
Team Fortress 2 — Achievement Walkthrough
518 achievement guides · Full game page →
A lot of this list is single-run conditions that don’t conflict with each other, so you can earn several at once instead of replaying for each. Each plan below is one run. Achievements in a plan are marked with a ⛓ badge further down.
World Traveler reads like the hardest achievement in the game: a full round on six specific maps, four of which have no official bot navigation mesh. It is actually the easiest, because the trigger is a round-win EVENT with you present from the start. It does not check that you won, and it does not care who else is on the server. On a quiet or empty server you can end a round alone: hold RED on Dustbowl and Gravel Pit until the timer runs out, cap out Well and Granary, take three intel on 2Fort, and win three clean minirounds on Hydro. Five other achievements fall out of the same six rounds, plus six of the twenty wins Dynasty needs.
- ✓▢World Traveler — Play a complete game on 2Fort, Dustbowl, Granary, Gravel Pit, Hydro, and Well (CP).
- ✓▢Impenetrable Defense — Successfully defend Dustbowl without giving up a capture.
- ✓▢Impossible Defense — Successfully defend Gravel Pit without giving up a capture.
- ✓▢Lightning Offense — Win Well in 5 minutes or less.
- ✓▢Powerhouse Offense — Win 2Fort with a shutout.
- ✓▢Relentless Offense — Win Hydro without giving up a capture.
- ✓▢Dynasty — Win 20 games.
Set mp_waitingforplayers_cancel 1 so the round actually starts on an empty server. This is the highest-value hour in the game and needs no bots and no setup.
Most of the Engineer pack is the same activity - hold a nest under sustained pressure - so it collapses into one session rather than fifteen. Build a level 3 sentry and a dispenser covering a chokepoint, and place a teleporter entrance and exit RIGHT NEXT TO EACH OTHER at your feet. That last detail is the trick: a single Spy sap puts a sapper on both ends at once, which hands you Quick Draw (a Spy plus two sappers inside ten seconds) as one motion instead of three lucky ones. Then simply hold, wrenching through everything that comes at you.
- ✓▢How the Pests Was Gunned — Destroy 50 enemy stickybombs lying in range of friendly buildings.
- ✓▢Built to Last — Help a single building tank over 2000 damage without being destroyed.
- ✓▢Building Block — Have a sentry shielded by the Wrangler absorb 500 damage without being destroyed.
- ✓▢Quick Draw — Kill a spy and two sappers within 10 seconds.
- ✓▢Doc, Stock, and Barrel — Repair a sentry gun under fire while being healed by a Medic.
- ✓▢Frontier Justice — Have your sentry kill the enemy that just killed you within 10 seconds.
- ✓▢Revengineering — Use a revenge crit to kill the enemy player that destroyed your sentry gun.
- ✓▢Unforgiven — Kill 3 enemies with revenge crits without dying.
- ✓▢Texas Two-Step — Use your shotgun to finish off an enemy recently damaged by your sentry gun.
- ✓▢No Man's Land — Use a sentry gun to kill 25 enemy players that are capturing a point.
- ✓▢Get Along! — Manage to get to and then remove a sapper placed on your building while you were several meters away.
- ✓▢Best Little Slaughterhouse in Texas — Rack up 5000 kills with your sentry guns.
The single most productive fact here: a Demoman who has seen your sentry will stand OUT of its range and place stickies onto it rather than pushing in. That is a conveyor belt of targets for How the Pests Was Gunned, which is otherwise a slow 50. Wear the stock Wrench, not the Gunslinger - Built to Last, Building Block and Patent Protection all need a full sentry.
Three Engineer achievements need buildings somebody ELSE built, which is why they stall in normal play. Park yourself on a teammate's nest rather than building your own. The exploitable detail: Engineers - human and bot alike - routinely neglect their teleporters, so a friendly pair usually sits at level 1 forever. Upgrading entrance and exit from 1 to 2 to 3 is four counted upgrades per pair with nobody competing for the hits.
- ✓▢Silent Pardner — Upgrade 50 buildings built by other team members.
- ✓▢Circle the Wagons — Repair 50,000 damage to friendly buildings constructed by other players.
- ✓▢Land Grab — Help a teammate construct a building.
- ✓▢Deputized — Get 10 assists with another Engineer where a sentry gun was involved in the kill.
- ✓▢Fistful of Sappers — Destroy 25 sappers on buildings built by other team members.
Fistful of Sappers also double-counts on teleporters, since sapping one end auto-saps the other. Between that and the upgrade trick, teleporters are worth far more of your time than sentries here.
Six Heavy achievements are all single-life counters, and they do not conflict - so one long protected life collects the lot. Stand at a dispenser or resupply cabinet and hold fire for roughly two minutes to bank Heavy Industry, then start taking damage rather than avoiding it. Cycle damage into health kits to build Redistribution of Health, and make sure you collect all four damage types along the way for Rasputin: bullet, fire, explosive and - the one people miss - melee. Finish by dumping your minigun ammo away from any ammo source and shotgunning someone for Rationing.
- ✓▢Heavy Industry — Fire $200,000 worth of minigun rounds in a single life.
- ✓▢Iron Kurtain — Take 1000 points of damage in a single life.
- ✓▢Rasputin — In a single life, get shot, burned, bludgeoned, and receive explosive damage.
- ✓▢Redistribution of Health — Heal 1000 damage with med-kits in a single life.
- ✓▢Rationing — Kill an enemy with your shotgun while you're out of minigun ammo.
- ✓▢Permanent Revolution — Kill 5 enemies without spinning down your gun.
Run this with NO Medic on you. Redistribution of Health counts med-kit healing only, and a Medic beam will quietly stop it climbing while making you feel like it should be. The melee damage tick for Rasputin is the other common failure - most enemies shoot rather than swing, so you may have to invite it.
Supreme Soviet is 50 ÜberCharges and reads like an hour of misery. It is not, because Medics preferentially pocket a Heavy: play Heavy at a contested point and several will latch onto you at once. Call for Über with the voice command every time one of them is charged rather than waiting for them to choose the moment, and you cycle several charges per push instead of one. Everything else in this plan happens inside the same fights.
- ✓▢Supreme Soviet — Get ÜberCharged 50 times.
- ✓▢Class Struggle — Work with a friendly Medic to kill an enemy Heavy & Medic pair.
- ✓▢Division of Labor — Kill 10 enemies with a Medic assisting you, where neither of you die.
- ✓▢Red Oktoberfest — Earn a domination for a Medic who's healing you.
- ✓▢Crock Block — Survive a direct hit from a critical rocket.
- ✓▢Soviet Union — Get 25 enemy kills where you either assist or are assisted by another Heavy.
