can place it on busy points such as your flag or your security button. If the enemy gets past your sentry, just detonate your dispenser right as they get close! They&amp;#039;ll never see it coming! Many engineers aren&amp;#039;t aware that you can repair your teammate&amp;#039;s armor, so if you see somebody in need, do the nice thing and smack them with your wrench.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an Engineer====&lt;br /&gt;
Two rockets and he&amp;#039;ll explode. Maybe some anti-Sentry strategies?&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;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=6759</id>
		<title>Class:Pyro</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=6759"/>
		<updated>2008-01-29T14:22:37Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:pyro_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Pyro&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 150&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
| slot5 = [[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
| gren2atspawn = 4&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 170&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 5&lt;br /&gt;
| rocketsmax = 20&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Pyro&lt;br /&gt;
| classintro =&lt;br /&gt;
A fireman gone horribly wrong, the Pyro is the chaos-causer of Fortress Forever. He carries a multitude of different flame-based weapons to set enemies alight and burn them all to death. He has the third highest armor in the game (after the HW Guy and Soldier) and is faster than all but the Scout and Medic. This combination of armor and speed allows the Pyro to operate efficiently in either an offensive role, defensive role, or maybe even somewhere in between. The map can also influence this choice. &lt;br /&gt;
&lt;br /&gt;
The Pyro&amp;#039;s main weapon is, fittingly, the [[Weapon:Flamethrower|flamethrower]]. It pumps out a continuous stream of flames and has a huge ammo reserve; allowing the Pyro to harass and control areas for extensive periods of time. He also packs an incendiary cannon and napalm grenades to complete his fiery repertoire. The incendiary cannon is useful at range and the grenades can set a small area ablaze. The main tools of a good Pyro are harassment and confusion. Although the changes to the Pyro in FF make him an effective killing machine, he is still good at being the team distraction. On offense, he can keep enemies preoccupied while the faster, more mobile classes (i.e. Scout and Medic) make their way to the objective untouched. On defense, he can serve as a sort of roamer, confusing and being a constant in thorn in the side of the enemy offense.&lt;br /&gt;
&lt;br /&gt;
While countless specific examples of what a Pyro can do could be given, it all boils down to the fact the Pyro&amp;#039;s main role is harassment and chaos-causing. If you&amp;#039;ve been looking for an outlet for that brewing pyromania, this is the class for you.&lt;br /&gt;
&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Actually useful.&lt;br /&gt;
&lt;br /&gt;
Incendiary Cannon rockets are affected by gravity, and their slow pace makes them closer to mortars than RPGs.&lt;br /&gt;
&lt;br /&gt;
IC + Napalm jumps are a bit trickier to time, but grant much better propulsion.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fire-Retardant&lt;br /&gt;
|description=&lt;br /&gt;
A Pyro is fire-retardant. He cannot be lit on fire and does not suffer much damage from his own (or other&amp;#039;s) flame weaponry.&lt;br /&gt;
}}&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The regular shotgun is a surprisingly useful addition to the pyro&amp;#039;s arsenal. While definitely not a main weapon, a few quick shots can kill that low-health scout who is out of range of your flame weaponry and is about to disappear with your flag.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
|imgsrc=W_ft_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The signature weapon of the pyro. It spews fire out to a medium range and lights enemies [[:Category:Status_Effects#On_Fire|ablaze]]. The flame stream does considerable damage by itself, but it works best when combined with the stacking damage over time effects of the pyro&amp;#039;s other flame weaponry. It holds a maximum of 200 cells and thus can be fired continuously for an long period of time.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This could be considered the pyro&amp;#039;s other &amp;quot;main weapon.&amp;quot; It works somewhat like the rocket launcher. However, the projectiles fire in an arc and don&amp;#039;t do as much damage as a rocket. However, it has a large splash radius that sets enemies on fire. This is often used as an opener or if you can&amp;#039;t close in on your opponent. It also serves as a means of propulsion for the pyro.&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. Although it doesn&amp;#039;t stack flame damage, it&amp;#039;s still a very useful piece of equipment.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
|imgsrc=G_np_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Since the addition of flame damage stacking, these are arguably the Pyro&amp;#039;s main grenade. He spawns with 4 every life, so make good use of them. A Napalm Grenade has an initial explosion that deals substantial damage and then a bunch of flaming balls (for lack of a better word) scatter around the ground where the grenade exploded. These deal continued damage over time and light any enemy that walks through it on fire. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Flamethrower|Flamethrower]].&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Damage Stacking====&lt;br /&gt;
The Pyro&amp;#039;s weapons will &amp;quot;stack&amp;quot; damage if they are causing burns at the same time.  He can achieve level 1, level 2 or level 3 burn damage rates.  The Pyro is quite dangerous when achieving a level 3 burn.  To do this, Pyro must use all of his flame weapons in a very brief time.  He can still burn lighter classes like Medic or Demoman by using only level 2 burn.  However, to kill a soldier or heavy weapons guy quickly, light them to burn level 3.  The most effective tactic is to first prime a napalm grenade, shoot an Increndiary Cannon round, throw the primed napalm grenade and finally light enemy with flamethrower.  This will make the enemy scream like a banshee and can take out a Heavy Weapons Guy in only a couple seconds. &lt;br /&gt;
&lt;br /&gt;
====Weapon Jumping====&lt;br /&gt;
The Pyro can also make use of his incendiary cannon and napalm grenades to achieve a very effective means of self-propulsion. Shooting oneself with the incendiary cannon (IC) will provide a small, but significant height gain. Using the IC alone can clear most important areas and is also useful for starting a quick bunnyhop. If you find yourself in need of more height, add a napalm grenade to the mix. Although the timing can be a bit tricky, an IC + napalm grenade jump can propel the Pyro to great heights. This is accomplished by priming a napalm grenade and then doing an IC jump right before the grenade goes off. If timed properly, the combined force of the cannon and the grenade will give an extreme vertical boost. This tactic seems most effective with basic vertical jumps, but it may be possible to apply it to horizontal or arcing jumps.&lt;br /&gt;
&lt;br /&gt;
====Keeping Yourself Alive====&lt;br /&gt;
For all the havoc and damage a Pyro can wreak, there are plenty of things that will end him before he even gets started. The biggest weaknesses of the Pyro are EMP Grenades, Sentry Guns, and long range battles. An EMP Grenade will instantly kill a Pyro with full (or almost full) ammunition. The many cells he carries in his flamethrower make him a prime target. In order to survive EMP grenades, you should empty your flamethrower to about half-ammo (100 cells). Start this when you spawn and usually by the time you make it to the enemy base, you should have about 100 cells left. The 100 cells remaining are plenty of ammo. Emptying your flamethrower ammunition should allow you to survive at least one EMP. It tends to leave you with barely any health, but the important fact is that you&amp;#039;re alive.&lt;br /&gt;
&lt;br /&gt;
Sentry Guns present another problem for the Pyro. They are often in high places at a range the pyro cannot effectively attack. Your best bet with sentry guns is to find a way around them, figure out how to get into close range in order to circle strafe it to death with your flamethrower, or lob grenades at it (assuming your grenades can reach it).&lt;br /&gt;
&lt;br /&gt;
The final big weakness is related to the sentry gun problem. By his very nature, the Pyro is a close-quarters combatant. The IC is a terrible weapon for long-range damage (it is best used for harassment and setting up combos) and the shotgun is out of the question for long range combat. The best solution for this problem is to choose your battles wisely and learn how to navigate through enemy fire to close the gap quickly. The Pyro&amp;#039;s has a big speed advantage over most defensive classes. Use it wisely.&lt;br /&gt;
&lt;br /&gt;
====Offensive Pyro====&lt;br /&gt;
As an offensive Pyro, you fall somewhere in between a medium and heavy offense class. A lack of concussion grenades makes it take longer for you to get over to the enemy base, but you trade that off for more power. Your primary goal in the enemy base is to act as heavy support: distracting and killing enemy defenders so the other, lighter classes can get through un-harmed. With enough skill and proper timing, you can easily drop multiple enemies in short periods of time. You should also try to move the flag as much as possible. You&amp;#039;re fast and have good maneuverability with your IC jumps.&lt;br /&gt;
&lt;br /&gt;
====Defensive Pyro====&lt;br /&gt;
The defensive Pyro does best in spots where enemies cannot easily avoid or move past him. Stay away from wide, open areas. Enemy scouts and medics will easily conc jump by you, making you pretty much worthless. Stay in areas where enemies are forced to slow down or move in a predictable route. Also, don&amp;#039;t worry about killing them, but try to achieve at least a level 2 burn on anyone that goes by you. It will severely injure them by the time they get to the rest of the defense.&lt;br /&gt;
&lt;br /&gt;
====Fighting other Pyros====&lt;br /&gt;
Since you&amp;#039;re both flame retardant, the fight will take a little longer than usual. The flamethrower will not ignite your opponent, but it still does decent damage if you manage to keep it on him. Use your Incendiary Cannon and Shotgun at range. Use the Shotgun to damage them from long range, then use your IC to throw them around once they get close to you. Do not waste napalm grenades on other Pyros, use your regular frag grenades.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/5 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
*Learn [[Pyro Jump|pyro jumping techniques]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Outdated Pages]]&lt;br /&gt;
{{Rating|4}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=6758</id>
		<title>Class:Pyro</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=6758"/>
		<updated>2008-01-29T14:22:11Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:pyro_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Pyro&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 150&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
| slot5 = [[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
| gren2atspawn = 4&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 170&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 5&lt;br /&gt;
| rocketsmax = 20&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Pyro&lt;br /&gt;
| classintro =&lt;br /&gt;
A fireman gone horribly wrong, the Pyro is the chaos-causer of Fortress Forever. He carries a multitude of different flame-based weapons to set enemies alight and burn them all to death. He has the third highest armor in the game (after the HW Guy and Soldier) and is faster than all but the Scout and Medic. This combination of armor and speed allows the Pyro to operate efficiently in either an offensive role, defensive role, or maybe even somewhere in between. The map can also influence this choice. &lt;br /&gt;
&lt;br /&gt;
The Pyro&amp;#039;s main weapon is, fittingly, the [[Weapon:Flamethrower|flamethrower]]. It pumps out a continuous stream of flames and has a huge ammo reserve; allowing the Pyro to harass and control areas for extensive periods of time. He also packs an incendiary cannon and napalm grenades to complete his fiery repertoire. The incendiary cannon is useful at range and the grenades can set a small area ablaze. The main tools of a good Pyro are harassment and confusion. Although the changes to the Pyro in FF make him an effective killing machine, he is still good at being the team distraction. On offense, he can keep enemies preoccupied while the faster, more mobile classes (i.e. Scout and Medic) make their way to the objective untouched. On defense, he can serve as a sort of roamer, confusing and being a constant in thorn in the side of the enemy offense.&lt;br /&gt;
&lt;br /&gt;
While countless specific examples of what a Pyro can do could be given, it all boils down to the fact the Pyro&amp;#039;s main role is harassment and chaos-causing. If you&amp;#039;ve been looking for an outlet for that brewing pyromania, this is the class for you.&lt;br /&gt;
&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Actually useful.&lt;br /&gt;
&lt;br /&gt;
Incendiary Cannon rockets are affected by gravity, and their slow pace makes them closer to mortars than RPGs.&lt;br /&gt;
&lt;br /&gt;
IC + Napalm jumps are a bit trickier to time, but grant much better propulsion.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fire-Retardant&lt;br /&gt;
|description=&lt;br /&gt;
A Pyro is fire-retardant. He cannot be lit on fire and does not suffer much damage from his own (or other&amp;#039;s) flame weaponry.&lt;br /&gt;
}}&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The regular shotgun is a surprisingly useful addition to the pyro&amp;#039;s arsenal. While definitely not a main weapon, a few quick shots can kill that low-health scout who is out of range of your flame weaponry and is about to disappear with your flag.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
|imgsrc=W_ft_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The signature weapon of the pyro. It spews fire out to a medium range and lights enemies [[:Category:Status_Effects#On_Fire|ablaze]]. The flame stream does considerable damage by itself, but it works best when combined with the stacking damage over time effects of the pyro&amp;#039;s other flame weaponry. It holds a maximum of 200 cells and thus can be fired continuously for an long period of time.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This could be considered the pyro&amp;#039;s other &amp;quot;main weapon.&amp;quot; It works somewhat like the rocket launcher. However, the projectiles fire in an arc and don&amp;#039;t do as much damage as a rocket. However, it has a large splash radius that sets enemies on fire. This is often used as an opener or if you can&amp;#039;t close in on your opponent. It also serves as a means of propulsion for the pyro.&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. Although it doesn&amp;#039;t stack flame damage, it&amp;#039;s still a very useful piece of equipment.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
|imgsrc=G_np_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Since the addition of flame damage stacking, these are arguably the Pyro&amp;#039;s main grenade. He spawns with 4 every life, so make good use of them. A Napalm Grenade has an initial explosion that deals substantial damage and then a bunch of flaming balls (for lack of a better word) scatter around the ground where the grenade exploded. These deal continued damage over time and light any enemy that walks through it on fire. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Flamethrower|Flamethrower]].&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Damage Stacking====&lt;br /&gt;
The Pyro&amp;#039;s weapons will &amp;quot;stack&amp;quot; damage if they are causing burns at the same time.  He can achieve level 1, level 2 or level 3 burn damage rates.  The Pyro is quite dangerous when achieving a level 3 burn.  To do this, Pyro must use all of his flame weapons in a very brief time.  He can still burn lighter classes like Medic or Demoman by using only level 2 burn.  However, to kill a soldier or heavy weapons guy quickly, light them to burn level 3.  The most effective tactic is to first prime a napalm grenade, shoot an Increndiary Cannon round, throw the primed napalm grenade and finally light enemy with flamethrower.  This will make the enemy scream like a banshee and can take out a Heavy Weapons Guy in only a couple seconds. &lt;br /&gt;
&lt;br /&gt;
====Weapon Jumping====&lt;br /&gt;