Red Oktoberfest wants the SAME Medic beam connected across four kills on one named enemy, so pick your target off the scoreboard rather than taking whoever appears. Crock Block needs the health to survive a crit rocket - stay overhealed at 450 rather than letting the buff decay.
Eight Medic achievements come out of one sustained pocket on a front-line class. Open with Surgical Prep, which is free: Über builds at triple rate during setup and nobody is shooting, so start healing the instant the round loads. When the gates open, stay on one patient rather than spreading heals - Big Pharma, Trauma Queen and Ubi concordia are all single-life or short-window counters that reset if you die.
- ✓▢Surgical Prep — Have an ÜberCharge ready before the Setup phase ends.
- ✓▢Blunt Trauma — Assist in punching 2 enemies with a single ÜberCharge on a Heavy.
- ✓▢Big Pharma — Assist a Heavy in killing 10 enemies, where neither of you die.
- ✓▢Trauma Queen — Deploy 3 ÜberCharges in less than 5 minutes, and assist in 5 kills during that time.
- ✓▢Quadruple Bypass — Heal a teammate who's taking fire from 4 enemies at once.
- ✓▢Play Doctor — In a team with no Medics, be the first person to switch to Medic after a teammate calls for 'Medic!', and then heal 500 health.
- ✓▢Ubi concordia, ibi victoria — Assist in killing 3 enemies on an enemy control point, in a single life.
- ✓▢Preventive Medicine — Block the enemy from capturing a control point with an ÜberCharged teammate.
Play Doctor needs a team with NO Medics at the moment you switch, so it belongs at the very start of a round before anyone else picks Medic. Quadruple Bypass needs a real push against you - do not go looking for it in open ground, pocket someone walking into a defended chokepoint.
Several Medic achievements key off the enemy Medic being at full charge rather than off anything you do. A charged Medic glows, and Medics chain-heal each other to full in the staging area before a push - so watch the enemy back line rather than the front. Hold your own charge instead of spending it on schedule and these resolve together.
- ✓▢Double Blind Trial — Deploy an ÜberCharge within 8 seconds of a nearby enemy Medic deploying his.
- ✓▢Peer Review — Kill 10 Medics with your bone saw.
- ✓▢Sawbones — Hit enemies with your bonesaw 5 times in a row without dying or missing.
- ✓▢Placebo Effect — Kill 2 enemies in a single life, while having your ÜberCharge ready, but undeployed.
- ✓▢Second Opinion — ÜberCharge 2 teammates at once.
- ✓▢Consultation — Assist a fellow Medic in killing 3 enemies in a single life.
Use the stock Bonesaw for Peer Review and Sawbones - we have not verified that the Übersaw or Vita-Saw satisfy the bone-saw check, and it is not worth risking a 10-kill grind on a reskin. Sawbones also resets if you switch weapons at all between hits.
Sap Auteur is 1,000 buildings and looks like the worst grind in the game. It is not, because of the arithmetic: every Engineer runs a sentry, a dispenser and two teleporter ends, and rebuilds them forever. That is four buildings per Engineer per life. Find a match with a heavy Engineer presence, work the nests rather than hunting players, and everything else in this plan lands on the way.
- ✓▢Sap Auteur — Destroy 1000 Engineer buildings with sappers.
- ✓▢Sapsucker — Sap an enemy building, then backstab the Engineer who built it within 5 seconds.
- ✓▢The Man with the Broken Guns — Backstab an Engineer, then sap 3 of his buildings within 10 seconds.
- ✓▢Constructus Interruptus — Kill an Engineer who is working on a sentry gun.
- ✓▢Spymaster — Backstab 1000 enemies.
- ✓▢Point Breaker — Kill 15 enemies who are standing on a control point they own.
- ✓▢Is It Safe? — Backstab 50 enemies who are capturing control points.
The Man with the Broken Guns asks for three buildings in ten seconds after a backstab - sapping a teleporter auto-saps the far end, so that is two of the three from one action. Stock Sapper only for Sap Auteur; the Red Tape Recorder does not count.
A quirk worth exploiting: enemy Medics will heal a disguised Spy. Disguise as a Heavy, Soldier, Demoman or Pyro - Medics deprioritise Sniper and Engineer disguises - and walk into an enemy Medic's beam. From that one position you can take all three: kill somebody else while the beam is on you, then turn and stab the Medic inside five seconds, and if his patient is nearby take the pair.
- ✓▢Insurance Fraud — Kill an enemy while you're being healed by an enemy Medic.
- ✓▢FYI I am a Spy — Backstab a Medic who has healed you in the last 5 seconds.
- ✓▢May I Cut In? — Backstab an enemy and the Medic healing him within 10 seconds of each other.
- ✓▢Hypocritical Oath — Kill an enemy Spy that you have been healing.
Order matters. Insurance Fraud needs the beam still connected, so kill the bystander BEFORE you turn on the Medic. Hypocritical Oath is the mirror image and belongs in a Medic session, but it is the same trick from the other side.
Snipers are the ideal Spy target for four separate achievements at once: they stand still, face one direction, work alone, and sit far from their team. A match with two or three enemy Snipers gives you all of these in a single flank route, without ever entering the main fight.
- ✓▢Triplecrossed — Backstab 3 Snipers in a single life.
- ✓▢The Melbourne Supremacy — Dominate a Sniper.
- ✓▢Skullpluggery — While using the Ambassador, kill 20 Snipers with a headshot.
- ✓▢The Man from P.U.N.C.T.U.R.E. — Stab an enemy while fencing.
The Man from P.U.N.C.T.U.R.E. needs you undisguised AND uncloaked, and the Fencing taunt only kills on the third strike - so pick an already-wounded Sniper, or accept several attempts. Skullpluggery needs the Ambassador fully recharged for each headshot, so pace the shots rather than spamming.
Before the gates open, the entire enemy team bunches at the spawn exit and nobody is fighting. That is the one moment in a round when four people are guaranteed to be standing within one jar radius of each other, which is exactly what Saturation Bombing asks for. Rain on Their Parade comes from the same throw if a Medic is in the cluster - and Medics pocket Heavies, so look for that pairing.
- ✓▢Saturation Bombing — Jarate 4 enemy players with a single throw.
- ✓▢Rain on Their Parade — Jarate an enemy and the Medic healing him.
- ✓▢Number One Assistant — Score 5 assists with the Jarate in a single round.
- ✓▢Friendship is Golden — Extinguish a burning teammate with your Jarate.
Number One Assistant needs TEAMMATES to finish your doused targets, so it does not work on an empty server. The in-game description says a single round; the wiki says a single life - play it as one life to be safe.
Point your whole session at the enemy Snipers. They are stationary and predictable, which makes headshots reliable, and the domination achievements need you to kill the SAME player four times - far easier against someone who returns to the same nest every life.
- ✓▢Self-destruct Sequence — Headshot 10 enemy Snipers.
- ✓▢Australian Rules — Dominate an enemy Sniper.
- ✓▢Rode Hard, Put Away Wet — Jarate an enemy that you're dominating.
- ✓▢Shafted — Stab an enemy with an arrow.
- ✓▢Be Efficient — Get 3 kills with the Sniper Rifle without missing a shot.
- ✓▢Triple Prey — In a single round, get a kill with 3 different weapons.
Rode Hard, Put Away Wet stacks directly onto Australian Rules - dominate a Sniper, then jar that exact same player. Do NOT use the Sydney Sleeper for Self-destruct Sequence: its headshots do not crit and will not count.
Seven Demoman achievements are decapitations or shield work, and they all live in the same loadout. Brainspotting is 50 heads and is the container - Left 4 Heads, Shorn Connery and There Can Be Only One all complete inside that grind without separate effort. Play a chokepoint so targets keep arriving, and use the shield charge to close the gaps that would otherwise break Left 4 Heads' ten-second chain.
- ✓▢Brainspotting — Decapitate 50 enemy players.
- ✓▢Beat Me Up, Scotty — Use a critical swing with the Eyelander to kill 5 enemy players.
- ✓▢Left 4 Heads — Decapitate 4 players with only 10 seconds between each kill.
- ✓▢The Targe Charge — Charge and kill someone with your shield bash.
- ✓▢U-Turn — Kill an enemy that you couldn't see at the beginning of your charge.
- ✓▢Shorn Connery — Decapitate a cloaked Spy.
- ✓▢There Can Be Only One — Decapitate your nemesis.
Beat Me Up, Scotty is widely misread as an Eyelander perk. It is not - ANY shield at full charge grants melee crits, so any bladed melee works. The Targe Charge is the opposite trap: swinging your melee ENDS the charge and voids the bash, so you have to let the impact itself kill.
The sticky half of the pack needs the opposite loadout to the demoknight half - shields and stickybomb launchers share the secondary slot, so these can never be the same session. Carpet a chokepoint or a spawn exit and detonate on groups rather than individuals: five of these six are "N enemies in one detonation" variants, so the discipline is waiting for the cluster instead of taking the single kill.
- ✓▢Pipebagger — Kill at least three players with a single detonation of stickybombs.
- ✓▢The Stickening — Kill 3 Heavies from full health with a single stickybomb detonation.
- ✓▢Scotch Guard — Kill 3 enemies capping or pushing a cart in a single stickybomb detonation 3 separate times.
- ✓▢Sticky Thump — Using the Scottish Resistance, kill 3 players in separate explosions without placing new stickybombs.
- ✓▢Double Mauled Scotch — Kill 2 people in a single sticky jump.
- ✓▢He Who Celt It — Use the Sticky Launcher to kill an enemy player via environmental damage.
A documented bug works against you: CRITICAL stickies do not count toward Pipebagger, so a random crit can void an otherwise perfect triple. Scotch Guard has its own quirk - it only counts while you are HOLDING a stickybomb launcher, so do not detonate and then switch weapons.
Spies are the Pyro's natural prey and they feed an unusual number of counters at once. Both I Fry and Spontaneous Combustion come from ordinary spy-checking, and every one of those ignites also feeds the big cumulative burns. Play a defensive position on a map with flank routes, sweep the corners constantly, and finish burning targets with the axe rather than the flamethrower.
- ✓▢I Fry — Ignite 10 disguised Spies.
- ✓▢Spontaneous Combustion — Ignite 10 cloaked Spies.
- ✓▢Attention Getter — Ignite 100 enemies with the flare gun.
- ✓▢Hot on Your Heels — Kill 50 enemies with your flamethrower, from behind.
- ✓▢Camp Fire — Kill 3 enemies in a row, all within the same area.
- ✓▢Lumberjack — Kill 3 people with your axe in one life.
- ✓▢Clearcutter — Kill 6 people with your axe in one life.
- ✓▢Firefighter — Kill 500 enemies.
- ✓▢Fire Chief — Kill 1000 enemies.
- ✓▢Pyromancer — Do 1 million points of total fire damage.
Lumberjack (3 axe kills) is strictly contained inside Clearcutter (6), so one melee streak awards both. Use the stock Flare Gun for Attention Getter - the Manmelter is a separate weapon and is not credited.
Five Soldier achievements reward things that happen incidentally while rocket jumping, so rather than chasing them individually, just commit to playing aggressively airborne for a session. Screamin' Eagle is the sleeper here: the height requirement is small enough that standing on a crate satisfies it, so it fires invisibly during every other grind if you build the habit.
- ✓▢Duty Bound — While rocket jumping kill an enemy with the Equalizer before you land or just after landing.
- ✓▢Death from Above — Rocket jump and kill 2 enemies before you land.
- ✓▢Spray of Defeat — Use a grenade to gib a player.
- ✓▢Where Eagles Dare — Get the highest possible rocket jump using jump and crouch.
- ✓▢Screamin' Eagle — Kill 20 enemies from above.
- ✓▢Crockets Are Such B.S. — Shoot two non-boosted crit rockets in a row.
Wings of Glory is deliberately NOT in this list - it needs an enemy Soldier who is also rocket jumping at the same moment, which you cannot arrange, and waiting for it will stall the rest.
Six Halloween achievements are all on one map and all inside the same few rounds, which makes Helltower by far the best value of the seasonal content. Everything keys off the witching hour: skeletons spawn in waves, rare spellbooks appear at the clocktower, and a cart reaching the end sends everyone to Hell. Go for the objective rather than the fight - being sent to Hell is what unlocks most of this.
- ✓▢Helltower: Hat Out of Hell — Get the loot from Skull Island in Hell
- ✓▢Helltower: Hell's Spells — Get and use a rare spell
- ✓▢Helltower: Spelling Spree — Use spells to kill 25 players
- ✓▢Helltower: Skeleton Coup — Kill 99 skeletons
- ✓▢Helltower: Mine Games — Perform 17 environmental kills in Hell
- ✓▢Helltower: The Mann-tastic Four — Earn 4 of the Helltower achievements
The Mann-tastic Four is derived - it fires automatically once four of the others land, so it costs you nothing. Only Hell's Spells needs a RARE spell specifically; common books do not count, and they come from the clocktower or the Skeleton King.