The Pyro can also make use of his incendiary cannon and napalm grenades to achieve a very effective means of self-propulsion. Shooting oneself with the incendiary cannon (IC) will provide a small, but significant height gain. Using the IC alone can clear most important areas and is also useful for starting a quick bunnyhop. If you find yourself in need of more height, add a napalm grenade to the mix. Although the timing can be a bit tricky, an IC + napalm grenade jump can propel the Pyro to great heights. This is accomplished by priming a napalm grenade and then doing an IC jump right before the grenade goes off. If timed properly, the combined force of the cannon and the grenade will give an extreme vertical boost. This tactic seems most effective with basic vertical jumps, but it may be possible to apply it to horizontal or arcing jumps.&lt;br /&gt;
&lt;br /&gt;
====Keeping Yourself Alive====&lt;br /&gt;
For all the havoc and damage a Pyro can wreak, there are plenty of things that will end him before he even gets started. The biggest weaknesses of the Pyro are EMP Grenades, Sentry Guns, and long range battles. An EMP Grenade will instantly kill a Pyro with full (or almost full) ammunition. The many cells he carries in his flamethrower make him a prime target. In order to survive EMP grenades, you should empty your flamethrower to about half-ammo (100 cells). Start this when you spawn and usually by the time you make it to the enemy base, you should have about 100 cells left. The 100 cells remaining are plenty of ammo. Emptying your flamethrower ammunition should allow you to survive at least one EMP. It tends to leave you with barely any health, but the important fact is that you&amp;#039;re alive.&lt;br /&gt;
&lt;br /&gt;
Sentry Guns present another problem for the Pyro. They are often in high places at a range the pyro cannot effectively attack. Your best bet with sentry guns is to find a way around them, figure out how to get into close range in order to circle strafe it to death with your flamethrower, or lob grenades at it (assuming your grenades can reach it).&lt;br /&gt;
&lt;br /&gt;
The final big weakness is related to the sentry gun problem. By his very nature, the Pyro is a close-quarters combatant. The IC is a terrible weapon for long-range damage (it is best used for harassment and setting up combos) and the shotgun is out of the question for long range combat. The best solution for this problem is to choose your battles wisely and learn how to navigate through enemy fire to close the gap quickly. The Pyro&amp;#039;s has a big speed advantage over most defensive classes. Use it wisely.&lt;br /&gt;
&lt;br /&gt;
====Offensive Pyro====&lt;br /&gt;
As an offensive Pyro, you fall somewhere in between a medium and heavy offense class. A lack of concussion grenades makes it take longer for you to get over to the enemy base, but you trade that off for more power. Your primary goal in the enemy base is to act as heavy support: distracting and killing enemy defenders so the other, lighter classes can get through un-harmed. With enough skill and proper timing, you can easily drop multiple enemies in short periods of time. You should also try to move the flag as much as possible. You&amp;#039;re fast and have good maneuverability with your IC jumps.&lt;br /&gt;
&lt;br /&gt;
====Defensive Pyro====&lt;br /&gt;
The defensive Pyro does best in spots where enemies cannot easily avoid or move past him. Stay away from wide, open areas. Enemy scouts and medics will easily conc jump by you, making you pretty much worthless. Stay in areas where enemies are forced to slow down or move in a predictable route. Also, don&amp;#039;t worry about killing them, but try to achieve at least a level 2 burn on anyone that goes by you. It will severely injure them by the time they get to the rest of the defense.&lt;br /&gt;
&lt;br /&gt;
====Fighting other Pyros====&lt;br /&gt;
Since you&amp;#039;re both flame retardant, the fight will take a little longer than usual. The flamethrower will not ignite your opponent, but it still does decent damage if you manage to keep it on him. Use your Incendiary Cannon and Shotgun at range. Use the Shotgun to damage them from long range, then use your IC to throw them around once they get close to you. Do not waste napalm grenades on other Pyros, use your regular frag grenades.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/5 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
*Learn [[Pyro Jump|pyro jumping techniques]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=6757</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=6757"/>
		<updated>2008-01-29T14:21:42Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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;HW Guy&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;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&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;Very Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Red|Red]]&lt;br /&gt;
| armspawn = 150&lt;br /&gt;
| armmax = 300&lt;br /&gt;
| maxspeed = 241&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 Heavy Weapons Guy (abbreviated HW Guy) is an expert in the use of... heavy weapons. He carries a huge machine gun (likely taken from a military helicopter) known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 300 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HW Guy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HW Guy 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 himself, the HW Guy moves slowly and is thus an ideal defensive class.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HW Guy is hard to push around with explosions. This makes the HW Guy 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;
&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.&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=The single shotgun is useful for hitting faraway enemies or if you for some reason have run out of ammo for everything else.&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, need to pluck off ranged enemies, or need maneuverability (for example, if a spy is trying to backstab you and you can&amp;#039;t track well with your AC at close range).&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;
The Assault Cannon is a huge close- to medium-range mini-gun that uses shotgun shells. It takes awhile to spin up and overheats quickly, but once it gets going it is a literal stream of death. When firing the assault cannon, be careful of the overheat meter. Your goal should be to get as close to overheating as possible, but not going over the maximum. This will maximize damage output. Do this by getting up near the threshold and then repeatedly tapping the mouse button to &amp;quot;ride the wave,&amp;quot; so to speak.&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;
| changesinfo =&lt;br /&gt;
The HWGuy&amp;#039;s Assault Cannon now heats up as it&amp;#039;s fired. Players can keep it from overheating by tapping the fire button, causing it to hover in place as the heat rises and falls. This allows a high rate of fire without risking overheating.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:AssaultCannon|Assault Cannon]].&lt;br /&gt;
| ability1 =&lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Barrier&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The HWGuy is very heavy! As a result, he is pushed around less by explosive forces and so is harder to get past.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
Remember that the AC is -NOT- meant for long range, but at short range it will shred your opponent. HW&amp;#039;s are wonderful on defense, be sure to check for spies, simply unload on them for 1 second with your AC and they&amp;#039;ll drop dead. USE YOUR MIRVS! Mirvs are wonderful for stopping an offense, they can easily take out multiple enemies if they&amp;#039;re not being careful. If you know an enemy is coming down a hallway, pre-fire on it to remove the weakness of the AC&amp;#039;s startup time.&lt;br /&gt;
On Offense, you are a monster. Use your mirvs to take out a sentry, you can usually get the dispenser, sentry, and engineer with just one mirv, so use them well! Demomen will be a problem, just try to stay away from their pipes, and I highly suggest using your Super Shotgun instead of your AC on them, so that you&amp;#039;re a more difficult target for them. Snipers will only be a problem if they know you&amp;#039;re coming and they&amp;#039;re charged, in this case, I suggest using your frags and super shotgun, first throw the frag in their face right as it explodes, and finish them quickly with your shotgun. Pyros are very annoying, be very sure that they don&amp;#039;t get level 3 flame on you, or you WILL die. Try your hardest to stay away from their grenades and IC, the flamethrower will be very difficult if not impossible to avoid. Also discard any ammunition; EMP&amp;#039;s from engineers are pretty deadly for a HWGuy.&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>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=6756</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=6756"/>
		<updated>2008-01-29T14:21:15Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&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;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 90&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 100&lt;br /&gt;
| maxspeed = 336&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&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:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&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 = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
The Medic, while he has training in battlefield medicine, also sports extensive training with various weaponry. He is often considered the main offensive unit of the game due to an excellent combination of speed, durability, maneuverability, and firepower. The medic has a [[Weapon:Medikit|medikit]], [[Weapon:Single_Shotgun|single shotgun]], [[Weapon:Super_Shotgun|super shotgun]], and a [[Weapon:Super_Nailgun|super nail gun]]. The super shotgun is usually the weapon of choice, with the nailgun being used to take out sentry guns. The medic also has [[Grenade:Frag|frag grenades]] and [[Grenade:Concussion|concussion grenades]]. This further supplements his firepower and also gives him the ability to conc jump. If you like to be constantly in the action, but not die as easily as a Scout, the Medic is the class for you.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medikit|Medikit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The medikit is an advanced field medical unit that contains all variety of drugs and healing agents. It is melee range, but heals friendly players to full health and cures all negative status effects when it is used on them. You can then further buff their health to 150% of its maximum (although it depletes rapidly after that). If the medikit is used on an enemy, it injects a terrible toxin into their bloodstream. This [[:Category:Status_Effects#Infected|infection]] depletes the enemy&amp;#039;s health and eventually kills them if another medic does not cure them.&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=The regular shotgun is a good back up weapon and useful for long-distance kills. Use it until you&amp;#039;re in close enough range for your super shotgun (below).&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=The super shotgun is the medic&amp;#039;s primary weapon for close range combat. It packs a good punch and is reliable against all classes, though higher armored opponents (specifically the Soldier and HW Guy) may be tougher to take down with it.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against sentries. Stay out of its view and open fire. The super nailgun is more powerful than its regular counterpart and can destroy a sentry gun quickly, especially if the Engineer isn&amp;#039;t paying attention.&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. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&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;
Concussion grenades have two functions: to impair the enemy&amp;#039;s aim and push players (including yourself) around. While the first function can be useful in some situations, by making the enemy&amp;#039;s aim bad enough so that he cannot hit you, concussion grenades are most useful as a means of moving very quickly or to get places you otherwise could not get to. [[Concjumping|Concussion jumping]] (also known as conc jumping) is one of the most unique features in Fortress Forever, and is an invaluable tool in the hands of a skilled player.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Playing As Medic====&lt;br /&gt;
Despite being a little slower than the scout, you are just as useful at capturing flags! You make up for the speed with your strong weapons and extra hp. Use your concussion grenades to hop over to the enemy base and get that flag! Unlike the scout, you can take out quite a few enemies if the time calls for it. Use your super shotgun to attack enemies, but do your best &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; to die. Remember that your mission isn&amp;#039;t to get kills, it&amp;#039;s to get that flag to your base! Those scums don&amp;#039;t deserve a flag that beautiful, it should belong to YOU! So that being said, if you are losing, run for it! Prime a frag grenade and toss it behind you if people start chasing after you. That grenade will generally weaken them enough for you to dispatch of them, or perhaps it will kill them itself. Alright, great job, you got their flag! So... now what? Get out of that base! Their team is gonna swarm after you like bees on honey, and their stingers HURT! Take the least guarded exit and conc out of that hellhole, their flag belongs to YOU now! Get it to your capture point and wait for the praise of your teammates, or the more likely soft mumble of excitement.&lt;br /&gt;
&lt;br /&gt;
====Offensive Medic====&lt;br /&gt;
[[Jumping_Skills#Concussion_jumps|Conc jump]] to victory!&lt;br /&gt;
&lt;br /&gt;
====Defensive Medic====&lt;br /&gt;
Heal!&lt;br /&gt;
&lt;br /&gt;
====Playing Against a Medic====&lt;br /&gt;
They&amp;#039;re somewhat weak, so a few rockets should finish them off.&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;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=6755</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=6755"/>
		<updated>2008-01-29T14:20:40Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&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;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 90&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 100&lt;br /&gt;
| maxspeed = 336&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&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:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&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 = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
The Medic, while he has training in battlefield medicine, also sports extensive training with various weaponry. He is often considered the main offensive unit of the game due to an excellent combination of speed, durability, maneuverability, and firepower. The medic has a [[Weapon:Medikit|medikit]], [[Weapon:Single_Shotgun|single shotgun]], [[Weapon:Super_Shotgun|super shotgun]], and a [[Weapon:Super_Nailgun|super nail gun]]. The super shotgun is usually the weapon of choice, with the nailgun being used to take out sentry guns. The medic also has [[Grenade:Frag|frag grenades]] and [[Grenade:Concussion|concussion grenades]]. This further supplements his firepower and also gives him the ability to conc jump. If you like to be constantly in the action, but not die as easily as a Scout, the Medic is the class for you.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medikit|Medikit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The medikit is an advanced field medical unit that contains all variety of drugs and healing agents. It is melee range, but heals friendly players to full health and cures all negative status effects when it is used on them. You can then further buff their health to 150% of its maximum (although it depletes rapidly after that). If the medikit is used on an enemy, it injects a terrible toxin into their bloodstream. This [[:Category:Status_Effects#Infected|infection]] depletes the enemy&amp;#039;s health and eventually kills them if another medic does not cure them.&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=The regular shotgun is a good back up weapon and useful for long-distance kills. Use it until you&amp;#039;re in close enough range for your super shotgun (below).&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=The super shotgun is the medic&amp;#039;s primary weapon for close range combat. It packs a good punch and is reliable against all classes, though higher armored opponents (specifically the Soldier and HW Guy) may be tougher to take down with it.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against sentries. Stay out of its view and open fire. The super nailgun is more powerful than its regular counterpart and can destroy a sentry gun quickly, especially if the Engineer isn&amp;#039;t paying attention.&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. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&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;
Concussion grenades have two functions: to impair the enemy&amp;#039;s aim and push players (including yourself) around. While the first function can be useful in some situations, by making the enemy&amp;#039;s aim bad enough so that he cannot hit you, concussion grenades are most useful as a means of moving very quickly or to get places you otherwise could not get to. [[Concjumping|Concussion jumping]] (also known as conc jumping) is one of the most unique features in Fortress Forever, and is an invaluable tool in the hands of a skilled player.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Playing As Medic====&lt;br /&gt;
Despite being a little slower than the scout, you are just as useful at capturing flags! You make up for the speed with your strong weapons and extra hp. Use your concussion grenades to hop over to the enemy base and get that flag! Unlike the scout, you can take out quite a few enemies if the time calls for it. Use your super shotgun to attack enemies, but do your best &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; to die. Remember that your mission isn&amp;#039;t to get kills, it&amp;#039;s to get that flag to your base! Those scums don&amp;#039;t deserve a flag that beautiful, it should belong to YOU! So that being said, if you are losing, run for it! Prime a frag grenade and toss it behind you if people start chasing after you. That grenade will generally weaken them enough for you to dispatch of them, or perhaps it will kill them itself. Alright, great job, you got their flag! So... now what? Get out of that base! Their team is gonna swarm after you like bees on honey, and their stingers HURT! Take the least guarded exit and conc out of that hellhole, their flag belongs to YOU now! Get it to your capture point and wait for the praise of your teammates, or the more likely soft mumble of excitement.&lt;br /&gt;
&lt;br /&gt;
====Offensive Medic====&lt;br /&gt;
[[Concjumping|Concjump]] to victory!&lt;br /&gt;
&lt;br /&gt;
====Defensive Medic====&lt;br /&gt;
Heal!&lt;br /&gt;
&lt;br /&gt;
====Playing Against a Medic====&lt;br /&gt;
They&amp;#039;re somewhat weak, so a few rockets should finish them off.&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;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=6754</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=6754"/>
		<updated>2008-01-29T14:19:25Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&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;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Red|Red]]&lt;br /&gt;
| armspawn = 100&lt;br /&gt;
| armmax = 200&lt;br /&gt;
| maxspeed = 252&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 Soldier is the second most heavily [[Armor|armored]] class in Fortress Forever. The Soldier is very versatile and can excel in defensive and offensive roles.&lt;br /&gt;
&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Reload&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking allows the Soldier to reload his rocket launcher.&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.&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 the soldier&amp;#039;s backup backup weapon. Use this when you&amp;#039;re out of rockets and super shotgun shells and don&amp;#039;t have time to reload.&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 super shotgun is the soldier&amp;#039;s main backup weapon. It packs a powerful punch, especially at close range, and is a favorite in combos with many soldiers.&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.&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:Nail|Nail 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 spewing nails,then explodes like a frag grenade after 3 seconds. This will freak out anybody on the opposing team, especially if it&amp;#039;s indoors. However, it&amp;#039;s nails do barely any damage, so its only good as a psychological weapon.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
The soldier is most useful at close range. His ability to deal massive damage very quickly means battles will be short and sweet. He is one of the few players who can move the enemy around easily, so he is perfect for stopping fast movers (scouts and medics - although you&amp;#039;ll need a good rocket aim!), and stopping people who are shooting at a sentry gun (he can blast them into it&amp;#039;s firing arc). Out in the open, soldiers are easy targets for snipers, and inside, they are vunerable to pyro fire, so watch out for those two classes. A soldier on offense can take out enemy sentries easily with a nail grenade, can rocket jump into new attack routes and has a lot of armor - however, some consider him too slow to effectively attack the enemy base.&lt;br /&gt;
&lt;br /&gt;
====Offensive Soldier====&lt;br /&gt;
Rocketjump and reload your rocket launcher very often.&lt;br /&gt;
&lt;br /&gt;
====Defensive Soldier====&lt;br /&gt;
Stay at one spot and aim for the feet if you&amp;#039;re new.&lt;br /&gt;
&lt;br /&gt;
====Playing against a Soldier====&lt;br /&gt;
His armour makes him a  bitch and a half to kill.&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/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;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=6753</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=6753"/>
		<updated>2008-01-29T14:19:10Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&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;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Red|Red]]&lt;br /&gt;
| armspawn = 100&lt;br /&gt;
| armmax = 200&lt;br /&gt;
| maxspeed = 252&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 Soldier is the second most heavily [[Armor|armored]] class in Fortress Forever. The Soldier is very versatile and can excel in defensive and offensive roles.&lt;br /&gt;
&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Reload&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking allows the Soldier to reload his rocket launcher.&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.&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 the soldier&amp;#039;s backup backup weapon. Use this when you&amp;#039;re out of rockets and super shotgun shells and don&amp;#039;t have time to reload.&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 super shotgun is the soldier&amp;#039;s main backup weapon. It packs a powerful punch, especially at close range, and is a favorite in combos with many soldiers.&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.&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:Nail|Nail 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 spewing nails,then explodes like a frag grenade after 3 seconds. This will freak out anybody on the opposing team, especially if it&amp;#039;s indoors. However, it&amp;#039;s nails do barely any damage, so its only good as a psychological weapon.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
The soldier is most useful at close range. His ability to deal massive damage very quickly means battles will be short and sweet. He is one of the few players who can move the enemy around easily, so he is perfect for stopping fast movers (scouts and medics - although you&amp;#039;ll need a good rocket aim!), and stopping people who are shooting at a sentry gun (he can blast them into it&amp;#039;s firing arc). Out in the open, soldiers are easy targets for snipers, and inside, they are vunerable to pyro fire, so watch out for those two classes. A soldier on offense can take out enemy sentries easily with a nail grenade, can rocket jump into new attack routes and has a lot of armor - however, some consider him too slow to effectively attack the enemy base.&lt;br /&gt;
&lt;br /&gt;
====Offensive Soldier====&lt;br /&gt;
Rocketjump and reload your rocket launcher very often.&lt;br /&gt;
&lt;br /&gt;
====Defensive Soldier====&lt;br /&gt;
Stay at one spot and aim for the feet if you&amp;#039;re new.&lt;br /&gt;
&lt;br /&gt;
====Playing against a Soldier====&lt;br /&gt;
His armour makes him a  bitch and a half to kill.&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/26 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* Learn how to [[Rocket_Jump|rocket jump.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|2}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=6752</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=6752"/>
		<updated>2008-01-29T14:17:30Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&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;
| 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;
| gren1 = [[Grenade:Caltrop|Caltrop]]&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;
| gren1 = [[Grenade:Caltrop|Caltrop Canister]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 3&lt;br /&gt;
| discardgren1 = No&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 = No&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 Scout is all about speed. The Scout is the fastest class in Fortress Forever. Consequently, he is also lightly armed and armored. Scouts are best used for capturing the enemy Flag; they are ill-equipped to fight in a defensive or offensive role as they are always outgunned in fights.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Radar&lt;br /&gt;
|description=&lt;br /&gt;
Scouts are equipped with radar, which provides a &amp;quot;snapshot&amp;quot; of the positions of friendly and enemy players. It does not actively track players, so using it will only give you a general idea of where enemies and allies are currently positioned. Using the radar consume cells.&lt;br /&gt;
}}&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 enemy Spy&amp;#039;s HUD will show &amp;#039;&amp;#039;&amp;quot;Your disguise has been removed!&amp;quot;&amp;#039;&amp;#039;. 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;
{{Inline_Ability|&lt;br /&gt;
|name=Concussion jumping&lt;br /&gt;
|description=&lt;br /&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 [[Jumping_Skills#Concussion_jumps|concussion jumping]] article for more information on Conc Jumping.&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 crowbar gives a good whacking but is only advisable against weak opponents. However this doesn&amp;#039;t stop it from being the weapon of choice of many mad scouts.&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 single-barreled shotgun is the scout&amp;#039;s most potent weapon against other players. Useful if you come across somebody who is near death, but practically suicide in all other situations.&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;
The scout&amp;#039;s best chance at taking down buildings lies within this handy nail-firing gizmo. Sometimes though you&amp;#039;re just better out-pacing those sentry guns.&lt;br /&gt;
}}&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Caltrop|Caltrop cannister]]&lt;br /&gt;
|imgsrc=G_ct_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The cannister holds dozens of little caltrop bars that spread out over the floor after thrown. Treading on the caltrop barbs hurts and will slow down enemies.&lt;br /&gt;
&lt;br /&gt;
Use these when you&amp;#039;re trying to make an escape and need to slow down pursuers.&lt;br /&gt;
}}&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;
The infamous concussion grenade. Used for two things - disorientation and jumping. Throw the concussion grenade at an enemy and they will be pushed back by its force with their head spinning.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use your concussion grenades to launch yourself across the maps. See [[Concjumping]] for more information.&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 Radar. The Scout&amp;#039;s [[Grenade:Caltrop|Caltrops]] used to spread out from his body; now they are held in a canister which can be thrown, allowing the Scout to deploy caltrops anywhere he wishes over a small area (much like a [[Grenade:Napalm|Napalm Grenade]]. &lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command activates the radar.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Radar&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts are equipped with radar, which provides a &amp;quot;snapshot&amp;quot; of the positions of friendly and enemy players. It does not actively track players, so using it will only give you a general idea of where enemies and allies are currently positioned. Using the radar consume cells.&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;
====Playing As Scout====&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s best asset is his speed. Avoiding combat is typically the Scout&amp;#039;s only viable option as nearly every other class outguns him.&lt;br /&gt;
&lt;br /&gt;
Some people like to play &amp;quot;Crowbar Jedi&amp;quot; and only use the crowbar as the Scout&amp;#039;s means of attack - even against targets typically killed from a range such as [[Sentry_Gun#Sentry_Gun|Sentry Guns]]. Playing as a Crowbar Jedi takes skill; however, once it is mastered the Scout&amp;#039;s speed gives him a significant advantage in melee classes that can allow a Scout to put other medium classes to shame in short order.&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s [[Grenade:Concussion|Concussion Grenades]] are used by most players for flying high and fast, but they can also be used to induce the Conced effect in enemies and push them out of your way.&lt;br /&gt;
&lt;br /&gt;
One of the Scout&amp;#039;s best techniques is jumping when a splash damage weapon goes off near him for a speed and height boost (an effect similar to conc-jumping). Since Soldiers are typically the Scout&amp;#039;s worst enemy, the technique of &amp;quot;rocket riding&amp;quot; (jumping just as a rocket is about to hit the ground and using the splash damage to fly up into the air) permits a Scout to get around or above a Soldier in wide open areas.&lt;br /&gt;
&lt;br /&gt;
Your [[Grenade:Caltrop|Caltrops]] are a key in stopping rushes and helping your defense get setup before anything goes wrong. Always toss around your caltrops when leaving your base for the initial scout rush or any other time you are leaving the base itself. Don&amp;#039;t just die with 2 sets of caltrops wasted, USE THEM!&lt;br /&gt;
&lt;br /&gt;
Scouts are more powerful than people think if they are used correctly. The speed of the scout can not only help outrun opponents but also sentry guns. There are maps where a sentry gun can&amp;#039;t even lock in on you before you are gone with the flag/done doing what you came to do. In some cases, the combination of concing and bunnyhopping will get you by the SG with only a couple shots taken.&lt;br /&gt;
&lt;br /&gt;
As a scout, you have to be smart. Stupid scouts make stupid mistakes. ALWAYS follow your teammate and keep track of what they are doing. Look at who was just killed and in what way to make sure you don&amp;#039;t get treated the same way. Keep your distance from your friends/foes after their death because your speed may take you over their dead bodies, but it won&amp;#039;t help you with an exploding grenade in your face.&lt;br /&gt;
&lt;br /&gt;
Use your concussion grenades intelligently. They can be used to make AWESOME jumps that free up the flag, but there are many more uses for them. Don&amp;#039;t forget that when running by an opposing defender, try tossing a conc behind them and they will fly right past you. Keep in mind, however, that FF has soldiers who are well aware of the effects of concussion grenades and can still aim with the conc in effect. Here is where your intelligence comes into play.&lt;br /&gt;
&lt;br /&gt;
Play like a boxer, always keep moving and use your speed to fake your opponents out. A sentry is your friend. No really, if you circle strafe around a sentry gun, it cannot keep up with you. Use your nailgun to keep shooting at it until it is out of energy to keep up with you, but remember that the SG explosion will hurt you as well, make sure you are farther away from it then when you started strafing around it.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that while you concussion jump you can change direction in mid air. This is key on some maps like epicenter and even openfire as you can conc from the water all the way to the button.&lt;br /&gt;
&lt;br /&gt;
The best tip, once again, is play smart and use your heavies. It all depends how carefully you use your skills. To be as good as possible, without any other help, you must think like a scout. Would you walk into an alley filled with pissed off people who hold guns and are ready to beat your ass if you were a skinny guy with nothing but a knife? No - so bring all you have to the table and trust your teammates to help do the rest.&lt;br /&gt;
&lt;br /&gt;