Foundry is a 5CP map that tends to swing back and forth, and several of its achievements want exactly that - Dead Heat needs 15 captures in one round, which only happens in a genuine stalemate. Set a long time limit and play the whole round out rather than restarting. The Milestone then fires free at seven.
- ✓▢Cap Trap — Kill an enemy who is capturing a control point with a critical hit.
- ✓▢Classassin — Get one or more kills as all nine classes in one round.
- ✓▢Terminated, Too — Kill a player by pushing them into the cauldron fire.
- ✓▢Claim Jumper — Capture a control point within 12 seconds after exiting a teleporter.
- ✓▢Two Minute Warring — Be part of a team that wins within two minutes.
- ✓▢Real Steal — As an Engineer, escape with your sentry as a sentry buster is about to detonate.
- ✓▢Dead Heat — Kill an enemy in the same second that he kills you.
- ✓▢Foundry Milestone — Achieve 7 of the achievements in the Foundry pack.
Two Minute Warring and Dead Heat pull in opposite directions - one wants a fast cap-out, the other a long grind - so treat them as different rounds rather than trying for both at once. Classassin needs a kill as all nine classes, so switch immediately after each one rather than playing on.
A long-term counter that builds up over normal Scout play. Nothing to chase, it comes with time.
Stay overhealed by a Medic and keep fighting instead of retreating, and the damage adds up fast on a 300 HP class. Without a Medic, play defence and grab health often. Progress registers when you die, so expect the pop on death. We couldn't confirm whether overkill damage on the killing hit counts.
Sitewide, not Scout-specific. Play back and clean up wounded enemies rather than opening fights.
A chokepoint ambush. All three must fall in roughly the same spot, so hold position rather than pushing after each kill.
Sweep a group at round start when everyone is still bunched together.
Sweep the flame across both - the beam tells you exactly where the Medic is standing.
Requires being dominated first. Note the names and go after them specifically.
Scouts double-jump constantly, so the shot presents itself more often than you expect - the trick is being scoped and ready rather than tracking. The Huntsman's arc is more forgiving than the rifle on a moving airborne target.
Pop an enemy into the air with stickies, then finish them with a grenade before they land, or lay a second sticky where they're about to come down. Unconfirmed: the bounce reportedly doesn't have to come from you.
Play alongside a friendly Pyro and finish what he lights.
Both teams' captures add up, so you need a long round where points keep changing hands until 15 captures have happened. Evenly matched teams on a 5CP-style map like Foundry are reportedly the way; organised friends taking turns capping is the reliable method.
The melee tick is the one people miss - most enemies shoot rather than swing. Walk into a Pyro, a Soldier or Demoman, a hitscan class, then deliberately let someone melee you. Bank the four before you die.
Rocket- and sticky-jumpers and Scouts double-jumping are your targets, so play near Soldiers and Demomen who send people flying. Track them with your crosshair as they come down. We couldn't confirm whether someone walking off a ledge counts as mid-air.
Put the dispenser at a chokepoint your team retreats through rather than deep in your nest. Happens on its own during any busy defensive hold.
Works all year, not only at Halloween. New players love wearing the Gibus, so casual and community servers are full of them. Pick one, keep killing them until the domination notice comes up, and the hat drops into your backpack.
Demomen commit to a firing position when shelling a chokepoint, which is when they stop moving.
A missed shot resets the count, so only fire when you're confident. A fully charged body shot does 150, which won't kill a full-health Heavy, so go for headshots or charged body shots on Scouts, Engineers, Snipers, Spies and Medics.
Use your team's teleporter exit near the front and kill the first enemy you see.
Both of you must be cloaked at the moment of contact. Cloak and walk the flank routes; enemy Spies use the same quiet paths you do.
Play Spy, disguise as a member of the enemy team and get close to one of their Medics. It counts as soon as his beam is on you, so you're free to stab him right after.
Stand close to your sentry so both of you are in frame. When it kills someone, taunt right away so the victim's freezecam shows you posing beside the gun. It reportedly doesn't always register, so repeat it a few times if needed.
Unlocks at 5 Sniper-pack achievements and gives an untradable Huntsman. The Last Wave and Be Polite are two of the easiest to start with.
Any map with water. Get lit by a Pyro and jump in.
Not same-life, and you can change loadout mid-round. Rifle, then SMG, then Kukri.
Play with a Medic attached and punish whoever shoots him. The kills don't have to be in a row, only all in one life.
Light two Scouts within a few seconds of each other. Flares are handy for a second Scout who's running away.
Stand next to a friendly Engineer and swing the instant he drops a building, before the construction bar fills. Helping build is the normal thing to do anyway.
Jump, crouch while in the air and fire a rocket at your feet. That combination is the highest rocket jump in the game and triggers it straight away.
Die inside your own sentry's arc. The gun keeps firing after you go down, so a Scout or Pyro who finishes you near the nest usually gets shredded on the way out. Baiting a fast class into chasing you past the sentry is the reliable setup. It has nothing to do with the Frontier Justice shotgun.
Find a player wearing the Pyrovision Goggles and kill him four times in a row without him getting you back. The reward is your own untradable pair, which turns on Pyrovision for any class. A friend wearing them can hand you this in a couple of minutes.
Accrues across everything else. Short game modes get there faster.
Pops after any 5 achievements from the Engineer pack. Easy early ones are Land Grab, Silent Pardner and the freezecam taunts like Uncivil Engineer. The reward is the Frontier Justice shotgun, which you'll want anyway for the guitar achievements.
Three caps while keeping a clean sheet. Defending your own intel room matters more than rushing theirs.
Über builds at triple rate during setup and nobody is shooting. Start healing the moment the round loads and it is comfortable.
Cloak, walk into a Pyro's flames on purpose, then back off before he can keep the stream on you. Grab a health kit or find a Medic to put the fire out, and stay out of fights until the 30 seconds are up. Afterburn alone won't kill a healthy Spy, so the risky part is the Pyro chasing you, not the burn.
A full-charge rifle shot or a crit melee swing. Spies decloak the moment they engage, so predict the path rather than chasing the shimmer.
Needs an enemy Soldier who also jumps. Watch for the rocket-jump trail and take the shot mid-flight.
Rifle headshots count. Huntsman headshots should also count. Unconfirmed.
Look for a cluster facing away from you, like a Heavy with his Medic and someone walking with them, or Snipers lined up on a balcony. Stab the closest first and keep moving down the line. The old advice to do this in setup was wrong for most maps, since the attacking team is locked in spawn then.
This pops on its own after any 5 achievements from the Spy pack. The reward is the Ambassador revolver.
Wait for a teammate to call for Medic on a team without one, switch class straight away, and heal 500 health. It only checks your own team, not the enemy's.
Watch the 2Fort battlements or any spot Soldiers jump to, and hit them with a flare while they're in the air. Igniting is enough.
Pick one Sniper and keep hunting him; a domination is four kills on the same player with none from him in between. Snipers on 2Fort's battlements and Upward's long sightlines are the usual targets. Flank and catch him scoped in rather than trying to win a straight duel.
Do NOT use the Sydney Sleeper - its headshots do not crit, so they will not count. Stock rifle or Bazaar Bargain.
Your HUD shows whose name and appearance you have taken. Go and find that specific player.
You need the health to absorb it - get overhealed to 450 by a Medic and stay there. Crit rockets are random, so this is a waiting game unless you catch the Humiliation period, when the winning team gets guaranteed crits.
Play RED on a Payload map, scope in on the BLU spawn gate during setup and shoot the first player who steps out the moment it opens. Pre-aim where they spawn out and take the shot the instant the round goes live.
Bomb carriers gain buffs the longer they hold the bomb. Kill every carrier quickly, 15 in a row, during a single wave. Most players get this without trying, especially as Engineer, Pyro or Heavy covering the bomb path.
Stay near teammates a Spy is likely to go for, like Snipers and Engineers, and react as soon as you see a stab. A shotgun is quicker than a rocket at close range.
You need someone to dominate you first: let one player kill you four times, then hunt them specifically.
Sprint straight to the point at round start. The Gloves of Running Urgency help but are not required.
You need a genuine push against you. Pocket a Heavy walking into a defended chokepoint rather than looking for the moment in open ground.
At 5 Soldier-pack achievements you get an untradable Equalizer. Worth a Thousand Words and Ride of the Valkartie are quick early ones.
All three conditions at once: his sentry taking damage, him wrenching it, your beam on him. Any contested Engineer nest produces this within minutes.
Loose an arrow at someone, then die before it lands. The easy way is to bind a key to the kill console command and suicide the instant the arrow leaves the bow, which turns it into a timing exercise rather than waiting for a natural death.
At 11 Sniper-pack achievements you get an untradable Jarate. The Huntsman from Milestone 1 helps with the bow-specific ones.
Get the sentry to level 3 somewhere safe, pick it up and drop it where enemies are walking right now, like a corridor they push through. Hauled buildings redeploy quickly. The exact time window after redeploying isn't documented, so put it down where a kill will happen in the first few seconds. Gunslinger mini-sentries can't be upgraded, so they can't do this.
Scout has 125 HP, so you need healing in between: medkits, Dispensers or a pocket Medic all work. A friend shooting you while a Medic heals you finishes it in a minute. In pubs, play near health packs and retreat when low.
Heal new players, who unlock achievements all the time. The controlled way is healing a friend while he goes for an easy achievement. Any of his achievements count.
One sentry bullet on the target is enough, then switch to the shotgun and finish them as they back off from the nest. The Frontier Justice works as your shotgun here.
Spy-checking with the flamethrower is normal play. Sweep corners, doorways and anyone walking backwards.
At 10 Pyro-pack achievements you get an untradable Flare Gun.
A full-charge headshot-level body shot kills a level 1 outright; two kill a level 3 if the Engineer is not repairing. Catch nests while the Engineer is away.
Almost entirely out of your hands - you are waiting for a coincidence. It tends to fire on its own during the Spymaster grind. Do not sit down to chase it.
Both have to be random crits, not boosted ones from Kritz or a buff. It's pure luck; play Soldier enough and it pops.
Sweep the flames across flank routes rather than looking for the shimmer. Fire reveals them whether you spotted them or not.
Three conditions at once: the sentry is taking damage, you are wrenching it, and a Medic's beam is on you. Ask a Medic to pocket you at your nest and wrench through an attack. Falls out naturally in any defensive session with a Medic present.
Either your shotgun finishes what a teammate's sentry chipped, or theirs finishes yours. Playing two sentries side by side on a chokepoint makes it happen on its own.
A Spy who knows you have spotted him will usually draw the revolver and back away rather than commit to a stab. Walk at one openly and he arms himself for you.
The wave-end bonus only pays out if your team picks up all the dropped money. Play Scout, since his pickup radius and health on pickup make him the natural collector, or make sure someone on your team is sweeping the cash.
He only has to be hitting it - upgrading or repairing both count. Engineers wrenching under fire never look behind them.
Safest reading is to not attack at ALL after pickup - the check is on having fired a weapon, and it is unclear whether a melee swing trips it.
Be on the point when your team caps last. Attack/defend maps like Dustbowl or Gravel Pit count as soon as BLU takes the final point. An empty server lets you cap through a whole map alone.
Dominations count assists, so your Medic's heal-assist qualifies. Pick one enemy, kill him four times with the same Medic beam connected throughout.
The charged Medic glows. Medics chain-heal each other to full before a push, so watch the enemy staging area rather than the front line.
Easiest via the KGB's crit-on-kill window. Failing that, the winning team gets guaranteed crits during Humiliation - kill achievements still unlock then, only taunt ones are blocked.
Aim at the Pyro rather than chasing your reflected rocket. Fire a second immediately after the first is deflected.
Any dominated player who leaves counts, whatever his reason. Dominate a friend and have him disconnect if you don't want to wait.
Watch for the enemy Medic's charge glow and hold yours. Pushes into a chokepoint are when both teams pop, so save it for a contested point rather than spending it early.
Charge builds faster on damaged teammates, so heal people coming back hurt rather than topping up the healthy. The Übersaw refunds charge on a hit if you can land one.
Charged Medics glow and cluster before a push. One flame sweep across a staging group can catch several.
Ten kills on one sentry before it's destroyed. Put it somewhere enemies keep walking into and keep it repaired.
Unlocks after 11 Spy pack achievements and gives you the Cloak and Dagger invisibility watch. Easy ones like Burn Notice, Joint Operation and the backstab-count achievements get you most of the way.
Hold right-click between bursts to stay spun up. Stand at a chokepoint with a dispenser behind you so ammo never forces you to stop.
Unlocks at 11 Engineer pack achievements and gives the Gunslinger. Six-String Stinger and Honky Tonk Man both need the Frontier Justice from the first milestone, so grab those once you have it.
Career accumulation across every class.
At 5 Demoman-pack achievements you get an untradable Chargin' Targe.
Spy-check teammates by walking up behind them with the knife out - if it raises to stab, it is an enemy.
Overheal counts, so the beam is never wasted.
Watch spots players can only reach by jumping, like the 2Fort battlements that Soldiers jump onto. Jumpers have usually hurt themselves, so a charged bodyshot is often enough. A friend jumping at low health makes it quick.