=====How to be a killer Scout=====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;by Rfinersfire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
# Practice Practice Practice.&lt;br /&gt;
# Know the maps like the folds for your um piece! Know them perfectly. Know every nook and crany. You&amp;#039;re going to see most of the NME base at least twice as much as the rest of your team. So know every path in to and out of it.&lt;br /&gt;
# Seek out and find all the concs you can. Practice them for hours on end. Speed cap the flag. Speed cap the command points. Find the perfect timing for all your concs. Know exactly where you need to prime the conc in order to jump right when you reach the place you want to jump from. Make sure you never have to wait for a conc to go off.&lt;br /&gt;
# Use your speed to confuse and muddle the NME&amp;#039;s. If their watching you and trying to shoot you. They arn&amp;#039;t shooting anyone else.&lt;br /&gt;
# If at first you don&amp;#039;t sucecceed, try again. Just make as many perfect runs as you can at the NME flag. Go fast fast fast. Sooner or later they&amp;#039;ll mess up, and you&amp;#039;ll get that cap.&lt;br /&gt;
# Timing is everything. Know where each of your team members are. Know where they&amp;#039;ll be when. And be ready for that hole on the flag they&amp;#039;ll open for you.&lt;br /&gt;
# Use your caltrops. Often. Never die with caltrops in hand. They piss peeps off. Which is fun.&lt;br /&gt;
# Use your gun. It&amp;#039;s not super effective. But then again, most D don&amp;#039;t have alot of health after your other O have died.&lt;br /&gt;
# Tell your team where things are. Constantly communicate about NME positions, and weaknesses you can see.&lt;br /&gt;
# Have fun. Scout is a fun class. You&amp;#039;ll die alot, but it&amp;#039;s fun.&lt;br /&gt;
&lt;br /&gt;
====Playing Against A Scout====&lt;br /&gt;
&lt;br /&gt;
Scouts are fast as the wind yet as fragile as glass. Accuracy is key when fighting against a Scout. [[Class:Soldier|Soldiers]] are one of the Scout&amp;#039;s worst assailants; even when conced, a Soldier can just run next to a Scout and fire his [[Weapon:RPG|RPG]] downwards. While the Soldier will receive some damage, the Scout can survive far fewer [[Ammo:Rocket|Rocket]] hits than the Soldier can.&lt;br /&gt;
&lt;br /&gt;
A Scout can typically survive two Soldier rockets, so experienced Sollys make a point of knocking a Scout up into the air with the first rocket and finishing them off with the second one.&lt;br /&gt;
&lt;br /&gt;
The more space a Scout has to move around, the lower chances most classes have of killing him. Placing defenses in tight areas will make it easier to stop a Scout from getting to vital areas in a map (such as the flag room in CTF maps).&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;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Jumping_Skills&amp;diff=6751</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=6751"/>
		<updated>2008-01-29T14:10:57Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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;
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.&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;
[[Concjumping|More concussion jumping tips]]&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 biggest boost. Additionally the Pyro can &amp;#039;glide&amp;#039; through the air by firing their flamethrower downwards to give them 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;
==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;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=6750</id>
		<title>TODO</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TODO&amp;diff=6750"/>
		<updated>2008-01-29T14:09:57Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A list of things that need doing==&lt;br /&gt;
&lt;br /&gt;
* map pages need filling in (images, explanation of goals: think of an expanded version of the map loading screens). maps don&amp;#039;t necessarily have to have a page each, we could group them by game type and link to anchors on the page. pages might get a bit big though, especially if we have lots of helpful images&lt;br /&gt;
* all the non existant pages pointed to by the front page need creating &amp;amp; linking (e.g. system requirements)&lt;br /&gt;
* remove the &amp;quot;changes from tfc&amp;quot; from the class information page, or at least put it as a footnote thing &amp;lt;-- update: lets consolidate tfc changes into one page: [[TFC Player&amp;#039;s Guide To FF‎]].&lt;br /&gt;
* expand and finish the class information page. move the weapon information from their own pages onto the class pages along with class specific skills explanations, etc&lt;br /&gt;
* simplify the tables on the class information pages. comprehensive tables with every last figure can be grouped together on separate pages. the [[Class:Scout]] class page is a good indicator of how i think the class pages should look (although the strategies+tips bit needs tidying up). note that scout page uses a different templates (&amp;quot;&amp;#039;&amp;#039;Class&amp;#039;&amp;#039;&amp;quot; instead of &amp;quot;&amp;#039;&amp;#039;Page_Class&amp;#039;&amp;#039;&amp;quot;, &amp;quot;&amp;#039;&amp;#039;Infobox Class Small&amp;#039;&amp;#039;&amp;quot; instead of &amp;quot;&amp;#039;&amp;#039;Infobox Class&amp;#039;&amp;#039;&amp;quot;) &amp;lt;-- update: template changes for all classes pages should be finished now. They may still require cleanup and adding the rest of the information, however.&lt;br /&gt;
* existing pages need to be grouped or separated as required so that they are inline with the basic structure described by the front page&lt;br /&gt;
* create some fact-sheet pages (one for classes, weapons, etc). all the numbers and details that were initially on the class/weapon/etc pages should be in nice tables on here. One started here: [[Reference:Classes]]&lt;br /&gt;
&lt;br /&gt;
==Even More ToDo==&lt;br /&gt;
I&amp;#039;m going to make a new list here, which will hopefully be updated more often.  If one of these items is addressed to your satisfaction (or it looks as if someone else has already), please put &amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt;&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt; &amp;lt;s&amp;gt;strikeout&amp;lt;/s&amp;gt; tags around it, so we know it has been dealt with.  Hopefully this section will be more useful and active then what was here beofore.&lt;br /&gt;
&lt;br /&gt;
===Pages that need attention===&lt;br /&gt;
* [[What Fortress Forever Is]] - This is like a advertisement for FF, what type of gameplay, what features, what&amp;#039;s fun about it, etc.  If someone falls onto the main page and says &amp;quot;WTF is this?&amp;quot; then they find their answer on this page.  &amp;#039;&amp;#039;It&amp;#039;s pretty basic as of the time of this writing.&amp;#039;&amp;#039;&lt;br /&gt;
* All [[:Category:Weapons|Weapons]] pages.  they are ugly and seem to have a fair amount of outdated information.  A new template would be reccomended.&lt;br /&gt;
* &amp;lt;s&amp;gt;Any class pages where the introduction text is lifted from the TFC page on wikipedia needs updating with an original FF-specific introduction&amp;lt;/s&amp;gt;&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;
&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;
* Everything else&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pages that need to be created===&lt;br /&gt;
&amp;#039;&amp;#039;Mostly incomplete links from the Main Page Contents&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Main Menu]] - A description of the options and functions of the main FF game menu, and what each menu option leads to.&amp;lt;/s&amp;gt;.&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. [i] Update: [/i] I&amp;#039;m currently working on something similar to this, let me know if this is what your looking for. [[How_to_make_a_script|How to make a script]] [[User:DrSatan-12955|DrSatan-12955]] 14:46, 14 January 2008 (CST) &lt;br /&gt;
* &amp;lt;s&amp;gt;[[Game Goals]] - A page for summarizing the types of games that are in FF, and how the objectives work, etc,.&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Team and Class| Team and Class selection]] - A page discussing the different classes and what they are good for, and when to pick a particular class; also just how to change class and team in-game.&lt;br /&gt;
* All Map Guides!  Maybe we could solicit more assistance from forum-members to write some details, strategies for each of the maps (including popular non-official maps).  This is a big area of missing content. Also, the map template needs to be put in a fairly finished state.&lt;br /&gt;
* [[Troubleshooting]] - Initial information and editing has been done. More information and evaluation of article structure, etc needs to be done now.&lt;br /&gt;
* More? ...&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;
&lt;br /&gt;
===In-game screenies and information gathering===&lt;br /&gt;
This is a list of screenshots that need to be taken in-game, and also of information that needs to be verified in-game from article pages.  Add anything that you think may be amiss, and maybe someone will have time to get around to checking it out.&lt;br /&gt;
&lt;br /&gt;
====Screenies====&lt;br /&gt;
* &amp;lt;s&amp;gt;Need screenshot of a player (from third person) that is [[:Category:Status_Effects#Immune|Immune]] (with the little white dots).  A dark map (crossover?) might show up better? Dunno.&amp;lt;/s&amp;gt; [[:Image:Immune.jpg|Image]] [[User:DrSatan-12955|DrSatan-12955]] 13:53, 14 January 2008 (CST)&lt;br /&gt;
* &amp;lt;s&amp;gt;A first person screenie of a dead player with a tilted camera. Just for kicks.&amp;lt;/s&amp;gt; 4 Pics: [[:Image:Corpse_sniper-1-.JPG|Sniper-1-]] / [[:Image:Corpse_sniper-2-.JPG|Sniper-2-]] / [[:Image:Corpse_scout.JPG|Scout]] / [[:Image:Corpse_solly.JPG|Solly]]&lt;br /&gt;
[[User:DrSatan-12955|DrSatan-12955]] 16:05, 14 January 2008 (CST) &lt;br /&gt;
* &amp;lt;s&amp;gt;A third person screenie of a player rocket jumping&amp;lt;/s&amp;gt; [[:Image:Rocketjump.JPG|Image]] [[User:DrSatan-12955|DrSatan-12955]] 14:09, 14 January 2008 (CST) - Not sure where this is needed for though.&lt;br /&gt;
* I think we need pictures of Sg&amp;#039;s at each level and one of a dispencer, but I would like to wait until 5316 get&amp;#039;s his new high vis models out. [[User:DrSatan-12955|DrSatan-12955]] 14:37, 14 January 2008 (CST)&lt;br /&gt;
* More? ...&lt;br /&gt;
&lt;br /&gt;
* I was thinking about making  pictures comparing the looks of the TFC (new/old style models), FF and TF2 models and put them in the x Player&amp;#039;s Guide to FF. Good idea? --[[User:Hirohito|Hirohito]] 17:50, 1 January 2008 (CST)&lt;br /&gt;
* I think we could use an in-game picture for these sections under the [[Status_Effects|Status Effects Page]]&lt;br /&gt;
&amp;lt;s&amp;gt;[[Status_Effects#Dead|Dead]]&amp;lt;/s&amp;gt;, [[Status_Effects#Concussed|Concussed]], and [[Status_Effects#Crippled|Crippled]]&lt;br /&gt;
[[User:DrSatan-12955|DrSatan-12955]] 16:24, 14 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
====Verification and fact-checking====&lt;br /&gt;
Do EMP&amp;#039;s cause any metal to detonate including these:&lt;br /&gt;
&lt;br /&gt;
Detonates ammunition that is deployed. E.g. Rockets in midair, deployed pipes, nails midflight, IC rockets, tranq bullets and so on.&lt;br /&gt;
&lt;br /&gt;
Also, by nails midflight, does that mean nail nades nails or nailgun nails?&lt;br /&gt;
&lt;br /&gt;
====Other things====&lt;br /&gt;
* AcidRenix has done a bunch of good video tutorials in this thread: http://www.fortress-forever.com/forum/showthread.php?t=13379. We should incorporate them into the relevant pages on here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stuff that needs reading for next release==&lt;br /&gt;
* Can somebody take a few pictures of the hud with parts numbered so they can be described on the hud page? Stuff like grenade timers, build timers, status icons, flag icons, kill messages, chat messages, etc. Also one with a radial menu and various other things. We might need a class menu too if there isn&amp;#039;t already one here&lt;br /&gt;
* Can somebody put the placeholder images back into the top of the map pages where there are just empty titles? That way they&amp;#039;re still semi-useful even when under construction.&lt;br /&gt;
[[User:Mirvinmonkey-3|Mirvinmonkey-3]] 08:09, 29 January 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=System_Requirements&amp;diff=6749</id>
		<title>System Requirements</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=System_Requirements&amp;diff=6749"/>
		<updated>2008-01-29T14:05:00Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
==Software Requirements==&lt;br /&gt;
&lt;br /&gt;
Fortress Forever requires [http://www.steampowered.com/v/index.php?area=game&amp;amp;AppId=220&amp;amp;cc=GB Half-Life 2], and/or the Source SDK base. The Source SDK can be found in the &amp;quot;Tools&amp;quot; section in Steam. The following games and packs when purchased will include the Source SDK at no additional cost:&lt;br /&gt;
&lt;br /&gt;
===Games===&lt;br /&gt;
&lt;br /&gt;
* [http://www.steampowered.com/v/index.php?area=game&amp;amp;AppId=220 Half-Life 2], [http://www.steampowered.com/v/index.php?area=game&amp;amp;AppId=380 Episode 1] &amp;amp; [http://www.steampowered.com/v/index.php?area=game&amp;amp;AppId=420 Episode 2]&lt;br /&gt;
* [http://www.steampowered.com/v/index.php?area=game&amp;amp;AppId=300 Day of Defeat: Source]&lt;br /&gt;
* [http://www.steampowered.com/v/index.php?area=game&amp;amp;AppId=240 Counter-Strike: Source]&lt;br /&gt;
&lt;br /&gt;
===Packs===&lt;br /&gt;
&lt;br /&gt;
* [http://www.steampowered.com/v/index.php?area=package&amp;amp;SubId=310 Half-Life 2 + One Pack]&lt;br /&gt;
* [http://www.steampowered.com/v/index.php?area=package&amp;amp;SubId=469 The Orange Box]&lt;br /&gt;
* [http://www.steampowered.com/v/index.php?area=package&amp;amp;SubId=479 Source Premier Pack]&lt;br /&gt;
* [http://www.steampowered.com/v/index.php?area=package&amp;amp;SubId=478 Valve Complete Pack]&lt;br /&gt;
&lt;br /&gt;
If your game or pack isn&amp;#039;t listed here then &amp;#039;&amp;#039;&amp;#039;don&amp;#039;t worry&amp;#039;&amp;#039;&amp;#039;! Valve&amp;#039;s lineup changes regularly and you may still be able to play Fortress Forever. If you can see &amp;#039;&amp;#039;&amp;#039;Source SDK&amp;#039;&amp;#039;&amp;#039; listed in your Steam &amp;quot;Tools&amp;quot; section then you will be able to play. If you have further questions then please feel free to post in [http://www.fortress-forever.com/forums our forums].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hardware Requirements==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Minimum:&amp;#039;&amp;#039;&amp;#039; 1.2 GHz Processor, 256MB RAM, DirectX 7 level graphics card, Windows 2000/XP, Mouse, Keyboard, Internet Connection&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Recommended:&amp;#039;&amp;#039;&amp;#039; 2.4 GHz Processor, 512MB RAM, DirectX 9 level graphics card, Windows 2000/XP, Mouse, Keyboard, Internet Connection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Installation and Setup}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Setup&amp;diff=6748</id>
		<title>Setup</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Setup&amp;diff=6748"/>
		<updated>2008-01-29T13:54:30Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Crosshair==&lt;br /&gt;
A crosshair is the image in the center of your screen that you use to aim at enemies. In Fortress Forever, instead of making a standard set of crosshairs, you have the ability to make your own by choosing two different shapes and combining them together. With over 30 different shapes to choose from the first section and over 50 in the second, there are a large amount of combinations that can be made.&lt;br /&gt;
&lt;br /&gt;
In addition, you can also adjust the color of the crosshair as well as it&amp;#039;s transparency. You can even specify your crosshair per weapon.&lt;br /&gt;
&lt;br /&gt;
==Grenade Timer==&lt;br /&gt;
Under the Grenade Timer tab, you will find a set of sound files which can be used to be the in-game noise you will hear when you press the grenade button (Default F, and G). Although you are provided with a small set of extra sounds, you can use any sound file in a .wav or .mp3 filetype that is 4 seconds in length.&lt;br /&gt;
&lt;br /&gt;
==Misc.==&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Game_Goals&amp;diff=6747</id>
		<title>Game Goals</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Game_Goals&amp;diff=6747"/>
		<updated>2008-01-29T13:46:35Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