At 10 Heavy-pack achievements you get an untradable Sandvich.
At 16 Pyro-pack achievements you get an untradable Backburner.
Dropped money blinks before it disappears. Pick up a pack while it's flashing. This is easiest in a team without a Scout, since nobody else is vacuuming cash up early.
Read the scoreboard - dominations are shown there. This usually means the best player on the other team, so approach from a long flank rather than head-on.
Unscoped is a flat 50 damage, so nothing dies in one shot. Soften targets with the SMG first, or take already-wounded enemies.
Afterburn keeps ticking after you're dead. Set as many people on fire as you can before dying, and kills that come in after you die count toward 15.
At 17 Sniper-pack achievements you get an untradable Razorback, which blocks one backstab.
At 11 Soldier-pack achievements you get an untradable Direct Hit.
Two Soldiers shelling the same chokepoint produce assists constantly.
Spy-check everyone who looks like your own class, since that's exactly the disguise you need. Playing Pyro makes checking cheap. It reportedly doesn't always fire on the first valid kill, so keep going if it doesn't pop.
You need your team shooting the Sentry while the Engineer runs out to fix it. Kill him while he's hitting it with his wrench. Splash rockets landed next to the gun usually catch him.
Join a friend's server from your Steam friends list, pick his team, build a charge and pop it on him. It also counts for Family Practice.
Killed players drop gifts during the Smissmas holiday, so play any server while the event is on and grab three from enemies. Outside the event you can force it on a local server: map itemtest, then tf_forced_holiday 3 and tf_bot_add 13, and collect the presents as the bots kill each other. Trackers may not consider the offline method legit.
Watch for a Medic whose medigun is sparking or who is calling out that his charge is ready, then get behind him before the push starts. Medics building charge during setup on payload maps are good targets once the gates open. Playing the Cloak and Dagger lets you sit and wait near him while the meter fills.
It must be a DIRECT hit - bouncing a grenade off a wall into the building does not count, which is what trips most people up. Lob over cover at a nest you know the position of. The Loch-n-Load is easier: no arc bounce and bonus building damage.
Spy-check by swinging at teammates who are behaving oddly - standing still, walking backwards, not shooting. Enemy Spies disguise constantly, so this comes quickly at any nest.
Any weapon works. Look for a Medic whose gun is throwing off sparks, which means the charge is full, and focus him before he pops it. Farming it with friends is easy too: let one heal another to full charge, then kill him.
Menu only, no server needed. Includes both Soldier sections.
At 10 Medic-pack achievements you get an untradable Blutsauger.
Dump the minigun's ammo away from any ammo source first, then find a target. The Family Business works too; the Sandvich does not, since you need the shotgun.
Unlocks automatically when you have 10 achievements from the Scout pack, and drops the Force-A-Nature as an untradable item. Fast early picks include Side Retired, Triple Play, If You Build It and Closer, which a friend can help you farm in one session.
Needs 17 Spy pack achievements and hands out the Dead Ringer. Most players hit this through normal Spy play long before they finish the hard ones in the pack.
Uncharged body shots on a Heavy, who has the health pool to absorb three. Do not charge the bow or you will kill him.
Finish any MvM mission from the first wave to the last, in Boot Camp or Mann Up. An easy Normal mission is the quickest. The reward is the Power Up Canteen.
Spin the minigun up before you step on the entrance, since revving takes about a second and eats into your window. Forward teleporters near a fight, like the sewers on 2Fort, are the best bet. Unconfirmed: telefrags reportedly count.
It has to be a Sniper. When one is lining you up, fire a rocket at him; if he kills you while the rocket is in flight and it lands, it counts.
The Demo has to be in the middle of a charge when he dies. Medieval Mode servers are full of Demoknights, which makes this much easier to find. Sidestep the charge so he slides past and shoot or hit him before it ends; a full-health Demoknight with the Splendid Screen is harder, so pick on wounded ones.
Sentry Busters walk toward an Engineer's sentry and blow up when they get there. Shoot them down on the way. Any class can do it; they don't have much health.
At 11 Demoman-pack achievements you get an untradable Eyelander, which you need for the head-taking ones.
At 22 Pyro-pack achievements you get an untradable Axtinguisher.
Rush the 2Fort battlements or any sniper perch and burn Snipers while they're looking down the scope. You only need to ignite them, not kill them. The Scorch Shot or Flare Gun let you do it from range.
Four kills on the same Sniper without him killing you. Note the name on your screen and keep returning to his nest.
Sap first, switch to the knife, stab. Engineers almost always turn to their building rather than to you, which hands you the back.
It must be a crit rocket, so you are waiting on a random crit coming your way. Face Soldiers directly and airblast on reaction.
At 16 Heavy-pack achievements you get an untradable Natascha.
Play RED and hold stage one. Running out the clock counts as the defence - you do not need to kill anyone.
You must not change class mid-round for it to count, so commit to one per round. Nine short rounds.
Rocket at their feet to launch them, switch to the shotgun and finish before they land. The switch speed is the whole difficulty.
Needs 17 Engineer pack achievements and hands out the Wrangler. Several Engineer achievements need the Wrangler itself (Patent Protection, Pownd on the Range, Search Engine), so those come after this one.
Equip the Dead Ringer, let an enemy damage you so the fake death pops, then loop round behind them and stab them. Taking a bit of damage before the feign makes the fake death more convincing. The Dead Ringer is the Spy's third milestone reward.
Flank routes. The W+M1 approach from behind does enormous damage before anyone can turn.
At 17 Soldier-pack achievements you get an untradable Buff Banner, which you need for Banner of Brothers and The Boostie Boys.
Your first backstab on a Sniper wearing the Razorback breaks the shield and stuns you, and he now knows you're there. Kill him right after, either with a second stab once you get behind him again or with your revolver. The Dead Ringer works well here: let him think he got you, then come back while he's relaxed.
Entirely passive. Bunny-hop around spawn while waiting for a round to start and it accrues without thought.
Under-construction buildings have a fraction of their final health. Punish Engineers setting up forward nests.
Catch a level 1 with the Engineer absent - a level 3 will shred you before the pistol gets there. Note this and If You Build It are mutually exclusive per building.
Sit on a locked point while your team takes the one before it, and you'll start capping the instant it opens. Attack/defend maps like Dustbowl where points unlock in order are the best. It's often done at the same time as Side Retired.
Exactly the same setup as Insurance Fraud, so do them back to back: get the enemy Medic's beam while disguised, kill someone else for Insurance Fraud, then turn around and stab the Medic within five seconds.
About two minutes of continuous fire, so the only real constraint is ammo. Stand on a dispenser or next to a resupply cabinet and hold down the trigger. The setup phase before the gates open is the safest window.