Generally you&amp;#039;re going to want to shoot people in different colour uniforms to you, but in between that you could try and accomplish one of the map goals:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Capture The Flag|Capture the Flag]]&amp;#039;&amp;#039;&amp;#039; - Steal the enemy&amp;#039;s flag and take it back to your base.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Game_Type:Attack_and_Defend|Attack and Defend]]&amp;#039;&amp;#039;&amp;#039; - Either advance into the map taking the enemy&amp;#039;s control points or if the tables have been turned, stop the enemy from doing the same to you. &amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Game_Type:Territory_Control|Territory Control]]&amp;#039;&amp;#039;&amp;#039; - Try to capture and hold the the control points scattered throughout the map. The longer you hold them for, the more points your team gets. They might be captured simply by walking on them or by taking a flag to them, depending on the map.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Game_Type:Hunted|Hunted/Assassinaton]]&amp;#039;&amp;#039;&amp;#039; - A [[Class:Civilian|Civilian]] must reach a point in a map, you need to either protect them or assassinate them. Or perhaps &amp;#039;&amp;#039;you&amp;#039;&amp;#039; are the civilian, in which case you need to try and stay alive!&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Game_Type:Deathmatch|Deathmatch]]&amp;#039;&amp;#039;&amp;#039; - Kill everyone for fun and profit.&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=6746</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=6746"/>
		<updated>2008-01-29T13:40:25Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 16pt; margin-bottom: 10px;&amp;quot;&amp;gt;[[Image:banner.png]] 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 Half-Life 2&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;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;50&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Introduction==&lt;br /&gt;
* [[What Fortress Forever Is|What is Fortress Forever?]]&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;
&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|Buildables]]&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;
==Advanced Gameplay==&lt;br /&gt;
* [[Movement_Skills|Movement Skills]]&lt;br /&gt;
* [[Jumping_Skills|Jumping Skills]]&lt;br /&gt;
|width=&amp;quot;1px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Map Guides==&lt;br /&gt;
====[[Game_Type:Capture_The_Flag|Capture the Flag]]====&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_push|Push]]&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;
====[[Game_Type:Territory_Control|Territorial Control]]====&lt;br /&gt;
* [[Map:ff_cz2|Canalzone 2]]&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;
&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* [[:Category:Mapping|Map Editing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Reference Guides==&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;
* [[:Category:Scripts|Script Reference Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* [[Troubleshooting|Troubleshooting]]&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;
* [[Commands_And_Cvars|Client commands and variables]]&lt;br /&gt;
* [[Changelog|Release Notes]]&lt;br /&gt;
* [[Server FAQ / Guide]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=6745</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=6745"/>
		<updated>2008-01-29T13:39:44Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: Beginner&amp;#039;s guide -&amp;gt; Getting started&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 16pt; margin-bottom: 10px;&amp;quot;&amp;gt;[[Image:banner.png]] 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 Half-Life 2&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;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;50&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Introduction==&lt;br /&gt;
* [[What Fortress Forever Is|What is Fortress Forever?]]&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;
&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;
* [[Player_Movement_Controls|Player Movement Controls]]&lt;br /&gt;
* [[HUD|Heads-Up Display]]&lt;br /&gt;
* [[Game_Goals|Game Goals]]&lt;br /&gt;
* [[:Category:Buildables|Buildables]]&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;
==Advanced Gameplay==&lt;br /&gt;
* [[Movement_Skills|Movement Skills]]&lt;br /&gt;
* [[Jumping_Skills|Jumping Skills]]&lt;br /&gt;
|width=&amp;quot;1px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Map Guides==&lt;br /&gt;
====[[Game_Type:Capture_The_Flag|Capture the Flag]]====&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_push|Push]]&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;
====[[Game_Type:Territory_Control|Territorial Control]]====&lt;br /&gt;
* [[Map:ff_cz2|Canalzone 2]]&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;
&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* [[:Category:Mapping|Map Editing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Reference Guides==&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;
* [[:Category:Scripts|Script Reference Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* [[Troubleshooting|Troubleshooting]]&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;
* [[Commands_And_Cvars|Client commands and variables]]&lt;br /&gt;
* [[Changelog|Release Notes]]&lt;br /&gt;
* [[Server FAQ / Guide]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Getting_started&amp;diff=6744</id>
		<title>Getting started</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Getting_started&amp;diff=6744"/>
		<updated>2008-01-29T13:39:08Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
In Fortress Forever, 2 teams (averaging 5-10 players on each team) compete to capture each others flag (and other [[:Category:Game Types|gameplay types]]). Each player can choose his character class out of nine unique classes. Each class has different speed, armor, health, weapons and abilities.&lt;br /&gt;
&lt;br /&gt;
In Summary:&lt;br /&gt;
&lt;br /&gt;
* 2 teams (usually), competing to capture each others flag (more on CTF and other gametypes)&lt;br /&gt;
* 9 Classes of player - each with strengths / weaknesses (e.g. Spy can turn invisible, Engineer can build sentry guns)&lt;br /&gt;
* Instant respawning - If you die, you can respawn instantly back inside your base. no loss of time getting back to the action&lt;br /&gt;
* Using grenades whilst firing (different from other FPS&amp;#039;s)&lt;br /&gt;
* Weapons jumping, movement techniques (maintaining speed)&lt;br /&gt;
&lt;br /&gt;
==Controls Overview==&lt;br /&gt;
&lt;br /&gt;
By default Fortress Forever has basic controls which are similar to other Half-life / HL2 games where WASD moves you, control ducks, and space jumps. There are however a few extra controls that have been added to Fortress Forever:&lt;br /&gt;
&lt;br /&gt;
* To talk:  &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[Y]&amp;lt;/span&amp;gt; to everyone, &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[U]&amp;lt;/span&amp;gt;: Team-only chat, &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[k]&amp;lt;/span&amp;gt; Team Voice Chat.&lt;br /&gt;
* A few weapons have two modes of fire. &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[mouse1]&amp;lt;/span&amp;gt; Primary fire, &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[mouse2]&amp;lt;/span&amp;gt; secondary fire. &lt;br /&gt;
* Throwing grenades: &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[F]&amp;lt;/span&amp;gt; Frag Grenade, &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[G]&amp;lt;/span&amp;gt; Special class grenades.  Most characters have two types of grenades, which can be primed and thrown at any time. Depending on your setup you either hold down the button, then release to throw the grenade, or if you wish to free up your fingers for movement while the grenade is primed, using &amp;#039;Toggle grenade&amp;#039; means one press to prime, press again to throw. &lt;br /&gt;
* Change class / team: &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[n]&amp;lt;/span&amp;gt; Change team, &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[b]&amp;lt;/span&amp;gt; Change class. Remember auto-team-select is your friend!&lt;br /&gt;
* Selecting weapons : &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[1]&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[6]&amp;lt;/span&amp;gt;. The higher the number, the more powerful the weapon, in general. For example, the demoman&amp;#039;s detpack is weapon &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[6]&amp;lt;/span&amp;gt; (kills everyone it hits in one shot), and his crowbar is on &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[1]&amp;lt;/span&amp;gt;. The most powerful weapon in the engineer&amp;#039;s arsenal is the Sentry Gun, which is built by weapon slot &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[5]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Throw the flag &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[C]&amp;lt;/span&amp;gt;&lt;br /&gt;
* Discard ammo &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[X]&amp;lt;/span&amp;gt;&lt;br /&gt;
* Call for medic &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[Z]&amp;lt;/span&amp;gt;&lt;br /&gt;
* Bring down console &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;[~]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, while by default reloading is done automatically, you can switch to manual reloading in the Fortress Options menu.&lt;br /&gt;
&lt;br /&gt;
==Game Types Overview==&lt;br /&gt;
There are potentially an unlimited amount of game types in Fortress Forever, limited only by mappers imaginations. However, here are some of the main types that are available at this point:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Game_Type:Capture_the_Flag|Capture the Flag]]&amp;#039;&amp;#039;&amp;#039; - Your team must go into the enemy base, steal their flag, and bring it back to the capture point in your base. All while preventing the enemy team from doing the same with your flag. Different to other CTF games (e.g. quake 3), in Fortress Forever, you cannot return your flag by touching it. Rather, the flag returns on its own after 60 seconds of not being touched. - eg. ff_crossover. Some maps may have additional security placed in the enemy base which needs to be turned off before you can access the flag. - eg. ff_shutdown2&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Game_Type:Attack/Invade_And_Defend|Attack &amp;amp; Defend]]&amp;#039;&amp;#039;&amp;#039; - The attackers must bring their flag to the capture point to advance through the map. The defending team tries to prevent the attackers from doing this until the time runs out. - eg. ff_dustbowl&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Game_Type:Hunted|Hunted]]&amp;#039;&amp;#039;&amp;#039; - The bodyguards try to escort the civilian to the escape point, and the assassins try stop the civilian from getting there. - eg. ff_hunted&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Game_Type:Territory_Control|Territory Control]]&amp;#039;&amp;#039;&amp;#039; - Fight over control points.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Game_Type:Deathmatch]]&amp;#039;&amp;#039;&amp;#039; - Blow up everything that moves (and also stuff that doesn&amp;#039;t).&lt;br /&gt;
&lt;br /&gt;
==Classes Overview==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Class:Scout|Scout]]&amp;#039;&amp;#039;&amp;#039; - Very fast, and very weak. Primary skill is the concussion grenade [G]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Class:Sniper|Sniper]]&amp;#039;&amp;#039;&amp;#039; - The long range killer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Class:Soldier|Soldier]]&amp;#039;&amp;#039;&amp;#039; - Slow but has massive firepower at short range with his Rocket Launcher&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Class:Demoman|Demoman]]&amp;#039;&amp;#039;&amp;#039; - Lots of explosives, can lay traps in key areas&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Class:Medic|Medic]]&amp;#039;&amp;#039;&amp;#039; - 2nd Fastest class, strong arsenal of weapons, can heal friendly players.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Class:HWGuy|Heavy Weapons Guy]]&amp;#039;&amp;#039;&amp;#039; - Slowest, most heavily armored class. Powerful chaingun best used at close-medium range. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Class:Pyro|Pyro]]&amp;#039;&amp;#039;&amp;#039; - Lights people on fire, spreads chaos. Also a fast class with his weapons jump.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Class:Spy|Spy]]&amp;#039;&amp;#039;&amp;#039; - Sneaky, assassin class. Can turn invisible and hack into enemy sentry guns.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Class:Engineer|Engineer]]&amp;#039;&amp;#039;&amp;#039; - Can build sentry guns, ammo dispensers and repair teammates&amp;#039; armor.&lt;br /&gt;
&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template:Infobox_manual/ExtraNarrow&amp;diff=6743</id>
		<title>Template:Infobox manual/ExtraNarrow</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template:Infobox_manual/ExtraNarrow&amp;diff=6743"/>
		<updated>2008-01-29T13:11:00Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox bordered&amp;quot; style=&amp;quot;width:186px; text-align: left; font-size: 90%; background-color:#f5faff; border:3px solid #dce7ed&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;collapsible&amp;quot; style=&amp;quot;border: 2px solid #dce7ed; background:#f5faff; text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;right&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#dce7ed; color:#000000&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#dce7ed; text-align:center; font-size: 180%;&amp;quot; cellpadding=&amp;quot;6&amp;quot; | &amp;#039;&amp;#039;&amp;#039;Fortress Forever&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[Image:NavMenu ScoutConc 300px.jpg|170px| ]] &amp;lt;br&amp;gt; &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&amp;#039;&amp;#039;Scout Concing in &amp;#039;&amp;#039;&amp;#039;Fortress Forever&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-size:125%; background-color:#dce7ed; border-top: 1px solid #c3c3c3; border-bottom: 1px solid #c3c3c3;&amp;quot; | &amp;#039;&amp;#039;&amp;#039;Introduction&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| | [[What Fortress Forever Is|What is Fortress Forever?]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;font-size:125%; background-color:#dce7ed; border-top: 1px solid #c3c3c3; border-bottom: 1px solid #c3c3c3;&amp;quot; | &amp;#039;&amp;#039;&amp;#039;Installation and Setup&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| | [[System Requirements]] &amp;lt;br&amp;gt; [[Downloads]] &amp;amp;bull; [[Main Menu]] &amp;lt;br&amp;gt; [[Setup]] &amp;amp;bull; [[Beginner&amp;#039;s Guide]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size:125%; background-color:#dce7ed; border-top: 1px solid #c3c3c3; border-bottom: 1px solid #c3c3c3;&amp;quot; | &amp;#039;&amp;#039;&amp;#039;Playing the Game&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| | [[Team and Class]] &amp;amp;bull; [[Player Controls]] &amp;lt;br&amp;gt; [[HUD|Heads-Up Display]] &amp;amp;bull; [[Game Goals]] &amp;lt;br&amp;gt; [[:Category:Weapons|Weapons]] &amp;amp;bull; [[:Category:Grenades|Grenades]] &amp;amp;bull; [[:Category:Buildables|Buildables]] &amp;lt;br&amp;gt; [[Ammo]] &amp;amp;bull; [[Armor]] &amp;amp;bull; [[:Category:Status Effects|Status Effects]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size:125%; background-color:#dce7ed; border-top: 1px solid #c3c3c3; border-bottom: 1px solid #c3c3c3;&amp;quot; | &amp;#039;&amp;#039;&amp;#039;Class Guides&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| | [[Class:Scout|Scout]] &amp;amp;bull; [[Class:Sniper|Sniper]] &amp;amp;bull; [[Class:Soldier|Soldier]] &amp;lt;br&amp;gt; [[Class:Demoman|Demoman]] &amp;amp;bull; [[Class:Medic|Medic]] &amp;amp;bull; [[Class:HWGuy|HWGuy]] &amp;lt;br&amp;gt; [[Class:Pyro|Pyro]] &amp;amp;bull; [[Class:Spy|Spy]] &amp;amp;bull; [[Class:Engineer|Engineer]] &amp;amp;bull; [[Class:Civilian|Civilian]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size:125%; background-color:#dce7ed; border-top: 1px solid #c3c3c3; border-bottom: 1px solid #c3c3c3;&amp;quot; | &amp;#039;&amp;#039;&amp;#039;Advanced Gameplay&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| | [[Movement_Skills|Movement Skills]] &amp;lt;br&amp;gt; [[Jumping_Skills|Jumping Skills]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size:125%; background-color:#dce7ed; border-top: 1px solid #c3c3c3; border-bottom: 1px solid #c3c3c3;&amp;quot; | &amp;#039;&amp;#039;&amp;#039;Map Guides&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| | &amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;[[Game Type:Capture The Flag|Capture The Flag]]&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| | [[Map:ff_crossover|Crossover]] &amp;amp;bull; [[Map:ff_monkey|Monkey]] &amp;lt;br&amp;gt; [[Map:ff_shutdown2|Shutdown2]] &amp;amp;bull; [[Map:ff_well|Well]] &amp;amp;bull; [[Map:ff_push|Push]]&lt;br /&gt;
|-&lt;br /&gt;
| | &amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;[[Game Type:Territory Control|Territorial Control]]&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| | [[Map:ff_cornfield|Cornfield]] &amp;amp;bull; [[Map:ff_dustbowl|Dustbowl Valley]] &amp;lt;br&amp;gt; [[Map:ff_cz2|Canalzone 2]]&lt;br /&gt;