Jarate extinguishes fire on allies, so throw it at any teammate who's lit. Games with an enemy Pyro or two hand you plenty of chances.
All five points fast. Needs either a coordinated push or a thin defence.
In Pyroland a domination shows up as BEST FRIENDS, so this is two simultaneous dominations seen through Pyrovision. Equip the Pyrovision Goggles or another Pyrovision item, then keep killing the same two weak players without dying to them until both show as dominated. Farming it with two friends on an empty server is far faster than waiting for a pub to cooperate.
A full shield charge gives the Eyelander a critical swing, so charge in and swing as you connect. The description names the Eyelander, so use it. Unconfirmed: other swords reportedly count too.
Swing at the shimmer near your position. Cloaked Spies who have been spotted often panic and decloak, which is your moment. Falls out naturally during the Brainspotting grind.
Light enemies up and switch to melee to finish them. Three axe kills in a single life is enough.
Kill the Medic FIRST - he is faster and more likely to escape, while his patient is usually a Heavy who cannot turn quickly. Medics naturally pocket Heavies, so the pair finds you.
Snipers stand still, scoped, facing one direction, usually alone. A match with several Snipers on the enemy team gives you this in one flank.
Swinging your melee ENDS the charge and voids the bash, so you must let the impact do the killing. The Splendid Screen has the highest impact damage; soften a target to roughly half health first.
Switch to the Shotgun or Flare Gun and taunt for the Hadouken, which kills instantly when it connects. It winds up slowly, so use it on a scoped Sniper or someone around a corner.
Engineer is the safe pick: place your sentry where robots focus it and stay behind cover repairing it. On Decoy's advanced mission this works well. Any single wave counts, so pick an easy early one.
Two Demomen shelling the same chokepoint generate assists constantly. Nothing to set up beyond playing near one.
Nothing sniper-specific - grab the intel and walk it home. Do it on a quiet round rather than mid-fight.
Pops at 16 Scout-pack achievements and gives an untradable Sandman. The Force-A-Nature from Milestone 1 opens up Caught Napping and Fall Classic, and Round-Tripper and Batter Up come from normal play.
At 16 Medic-pack achievements you get an untradable Kritzkrieg.
Scout is the fastest class in the game; a quiet CTF round gives you all three without contest.
2Fort is the map. Burning players jump into the water themselves to put it out, so light people near the moat.
You have to start the cap; if you die and your team finishes it, it still counts. Scout's speed gets you onto points first, so it adds up on any CP or attack/defend map.
At 17 Demoman-pack achievements you get an untradable Scottish Resistance.
Needs the Frontier Justice (Engineer Milestone 1, five achievements). Let a Demoman or Soldier destroy a level 3 sentry - the crits bank based on the sentry's kills - then hunt down that specific player and finish them with a revenge shot.
Rocket jump onto ledges and roofs and shoot down at people. Unconfirmed: how much height the game requires, so take shots from clearly elevated spots rather than off a small crate.
Ask a Medic to Über you and charge into a group with the flamethrower.
Once a Sniper soaks you with Jarate (or the Sydney Sleeper), he'll be watching for you, so leave him alone. Get out of his sightline and stab someone else who hasn't noticed you yet before the effect wears off. Any knife kill counts, it doesn't have to be the Sniper who threw it.
Build a dispenser or sentry, walk off and wait for a Spy to sap it, then run back and wrench the sapper off. It won't count if you were standing next to the building when it got sapped. The exact distance isn't documented. Unconfirmed: being about six seconds of running away reportedly works, and going further helps if it doesn't trigger.
Friendly Medics can heal a disguised Spy, so if your beam sticks to someone who is behaving oddly, saw them. Being 'tricked' is the achievement.
You have to be standing outside the Sentry's range when it dies, so shoot it from a corner or ledge at long distance. If it's shooting back at you, you're too close.
Scared players walk around slowly with ghosts circling their head and can't fight back. On Mann Manor the Horsemann does the scaring, on Eyeaduct ghosts roam after the point changes hands, and on Ghost Fort a Wheel of Fate result can scatter ghosts. On Carnival of Carnage a ghost patrols where the ticket suitcase spawns. Shoot anyone in that state.
You get credit if you're one of the last three people to hurt the Horseless Headless Horsemann before he dies. Stay at range and keep chipping at him, then make sure you land hits in the final seconds. Scout is a good pick because you can outrun him. The Carnival of Carnage Horsemann doesn't count. Reward is the Horseless Headless Horsemann's Head.
Assists count, which makes this much faster than it sounds. Spray corridors and doorways with the minigun - the spread does the spy-checking for you.
Aim flat at enemies coming toward you rather than lobbing, so the pill hits them before it bounces. The stock Grenade Launcher is the safe pick. We couldn't confirm whether the Loch-n-Load, Loose Cannon or Iron Bomber count here.
You need someone to dominate you first - four kills on you without you killing them. Once the nemesis marker is up, hunt that specific player with a bladed melee.
Throw at the flank route rather than trying to spot the shimmer first - the splash reveals anyone in it.
Camp an intact enemy teleporter exit with the flamethrower already running.
The finger-gun taunt with the Fists is the one that kills. Sneak up on a scoped Sniper or anyone standing still and taunt from close range. A friend standing in front of you does it in seconds.
Entrances sit in enemy spawn where Scouts get to first. Scout speed plus the pistol is enough.
Guard your own intel room. The carrier is always headed the same direction, so pre-aim the exit.
The wave is the Sniper Rifle taunt. Get a kill, stay on your rifle or switch to it, and taunt straight away, ideally somewhere enemy Snipers can't see you.
At 22 Heavy-pack achievements you get untradable Killing Gloves of Boxing.
You need dominations to exist first, so this only happens in a real, lopsided match. Watch the kill feed for domination messages, then assist your dominated teammate against that specific player.
Find a map with pits, sawblades or deep drops and lay stickies at the edge. Detonate as someone walks past and let the fall or the hazard finish them.
The FaN's knockback is the tool - shoot them off a ledge or into a sawblade. Conflicts with the Back Scatter, which shares the primary slot.
Valve's Casual servers don't record replays, so open the community server browser and sort or filter by the replay icon. Join one, press F6, name the replay and save. Die (or type kill in console) and wait for the replay to finish downloading; the achievement pops once it's saved.
The trick that makes this trivial: build a teleporter entrance and exit RIGHT NEXT TO EACH OTHER. A single Spy sap places a sapper on both ends at once, so one enemy action gives you the Spy plus two sappers within arm's reach. Shotgun the Spy, then two wrench swings. The 10-second timer starts on the first of the three.