|-&lt;br /&gt;
| | &amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;[[Game_Type:Hunted|Assassination]]&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| | [[Map:ff_hunted|The Hunted]]&lt;br /&gt;
|-&lt;br /&gt;
| | &amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;[[Game_Type:Deathmatch|Deathmatch]]&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| | [[Map:ff_dm|Mulch Deathmatch]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size:125%; background-color:#dce7ed; border-top: 1px solid #c3c3c3; border-bottom: 1px solid #c3c3c3;&amp;quot; | &amp;#039;&amp;#039;&amp;#039;Technical Reference&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| | [[Reference:Classes|Class Reference Guide]] &amp;lt;br&amp;gt; [[Reference:Weapons|Weapons Reference Guide]] &amp;lt;br&amp;gt; [[Reference:Grenades|Grenades Reference Guide]] &amp;lt;br&amp;gt; [[Reference:Ammo|Ammo Reference]] &amp;lt;br&amp;gt; [[Reference:Armor|Armor Reference]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size:125%; background-color:#dce7ed; border-top: 1px solid #c3c3c3; border-bottom: 1px solid #c3c3c3;&amp;quot; | &amp;#039;&amp;#039;&amp;#039;Modding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| | [[:Category:Mapping|Map Editing]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size:125%; background-color:#dce7ed; border-top: 1px solid #c3c3c3; border-bottom: 1px solid #c3c3c3;&amp;quot; | &amp;#039;&amp;#039;&amp;#039;FAQ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| | [[TF2 Player&amp;#039;s Guide to FF|TF2 Player&amp;#039;s Guide To FF]] &amp;lt;br&amp;gt; [[TFC Player&amp;#039;s Guide To FF|TFC Player&amp;#039;s Guide To FF]] &amp;lt;br&amp;gt; [[Commands_And_Cvars|Client commands and variables]] &amp;lt;br&amp;gt; [[Troubleshooting|Troubleshooting]] &amp;amp;bull; [[Changelog|Release Notes]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This version is the version curerntly in use. It is 94px narrower than the original version.  See [[Template:Infobox manual]] for usage instructions.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=6742</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=6742"/>
		<updated>2008-01-29T13:08:44Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 16pt; margin-bottom: 10px;&amp;quot;&amp;gt;[[Image:banner.png]] 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 Half-Life 2&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;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;50&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Introduction==&lt;br /&gt;
* [[What Fortress Forever Is|What is Fortress Forever?]]&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;
* [[Beginner&amp;#039;s Guide]]&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;
* [[Player_Movement_Controls|Player Movement Controls]]&lt;br /&gt;
* [[HUD|Heads-Up Display]]&lt;br /&gt;
* [[Game_Goals|Game Goals]]&lt;br /&gt;
* [[:Category:Buildables|Buildables]]&lt;br /&gt;
* [[:Category:Status_Effects|Status Effects]]&lt;br /&gt;
* [[Beginner&amp;#039;s Guide]]&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;
==Advanced Gameplay==&lt;br /&gt;
* [[Movement_Skills|Movement Skills]]&lt;br /&gt;
* [[Jumping_Skills|Jumping Skills]]&lt;br /&gt;
|width=&amp;quot;1px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Map Guides==&lt;br /&gt;
====[[Game_Type:Capture_The_Flag|Capture the Flag]]====&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_push|Push]]&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;
====[[Game_Type:Territory_Control|Territorial Control]]====&lt;br /&gt;
* [[Map:ff_cz2|Canalzone 2]]&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;
&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* [[:Category:Mapping|Map Editing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Reference Guides==&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;
* [[:Category:Scripts|Script Reference Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* [[Troubleshooting|Troubleshooting]]&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;
* [[Commands_And_Cvars|Client commands and variables]]&lt;br /&gt;
* [[Changelog|Release Notes]]&lt;br /&gt;
* [[Server FAQ / Guide]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Jumping_Skills&amp;diff=6741</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=6741"/>
		<updated>2008-01-29T13:06:38Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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;
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.&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;
[[Concjumping|More concussion jumping tips]]&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 biggest boost. Additionally the Pyro can &amp;#039;glide&amp;#039; through the air by firing their flamethrower downwards to give them a little vertical push upwards.&lt;br /&gt;
&lt;br /&gt;
[[Rocket_Jump|More rocket jumping tips]]&lt;br /&gt;
[[Pyro_Jump|More pyro jumping tips]]&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;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Jumping_Skills&amp;diff=6740</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=6740"/>
		<updated>2008-01-29T13:04:21Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
Many classes have unique abilities that allow them to propel themselves around the map and gain access to high-up places. All classes (except the Scout and Civilian) also possess the ability to use their frag grenades for jumping at the cost of health. Here is a listing of all movement skills by class.&lt;br /&gt;
&lt;br /&gt;
==Concussion jumps==&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.&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;
[[Concjumping|More concussion jumping tips]]&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 biggest boost. Additionally the Pyro can &amp;#039;glide&amp;#039; through the air by firing their flamethrower downwards to give them a little vertical push upwards.&lt;br /&gt;
&lt;br /&gt;
[[Rocket_Jump|More rocket jumping tips]]&lt;br /&gt;
[[Pyro_Jump|More pyro jumping tips]]&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;
==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;
&lt;br /&gt;
&lt;br /&gt;
==Jumping Skills By Class==&lt;br /&gt;
;[[Class:Scout|Scout]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
:[[Concjumping]]&lt;br /&gt;
;[[Class:Sniper|Sniper]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
:[[Sniper Boost]] (used on another player, on a server with [[Friendly Fire]] off)&lt;br /&gt;
;[[Class:Soldier|Soldier]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Rocket Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:Demoman|Demoman]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Pipe Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
:[[Detpack Jump]] (which, if you try it with your own detpack, is called &amp;#039;suicide&amp;#039;)&lt;br /&gt;
;[[Class:Medic|Medic]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Concjumping]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:HWGuy|HW Guy]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Grenade Jump]] (although they don&amp;#039;t work that well since he&amp;#039;s so heavy!)&lt;br /&gt;
;[[Class:Pyro|Pyro]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Pyro Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:Spy|Spy]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:Engineer|Engineer]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Railgun Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
:[[Grenade Jump#EMP Jump|EMP Jump]]&lt;br /&gt;
;[[Class:Civilian|Civilian]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;None&amp;#039;&amp;#039;&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Jumping_Skills&amp;diff=6739</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=6739"/>
		<updated>2008-01-29T13:03:31Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
Many classes have unique abilities that allow them to propel themselves around the map and gain access to high-up places. All classes (except the Scout and Civilian) also possess the ability to use their frag grenades for jumping at the cost of health. Here is a listing of all movement skills by class.&lt;br /&gt;
&lt;br /&gt;
==Concussion jumps==&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.&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;
[[Concjumping|More concussion jumping tips]]&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 biggest boost. Additionally the Pyro can &amp;#039;glide&amp;#039; through the air by firing their flamethrower downwards to give them a little vertical push upwards.&lt;br /&gt;
&lt;br /&gt;
[[Rocket_Jump|More rocket jumping tips]]&lt;br /&gt;
[[Pyro_Jump|More pyro jumping tips]]&lt;br /&gt;
&lt;br /&gt;
==Pipe jumps==&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;
&lt;br /&gt;
&lt;br /&gt;
==Jumping Skills By Class==&lt;br /&gt;
;[[Class:Scout|Scout]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
:[[Concjumping]]&lt;br /&gt;
;[[Class:Sniper|Sniper]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
:[[Sniper Boost]] (used on another player, on a server with [[Friendly Fire]] off)&lt;br /&gt;
;[[Class:Soldier|Soldier]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Rocket Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:Demoman|Demoman]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Pipe Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
:[[Detpack Jump]] (which, if you try it with your own detpack, is called &amp;#039;suicide&amp;#039;)&lt;br /&gt;
;[[Class:Medic|Medic]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Concjumping]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:HWGuy|HW Guy]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Grenade Jump]] (although they don&amp;#039;t work that well since he&amp;#039;s so heavy!)&lt;br /&gt;
;[[Class:Pyro|Pyro]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Pyro Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:Spy|Spy]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:Engineer|Engineer]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Railgun Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
:[[Grenade Jump#EMP Jump|EMP Jump]]&lt;br /&gt;
;[[Class:Civilian|Civilian]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;None&amp;#039;&amp;#039;&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Jumping_Skills&amp;diff=6738</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=6738"/>
		<updated>2008-01-29T13:01:14Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
Many classes have unique abilities that allow them to propel themselves around the map and gain access to high-up places. All classes (except the Scout and Civilian) also possess the ability to use their frag grenades for jumping at the cost of health. Here is a listing of all movement skills by class.&lt;br /&gt;
&lt;br /&gt;
==Concussion jumps==&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.&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;
[[Concjumping|More concussion jumping tips]]&lt;br /&gt;
&lt;br /&gt;
==Rocket jumps==&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;
[[Rocket_Jump|More rocket jumping tips]]&lt;br /&gt;
&lt;br /&gt;
==Pipe jumps==&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;
&lt;br /&gt;
&lt;br /&gt;
==Jumping Skills By Class==&lt;br /&gt;
;[[Class:Scout|Scout]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
:[[Concjumping]]&lt;br /&gt;
;[[Class:Sniper|Sniper]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
:[[Sniper Boost]] (used on another player, on a server with [[Friendly Fire]] off)&lt;br /&gt;
;[[Class:Soldier|Soldier]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Rocket Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:Demoman|Demoman]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Pipe Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
:[[Detpack Jump]] (which, if you try it with your own detpack, is called &amp;#039;suicide&amp;#039;)&lt;br /&gt;
;[[Class:Medic|Medic]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Concjumping]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:HWGuy|HW Guy]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Grenade Jump]] (although they don&amp;#039;t work that well since he&amp;#039;s so heavy!)&lt;br /&gt;
;[[Class:Pyro|Pyro]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Pyro Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:Spy|Spy]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
;[[Class:Engineer|Engineer]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:[[Railgun Jump]]&lt;br /&gt;
:[[Grenade Jump]]&lt;br /&gt;
:[[Grenade Jump#EMP Jump|EMP Jump]]&lt;br /&gt;
;[[Class:Civilian|Civilian]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;#039;&amp;#039;None&amp;#039;&amp;#039;&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Movement_Skills&amp;diff=6732</id>
		<title>Movement Skills</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Movement_Skills&amp;diff=6732"/>
		<updated>2008-01-29T12:36:57Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes a few of the handy movement skills in Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==Bunnyhopping==&lt;br /&gt;
Bunnyhopping is arguably the most useful ability to possess in most online games where it exists. Bunnyhopping is a traditional movement method that began due to quirks in the Quake engine-based games. Changing direction results in a slight acceleration; this acceleration is negligible when on the ground, as friction slows the player down.  However, when constantly airborne, a player is not subject to ground friction and repeatedly turning will keep increasing the player speed way above the normal limits.&lt;br /&gt;
&lt;br /&gt;
The basic pattern of events during a bunnyhop is described below:&lt;br /&gt;
&lt;br /&gt;
* Jump forwards.&lt;br /&gt;
* Release the forward key.&lt;br /&gt;
* Hold a strafe key&lt;br /&gt;
* While keeping the strafe key held, begin to smoothly turn the mouse in the same direction as the strafe&lt;br /&gt;
* You should now be turning in a circular fashion and slowly accelerating&lt;br /&gt;
* Now, swap strafe keys and begin turning in the other direction.  Again, do this smoothly&lt;br /&gt;
* Keep jumping again instantly whenever you hit the ground&lt;br /&gt;
&lt;br /&gt;
The timing of the swap direction swap often coincides with the timings of the jumping (since this is easier to coordinate). This technique does take some practice, but once learned you&amp;#039;ll end up trying to do it in all games (it&amp;#039;s quite fun).&lt;br /&gt;
&lt;br /&gt;
In Fortress Forever you can ensure that you will jump as soon as you hit the ground by pressing and holding the jump key while you are still in the air (i.e. on your descent). This way you won&amp;#039;t miss a jump and slow down.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=NTo7tbEeKn4&amp;amp;feature=related Video Tutorial on Youtube (Low quality)] or [http://www.stage6.com/user/ArxFF/video/1959078/Fortress-Forever---Tutorial-4---Bunny-Hopping Stage6 (High quality)]&lt;br /&gt;
&lt;br /&gt;
==Wall Strafing==&lt;br /&gt;
Running parallel to a wall while holding strafe (so that the player &amp;#039;leans&amp;#039; into the wall) results in a reasonable speed boost. This occurs because the strafe &amp;amp; forward velocities combined are greater when applied in a straight line. Normally, the player would strafe to the side meaning they are travelling off-line, but the wall holds the player on a straight path, so the player gets the extra velocity and retains the direction of travel.&lt;br /&gt;
&lt;br /&gt;
Wall Strafing is a traditional movement skill and is a habit for a lot of people. &lt;br /&gt;
&lt;br /&gt;
==Ramp sliding==&lt;br /&gt;
When a player hits a ramp or other incline at a fast speed (without jumping), the player will naturally glide up the surface without losing much speed providing they do not hold the forward or backward movement keys. Players can direct their slide by using the strafe keys and the mouse in a smooth gliding action.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=cNimPfMMxV8&amp;amp;feature=user Video Tutorial on Youtube (Low quality)] or [http://www.stage6.com/user/ArxFF/video/1958875/Fortress-Forever---Tutorial-3---Ramp-Sliding Stage6 (High quality)]&lt;br /&gt;
&lt;br /&gt;
==Trimping==&lt;br /&gt;
Trimping is a movement skill where players moving at high speeds are able to &amp;#039;bounce&amp;#039; (by jumping as they land on it) off a sloped surface in order to reach greater heights than normally possible.&lt;br /&gt;
&lt;br /&gt;
The vertical distance possible is dependent on two factors:&lt;br /&gt;
* The player&amp;#039;s horizontal speed&lt;br /&gt;
* The gradient of the slope with respect to the player&amp;#039;s direction of travel&lt;br /&gt;
&lt;br /&gt;
If the slope is facing away from the player (i.e. the player is travelling downhill) then the player will gain horizontal speed while losing height.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=zx4Tzin80sU&amp;amp;feature=user Video Tutorial on Youtube (Low Quality)] or [http://www.stage6.com/user/ArxFF/video/1958789/Fortress-Forever---Tutorial-2---Trimping Stage6 (High quality)]&lt;br /&gt;
&lt;br /&gt;
==Sharking==&lt;br /&gt;
Sharking, aka Water Strafing or Speedboating, is the act of gliding across the surface of a body of water. Sharking can be performed by simply landing onto the surface of a body of water with jump held. The majority of the player&amp;#039;s horizontal velocity will be retained as long as the jump button is held. Sharking players can turn in a manner similar to Bunnyhopping while retaining speed, i.e. turning is achieved by letting go of the forward key, then using the strafe keys &amp;amp; the mouse to change direction. If the crouch button is held, it slows you down similarly to holding duck while strafe jumping.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=_0rpJug_Hbc&amp;amp;feature=related Video Tutorial on Youtube (Low quality)]&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Movement_Skills&amp;diff=6731</id>
		<title>Movement Skills</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Movement_Skills&amp;diff=6731"/>
		<updated>2008-01-29T12:25:31Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes a few of the handy movement skills in Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==Wall Strafing==&lt;br /&gt;
Running parallel to a wall while holding strafe (so that the player &amp;#039;leans&amp;#039; into the wall) results in a reasonable speed boost. This occurs because the strafe &amp;amp; forward velocities combined are greater when applied in a straight line. Normally, the player would strafe to the side meaning they are travelling off-line, but the wall holds the player on a straight path, so the player gets the extra velocity and retains the direction of travel.&lt;br /&gt;
&lt;br /&gt;
Wall Strafing is a traditional movement skill and is a habit for a lot of people. &lt;br /&gt;
&lt;br /&gt;
==Ramp sliding==&lt;br /&gt;
When a player hits a ramp or other incline at a fast speed (without jumping), the player will naturally glide up the surface without losing much speed providing they do not hold the forward or backward movement keys. Players can direct their slide by using the strafe keys and the mouse in a smooth gliding action.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=cNimPfMMxV8&amp;amp;feature=user Video Tutorial on Youtube (Low quality)] or [http://www.stage6.com/user/ArxFF/video/1958875/Fortress-Forever---Tutorial-3---Ramp-Sliding Stage6 (High quality)]&lt;br /&gt;
&lt;br /&gt;
==Trimping==&lt;br /&gt;
Trimping is a movement skill where players moving at high speeds are able to &amp;#039;bounce&amp;#039; (by jumping as they land on it) off a sloped surface in order to reach greater heights than normally possible.&lt;br /&gt;
&lt;br /&gt;
The vertical distance possible is dependent on two factors:&lt;br /&gt;
* The player&amp;#039;s horizontal speed&lt;br /&gt;
* The gradient of the slope with respect to the player&amp;#039;s direction of travel&lt;br /&gt;
&lt;br /&gt;
If the slope is facing away from the player (i.e. the player is travelling downhill) then the player will gain horizontal speed while losing height.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=zx4Tzin80sU&amp;amp;feature=user Video Tutorial on Youtube (Low Quality)] or [http://www.stage6.com/user/ArxFF/video/1958789/Fortress-Forever---Tutorial-2---Trimping Stage6 (High quality)]&lt;br /&gt;
&lt;br /&gt;
==Sharking==&lt;br /&gt;
Sharking, aka Water Strafing or Speedboating, is the act of gliding across the surface of a body of water. Sharking can be performed by simply landing onto the surface of a body of water with jump held. The majority of the player&amp;#039;s horizontal velocity will be retained as long as the jump button is held. Sharking players can turn in a manner similar to Bunnyhopping while retaining speed, i.e. turning is achieved by letting go of the forward key, then using the strafe keys &amp;amp; the mouse to change direction. If the crouch button is held, it slows you down similarly to holding duck while strafe jumping.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=_0rpJug_Hbc&amp;amp;feature=related Video Tutorial on Youtube (Low quality)]&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Movement_Skills&amp;diff=6730</id>
		<title>Movement Skills</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Movement_Skills&amp;diff=6730"/>
		<updated>2008-01-29T12:21:28Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: New page: This page describes a few of the handy movement skills in Fortress Forever.  ==  ==Trimping== Trimping is a movement skill where players moving at high speeds are able to &amp;#039;bounce&amp;#039; (by jump...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes a few of the handy movement skills in Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==&lt;br /&gt;
&lt;br /&gt;
==Trimping==&lt;br /&gt;
Trimping is a movement skill where players moving at high speeds are able to &amp;#039;bounce&amp;#039; (by jumping as they land on it) off a sloped surface in order to reach greater heights than normally possible.&lt;br /&gt;
&lt;br /&gt;
The vertical distance possible is dependent on two factors:&lt;br /&gt;
* The player&amp;#039;s horizontal speed&lt;br /&gt;
* The gradient of the slope with respect to the player&amp;#039;s direction of travel&lt;br /&gt;
&lt;br /&gt;
If the slope is facing away from the player (i.e. the player is travelling downhill) then the player will gain horizontal speed while losing height.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=zx4Tzin80sU&amp;amp;feature=user Video Tutorial on Youtube (Low Quality)] or [http://www.stage6.com/user/ArxFF/video/1958789/Fortress-Forever---Tutorial-2---Trimping Stage6 (High quality)]&lt;br /&gt;
&lt;br /&gt;
==Sharking==&lt;br /&gt;
Sharking, aka Water Strafing or Speedboating, is the act of gliding across the surface of a body of water. Sharking can be performed by simply landing onto the surface of a body of water with jump held. The majority of the player&amp;#039;s horizontal velocity will be retained as long as the jump button is held. Sharking players can turn in a manner similar to Bunnyhopping while retaining speed, i.e. turning is achieved by letting go of the forward key, then using the strafe keys &amp;amp; the mouse to change direction. If the crouch button is held, it slows you down similarly to holding duck while strafe jumping.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=_0rpJug_Hbc&amp;amp;feature=related Video Tutorial on Youtube (Low quality)]&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Page&amp;diff=6729</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=6729"/>
		<updated>2008-01-29T12:11:36Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 16pt; margin-bottom: 10px;&amp;quot;&amp;gt;[[Image:banner.png]] 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 Half-Life 2&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;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;50&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Introduction==&lt;br /&gt;
* [[What Fortress Forever Is|What is Fortress Forever?]]&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;
* [[Beginner&amp;#039;s Guide]]&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;
* [[Player_Movement_Controls|Player Movement Controls]]&lt;br /&gt;
* [[HUD|Heads-Up Display]]&lt;br /&gt;
* [[Game_Goals|Game Goals]]&lt;br /&gt;
* [[:Category:Buildables|Buildables]]&lt;br /&gt;
* [[:Category:Status_Effects|Status Effects]]&lt;br /&gt;
* [[Beginner&amp;#039;s Guide]]&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;
==Advanced Gameplay==&lt;br /&gt;
* [[Movement:Bunnyhopping|Bunnyhopping]]&lt;br /&gt;
* [[Movement:Trimping|Trimping]], [[Movement:Sharking|Sharking]] and  [[:Category:Movement_Systems|Other Movement Skills]]&lt;br /&gt;
* [[concjumping|Concussion]], [[Rocket_Jump|Rocket]] and [[Jumping Skills|Other Jumping Skills]]&lt;br /&gt;
* [[:Category:Scripts|Scripts]]&lt;br /&gt;
|width=&amp;quot;1px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
==Map Guides==&lt;br /&gt;
====[[Game_Type:Capture_The_Flag|Capture the Flag]]====&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_push|Push]]&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;
====[[Game_Type:Territory_Control|Territorial Control]]====&lt;br /&gt;
* [[Map:ff_cz2|Canalzone 2]]&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;
&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* [[:Category:Mapping|Map Editing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Reference Guides==&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;
&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* [[Troubleshooting|Troubleshooting]]&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;
* [[Commands_And_Cvars|Client commands and variables]]&lt;br /&gt;
* [[Changelog|Release Notes]]&lt;br /&gt;
* [[Server FAQ / Guide]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=6728</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=6728"/>
		<updated>2008-01-29T12:06:33Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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;HW Guy&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;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&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;Very Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Red|Red]]&lt;br /&gt;
| armspawn = 150&lt;br /&gt;
| armmax = 300&lt;br /&gt;
| maxspeed = 241&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 Heavy Weapons Guy (abbreviated HW Guy) is an expert in the use of... heavy weapons. He carries a huge machine gun (likely taken from a military helicopter) known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 300 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HW Guy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HW Guy 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 himself, the HW Guy moves slowly and is thus an ideal defensive class.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HW Guy is hard to push around with explosions. This makes the HW Guy 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;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Fatness|Fatness]]&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so fat that they&amp;#039;re almost impossible to move.&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=The single shotgun is useful for hitting faraway enemies or if you for some reason have run out of ammo for everything else.&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, need to pluck off ranged enemies, or need maneuverability (for example, if a spy is trying to backstab you and you can&amp;#039;t track well with your AC at close range).&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;
The Assault Cannon is a huge close- to medium-range mini-gun that uses shotgun shells. It takes awhile to spin up and overheats quickly, but once it gets going it is a literal stream of death. When firing the assault cannon, be careful of the overheat meter. Your goal should be to get as close to overheating as possible, but not going over the maximum. This will maximize damage output. Do this by getting up near the threshold and then repeatedly tapping the mouse button to &amp;quot;ride the wave,&amp;quot; so to speak.&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;
| changesinfo =&lt;br /&gt;
The HWGuy&amp;#039;s Assault Cannon now heats up as it&amp;#039;s fired. Players can keep it from overheating by tapping the fire button, causing it to hover in place as the heat rises and falls. This allows a high rate of fire without risking overheating.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:AssaultCannon|Assault Cannon]].&lt;br /&gt;
| ability1 =&lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Barrier&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The HWGuy is very heavy! As a result, he is pushed around less by explosive forces and so is harder to get past.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
Remember that the AC is -NOT- meant for long range, but at short range it will shred your opponent. HW&amp;#039;s are wonderful on defense, be sure to check for spies, simply unload on them for 1 second with your AC and they&amp;#039;ll drop dead. USE YOUR MIRVS! Mirvs are wonderful for stopping an offense, they can easily take out multiple enemies if they&amp;#039;re not being careful. If you know an enemy is coming down a hallway, pre-fire on it to remove the weakness of the AC&amp;#039;s startup time.&lt;br /&gt;
On Offense, you are a monster. Use your mirvs to take out a sentry, you can usually get the dispenser, sentry, and engineer with just one mirv, so use them well! Demomen will be a problem, just try to stay away from their pipes, and I highly suggest using your Super Shotgun instead of your AC on them, so that you&amp;#039;re a more difficult target for them. Snipers will only be a problem if they know you&amp;#039;re coming and they&amp;#039;re charged, in this case, I suggest using your frags and super shotgun, first throw the frag in their face right as it explodes, and finish them quickly with your shotgun. Pyros are very annoying, be very sure that they don&amp;#039;t get level 3 flame on you, or you WILL die. Try your hardest to stay away from their grenades and IC, the flamethrower will be very difficult if not impossible to avoid. Also discard any ammunition; EMP&amp;#039;s from engineers are pretty deadly for a HWGuy.&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>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=6727</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=6727"/>
		<updated>2008-01-29T12:06:29Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&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;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 90&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 100&lt;br /&gt;
| maxspeed = 336&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&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:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&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 = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
The Medic, while he has training in battlefield medicine, also sports extensive training with various weaponry. He is often considered the main offensive unit of the game due to an excellent combination of speed, durability, maneuverability, and firepower. The medic has a [[Weapon:Medikit|medikit]], [[Weapon:Single_Shotgun|single shotgun]], [[Weapon:Super_Shotgun|super shotgun]], and a [[Weapon:Super_Nailgun|super nail gun]]. The super shotgun is usually the weapon of choice, with the nailgun being used to take out sentry guns. The medic also has [[Grenade:Frag|frag grenades]] and [[Grenade:Concussion|concussion grenades]]. This further supplements his firepower and also gives him the ability to conc jump. If you like to be constantly in the action, but not die as easily as a Scout, the Medic is the class for you.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Infection_Immunity|Infection Immunity]]&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Health Regeneration|Health Regeneration]]&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Concussion_Tolerance|Concussion Tolerance]]&lt;br /&gt;
|description=The medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medikit|Medikit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The medikit is an advanced field medical unit that contains all variety of drugs and healing agents. It is melee range, but heals friendly players to full health and cures all negative status effects when it is used on them. You can then further buff their health to 150% of its maximum (although it depletes rapidly after that). If the medikit is used on an enemy, it injects a terrible toxin into their bloodstream. This [[:Category:Status_Effects#Infected|infection]] depletes the enemy&amp;#039;s health and eventually kills them if another medic does not cure them.&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=The regular shotgun is a good back up weapon and useful for long-distance kills. Use it until you&amp;#039;re in close enough range for your super shotgun (below).&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=The super shotgun is the medic&amp;#039;s primary weapon for close range combat. It packs a good punch and is reliable against all classes, though higher armored opponents (specifically the Soldier and HW Guy) may be tougher to take down with it.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against sentries. Stay out of its view and open fire. The super nailgun is more powerful than its regular counterpart and can destroy a sentry gun quickly, especially if the Engineer isn&amp;#039;t paying attention.&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. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&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;
Concussion grenades have two functions: to impair the enemy&amp;#039;s aim and push players (including yourself) around. While the first function can be useful in some situations, by making the enemy&amp;#039;s aim bad enough so that he cannot hit you, concussion grenades are most useful as a means of moving very quickly or to get places you otherwise could not get to. [[Concjumping|Concussion jumping]] (also known as conc jumping) is one of the most unique features in Fortress Forever, and is an invaluable tool in the hands of a skilled player.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Playing As Medic====&lt;br /&gt;
Despite being a little slower than the scout, you are just as useful at capturing flags! You make up for the speed with your strong weapons and extra hp. Use your concussion grenades to hop over to the enemy base and get that flag! Unlike the scout, you can take out quite a few enemies if the time calls for it. Use your super shotgun to attack enemies, but do your best &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; to die. Remember that your mission isn&amp;#039;t to get kills, it&amp;#039;s to get that flag to your base! Those scums don&amp;#039;t deserve a flag that beautiful, it should belong to YOU! So that being said, if you are losing, run for it! Prime a frag grenade and toss it behind you if people start chasing after you. That grenade will generally weaken them enough for you to dispatch of them, or perhaps it will kill them itself. Alright, great job, you got their flag! So... now what? Get out of that base! Their team is gonna swarm after you like bees on honey, and their stingers HURT! Take the least guarded exit and conc out of that hellhole, their flag belongs to YOU now! Get it to your capture point and wait for the praise of your teammates, or the more likely soft mumble of excitement.&lt;br /&gt;
&lt;br /&gt;
====Offensive Medic====&lt;br /&gt;
[[Concjumping|Concjump]] to victory!&lt;br /&gt;
&lt;br /&gt;
====Defensive Medic====&lt;br /&gt;
Heal!&lt;br /&gt;
&lt;br /&gt;
====Playing Against a Medic====&lt;br /&gt;
They&amp;#039;re somewhat weak, so a few rockets should finish them off.&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;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=6726</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=6726"/>
		<updated>2008-01-29T12:06:19Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &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;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&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;
| 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;
| gren1 = [[Grenade:Caltrop|Caltrop]]&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;
| gren1 = [[Grenade:Caltrop|Caltrop Canister]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 3&lt;br /&gt;
| discardgren1 = No&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 = No&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 Scout is all about speed. The Scout is the fastest class in Fortress Forever. Consequently, he is also lightly armed and armored. Scouts are best used for capturing the enemy Flag; they are ill-equipped to fight in a defensive or offensive role as they are always outgunned in fights.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Class Ability:Scout Radar|Radar]]&lt;br /&gt;
|description=&lt;br /&gt;
Scouts are equipped with radar, which provides a &amp;quot;snapshot&amp;quot; of the positions of friendly and enemy players. It does not actively track players, so using it will only give you a general idea of where enemies and allies are currently positioned. Using the radar consume cells.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Class Ability:Disguise Removal|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 enemy Spy&amp;#039;s HUD will show &amp;#039;&amp;#039;&amp;quot;Your disguise has been removed!&amp;quot;&amp;#039;&amp;#039;. The [[Class:Spy|Spy]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Class Ability:Detpack Defusion|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;
{{Inline_Ability|&lt;br /&gt;
|name=[[Concjumping|Concussion jumping]]&lt;br /&gt;
|description=&lt;br /&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 [[Concjumping]] article for more information on Conc Jumping.&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 crowbar gives a good whacking but is only advisable against weak opponents. However this doesn&amp;#039;t stop it from being the weapon of choice of many mad scouts.&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 single-barreled shotgun is the scout&amp;#039;s most potent weapon against other players. Useful if you come across somebody who is near death, but practically suicide in all other situations.&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;
The scout&amp;#039;s best chance at taking down buildings lies within this handy nail-firing gizmo. Sometimes though you&amp;#039;re just better out-pacing those sentry guns.&lt;br /&gt;
}}&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Caltrop|Caltrop cannister]]&lt;br /&gt;
|imgsrc=G_ct_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The cannister holds dozens of little caltrop bars that spread out over the floor after thrown. Treading on the caltrop barbs hurts and will slow down enemies.&lt;br /&gt;
&lt;br /&gt;
Use these when you&amp;#039;re trying to make an escape and need to slow down pursuers.&lt;br /&gt;
}}&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;
The infamous concussion grenade. Used for two things - disorientation and jumping. Throw the concussion grenade at an enemy and they will be pushed back by its force with their head spinning.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use your concussion grenades to launch yourself across the maps. See [[Concjumping]] for more information.&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 Radar. The Scout&amp;#039;s [[Grenade:Caltrop|Caltrops]] used to spread out from his body; now they are held in a canister which can be thrown, allowing the Scout to deploy caltrops anywhere he wishes over a small area (much like a [[Grenade:Napalm|Napalm Grenade]]. &lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command activates the radar.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Radar&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts are equipped with radar, which provides a &amp;quot;snapshot&amp;quot; of the positions of friendly and enemy players. It does not actively track players, so using it will only give you a general idea of where enemies and allies are currently positioned. Using the radar consume cells.&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;
====Playing As Scout====&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s best asset is his speed. Avoiding combat is typically the Scout&amp;#039;s only viable option as nearly every other class outguns him.&lt;br /&gt;
&lt;br /&gt;
Some people like to play &amp;quot;Crowbar Jedi&amp;quot; and only use the crowbar as the Scout&amp;#039;s means of attack - even against targets typically killed from a range such as [[Sentry_Gun#Sentry_Gun|Sentry Guns]]. Playing as a Crowbar Jedi takes skill; however, once it is mastered the Scout&amp;#039;s speed gives him a significant advantage in melee classes that can allow a Scout to put other medium classes to shame in short order.&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s [[Grenade:Concussion|Concussion Grenades]] are used by most players for flying high and fast, but they can also be used to induce the Conced effect in enemies and push them out of your way.&lt;br /&gt;
&lt;br /&gt;
One of the Scout&amp;#039;s best techniques is jumping when a splash damage weapon goes off near him for a speed and height boost (an effect similar to conc-jumping). Since Soldiers are typically the Scout&amp;#039;s worst enemy, the technique of &amp;quot;rocket riding&amp;quot; (jumping just as a rocket is about to hit the ground and using the splash damage to fly up into the air) permits a Scout to get around or above a Soldier in wide open areas.&lt;br /&gt;
&lt;br /&gt;
Your [[Grenade:Caltrop|Caltrops]] are a key in stopping rushes and helping your defense get setup before anything goes wrong. Always toss around your caltrops when leaving your base for the initial scout rush or any other time you are leaving the base itself. Don&amp;#039;t just die with 2 sets of caltrops wasted, USE THEM!&lt;br /&gt;
&lt;br /&gt;
Scouts are more powerful than people think if they are used correctly. The speed of the scout can not only help outrun opponents but also sentry guns. There are maps where a sentry gun can&amp;#039;t even lock in on you before you are gone with the flag/done doing what you came to do. In some cases, the combination of concing and bunnyhopping will get you by the SG with only a couple shots taken.&lt;br /&gt;
&lt;br /&gt;
As a scout, you have to be smart. Stupid scouts make stupid mistakes. ALWAYS follow your teammate and keep track of what they are doing. Look at who was just killed and in what way to make sure you don&amp;#039;t get treated the same way. Keep your distance from your friends/foes after their death because your speed may take you over their dead bodies, but it won&amp;#039;t help you with an exploding grenade in your face.&lt;br /&gt;
&lt;br /&gt;
Use your concussion grenades intelligently. They can be used to make AWESOME jumps that free up the flag, but there are many more uses for them. Don&amp;#039;t forget that when running by an opposing defender, try tossing a conc behind them and they will fly right past you. Keep in mind, however, that FF has soldiers who are well aware of the effects of concussion grenades and can still aim with the conc in effect. Here is where your intelligence comes into play.&lt;br /&gt;
&lt;br /&gt;
Play like a boxer, always keep moving and use your speed to fake your opponents out. A sentry is your friend. No really, if you circle strafe around a sentry gun, it cannot keep up with you. Use your nailgun to keep shooting at it until it is out of energy to keep up with you, but remember that the SG explosion will hurt you as well, make sure you are farther away from it then when you started strafing around it.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that while you concussion jump you can change direction in mid air. This is key on some maps like epicenter and even openfire as you can conc from the water all the way to the button.&lt;br /&gt;
&lt;br /&gt;
The best tip, once again, is play smart and use your heavies. It all depends how carefully you use your skills. To be as good as possible, without any other help, you must think like a scout. Would you walk into an alley filled with pissed off people who hold guns and are ready to beat your ass if you were a skinny guy with nothing but a knife? No - so bring all you have to the table and trust your teammates to help do the rest.&lt;br /&gt;
&lt;br /&gt;
=====How to be a killer Scout=====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;by Rfinersfire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
# Practice Practice Practice.&lt;br /&gt;
# Know the maps like the folds for your um piece! Know them perfectly. Know every nook and crany. You&amp;#039;re going to see most of the NME base at least twice as much as the rest of your team. So know every path in to and out of it.&lt;br /&gt;
# Seek out and find all the concs you can. Practice them for hours on end. Speed cap the flag. Speed cap the command points. Find the perfect timing for all your concs. Know exactly where you need to prime the conc in order to jump right when you reach the place you want to jump from. Make sure you never have to wait for a conc to go off.&lt;br /&gt;
# Use your speed to confuse and muddle the NME&amp;#039;s. If their watching you and trying to shoot you. They arn&amp;#039;t shooting anyone else.&lt;br /&gt;
# If at first you don&amp;#039;t sucecceed, try again. Just make as many perfect runs as you can at the NME flag. Go fast fast fast. Sooner or later they&amp;#039;ll mess up, and you&amp;#039;ll get that cap.&lt;br /&gt;
# Timing is everything. Know where each of your team members are. Know where they&amp;#039;ll be when. And be ready for that hole on the flag they&amp;#039;ll open for you.&lt;br /&gt;
# Use your caltrops. Often. Never die with caltrops in hand. They piss peeps off. Which is fun.&lt;br /&gt;
# Use your gun. It&amp;#039;s not super effective. But then again, most D don&amp;#039;t have alot of health after your other O have died.&lt;br /&gt;
# Tell your team where things are. Constantly communicate about NME positions, and weaknesses you can see.&lt;br /&gt;
# Have fun. Scout is a fun class. You&amp;#039;ll die alot, but it&amp;#039;s fun.&lt;br /&gt;
&lt;br /&gt;
====Playing Against A Scout====&lt;br /&gt;
&lt;br /&gt;
Scouts are fast as the wind yet as fragile as glass. Accuracy is key when fighting against a Scout. [[Class:Soldier|Soldiers]] are one of the Scout&amp;#039;s worst assailants; even when conced, a Soldier can just run next to a Scout and fire his [[Weapon:RPG|RPG]] downwards. While the Soldier will receive some damage, the Scout can survive far fewer [[Ammo:Rocket|Rocket]] hits than the Soldier can.&lt;br /&gt;
&lt;br /&gt;
A Scout can typically survive two Soldier rockets, so experienced Sollys make a point of knocking a Scout up into the air with the first rocket and finishing them off with the second one.&lt;br /&gt;
&lt;br /&gt;
The more space a Scout has to move around, the lower chances most classes have of killing him. Placing defenses in tight areas will make it easier to stop a Scout from getting to vital areas in a map (such as the flag room in CTF maps).&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 [[Concjumping|concussion jumping]] with your concussion grenades.&lt;br /&gt;
* [[:Category:Movement_Systems|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;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Outdated_Pages&amp;diff=6725</id>
		<title>Category:Outdated Pages</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Outdated_Pages&amp;diff=6725"/>
		<updated>2008-01-29T12:05:19Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages that are outdated as of the latest update.&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Outdated_Pages&amp;diff=6724</id>
		<title>Category:Outdated Pages</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Outdated_Pages&amp;diff=6724"/>
		<updated>2008-01-29T12:05:08Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: New page: Pages that are out dates as of the latest update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages that are out dates as of the latest update.&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Main_Menu&amp;diff=6723</id>
		<title>Main Menu</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Main_Menu&amp;diff=6723"/>
		<updated>2008-01-29T12:03:58Z</updated>

		<summary type="html">&lt;p&gt;Mirvinmonkey-3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Image:Menuingame.jpg|none|frame|The &amp;#039;&amp;#039;&amp;#039;Fortress Forever&amp;#039;&amp;#039;&amp;#039; in-game main menu.]]&lt;br /&gt;
&lt;br /&gt;
==Options that do not require that you be on a server==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Find Servers&amp;#039;&amp;#039;&amp;#039; - This will show all of the Fortress Forever servers up, along with their tick, amount of players, if it&amp;#039;s a public or private server, and what map they&amp;#039;re playing.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Create Server&amp;#039;&amp;#039;&amp;#039; - This will create a local server for use in LANs.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Options&amp;#039;&amp;#039;&amp;#039; - This allows you to edit things like your microphone and sound volume, your graphics settings, and your username.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Crosshairs/Timers&amp;#039;&amp;#039;&amp;#039; - This will allow you to edit your crosshair and the sounds the game makes when you are using a grenade. See [[Setup]] for more information.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Quit&amp;#039;&amp;#039;&amp;#039; - This will allow you to exit the game.&lt;br /&gt;
&lt;br /&gt;
==Options that show up only when you&amp;#039;re in a server==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Resume Game&amp;#039;&amp;#039;&amp;#039; - This will get rid of the menu and put you back in control of your character.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Disconnect&amp;#039;&amp;#039;&amp;#039; - This will disconnect you from the server you are on.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Player List&amp;#039;&amp;#039;&amp;#039; - This shows the names (ingame and Steam Community) of people playing. This menu can let you mute players.&lt;br /&gt;
{{Navigation Installation and Setup}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Mirvinmonkey-3</name></author>
	</entry>
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