Two Heavies pushing the same chokepoint generate assists constantly. Nothing to set up beyond standing near one.
Dominate three or four people early, then keep targeting those specific names rather than whoever is closest.
The Sticky Jumper deals zero self-damage, which turns this from risky to trivial. Documented oddity: it can also fire off Grenade Launcher explosions and even as the round ends.
Track the patient's head through the whole Über and fire as the glow drops. Aiming early is better than reacting late.
The Direct Hit mini-crits airborne targets. Rocket jumpers, demo jumpers and Scouts mid double-jump are your targets.
Pick up a dispenser and walk laps of spawn or a long corridor. Hauling slows you down, but a few minutes of steady walking covers the distance.
Throw between the pair rather than at either one - the splash radius covers both. Medics pocket Heavies, so look for that pairing.
Equip the Equalizer, rocket jump at an enemy and swing on the way down or the instant you land. Low-health targets make it much easier since one hit needs to kill.
Counts kills, not ignitions. Accumulates over time.
On an empty five-point CP server like Granary or Badlands, cap three in one life. In a real game, a winning team on a five-point map gives you the chance if you stay alive and keep sitting on points.
Cumulative across the building's life, so it is about uptime, not one big hit. A level 3 sentry has 216 HP, so you are repairing constantly - keep a dispenser beside it for metal and wrench between incoming volleys. The Gunslinger's mini-sentry cannot be upgraded and will not survive long enough; wear the stock Wrench.
Disguise as a front-line class, stand near an enemy Medic until his beam lands on you, then backstab the nearest enemy while it's still connected. It's easiest mid-fight when the Medic is watching the battle and not you. If you stab the Medic's patient with Your Eternal Reward, the Medic often keeps healing you.
You must be both undisguised and uncloaked. The first two strikes barely damage - only the third kills - so pick an already-injured target, or a scoped Sniper who is not looking. Cannot be earned during Humiliation.
Pop the Über first, then have your teammate run onto the point while the enemy is capping. Übering someone who is already standing on the point and blocking doesn't count.
Stacks directly onto Australian Rules - dominate a Sniper, then jar that same player. Same target, back to back.
The Heavy needs to be standing close to a wall when the headshot kills him. Narrow corridors and doorways are the easy spots. Unconfirmed: whether the arrow has to be fully charged, so charge it fully anyway.
You're the one on fire. When a Pyro lights you, keep fighting instead of running for water or a health pack. Killing the Pyro himself counts.
At 22 Scout-pack achievements you get an untradable Bonk! Atomic Punch. The Sandman from Milestone 2 unlocks several of the remaining ones, like Beanball and Out of the Park.
At 22 Medic-pack achievements you get an untradable Übersaw.
A scoped Sniper is the classic victim - they are stationary and tunnel-visioned. Approach from directly behind.
The rocket has to be a crit. Kritzkrieg Über or the crit boost after capturing intelligence make this much easier than waiting on random crits. Fire into a cluster on a point or the cart.
Long-range flare shots on Snipers and Engineers add up over time. Unconfirmed: whether flare guns other than the stock Flare Gun count, so use stock to be safe.
A Scout on Crit-a-Cola has a glowing weapon, so he's easy to pick out; kill one while the effect is on. Older guides describe a Bonk slowdown version, but the current Steam text is Crit-a-Cola.
You need a second Spy on your team and an enemy team running at least two sentries. Agree on a moment, both get into position, and drop your sappers at the same time. A friend in voice chat makes this trivial; with randoms, watch for another friendly Spy sneaking toward a nest and follow his lead.
On Halloween maps during Scream Fortress, killed players sometimes drop a small candy pumpkin (roughly a 1 in 8 chance). It doesn't matter who got the kill or which team died, you only have to be the one who touches it. Each one also gives a few seconds of crits. The reward is the Mildly Disturbing Halloween Mask.
Players and bots take the same route out of spawn again and again. Camp one corridor, pick one target, and let the Cloak and Dagger's unlimited standing cloak carry you between kills. Needs the Cloak and Dagger (Spy Milestone 2).
Use the Eyelander or its reskin, the Horseless Headless Horsemann's Headtaker. Each Eyelander head also raises your health, which helps keep a decapitation streak going for Left 4 Heads. Unconfirmed: other bladed Demoman melees like the Half-Zatoichi and Scotsman's Skullcutter reportedly count.
A chokepoint plus a shield to close the gaps between targets is what makes the 10-second chain hold. The Persian Persuader or Tide Turner help most because they restore charge.
Any swing that hits nothing breaks the streak, and so does dying. Medieval mode servers are full of melee fights, which is why most people get it there. Hits on different targets all count.
Both flags in play at once. Grab theirs, then intercept their carrier on the way home rather than racing to cap.
The winning team gets guaranteed crits during Humiliation. Chase down the losing team as the round ends.
Killing the Demoman wipes ALL his stickies at once, so one kill on a carpeted chokepoint can be worth several. Hunt Demomen rather than shooting bombs.
Your Heavy is not the fragile one - you are. Fight from a chokepoint where you can stay behind his body and keep the beam on.
Spies come to you - a Sniper is their favourite target. Turning and swinging the moment you hear a decloak is the whole technique.
On a payload map like Badwater or Upward, jump onto the cart and stay on it as it moves. You'll be a target, so do it when your team has the push going or on an empty server.
Pure healing output. Do not pick up a kill by accident - no syringes, no saw, no environmental. Heal the busiest front-line class you can find.
Needs six teammates with a Pyrovision item on at once. In a full pub it can happen without you doing anything; if it doesn't, gather friends with the Goggles on one team.
Kill a Heavy while he's holding or eating his Sandvich, then pick up the plate that lands on the floor. The Sandman stun makes it safer. A friend sitting still with his Sandvich out makes it trivial.
The hat doff is the Sniper's melee taunt. The easy way is to win a Kukri fight, often against a Spy, and taunt at once, so the freezecam catches it. The victim doesn't have to take a screenshot.
Monoculus spawns on Eyeaduct (koth_viaduct_event). You need to be one of the last three players to damage him. He floats, so aim high and stay mobile because his eye rockets hurt. If he's not killed before he leaves, his level resets. The reward is the MONOCULUS hat.
Short teleporters award nothing - the game checks the travel distance saved. Put the entrance in spawn and the exit as far forward as the map allows, on a big map like Thunder Mountain or Dustbowl.
You only need to START the capture, not finish it. Stand on the point before it unlocks and you are already there when the timer expires.
Build the charge then deliberately hold it while you syringe or saw two people. The temptation to pop it is the only real obstacle.
The Razorback breaks on the block and the Spy is stunned briefly - turn and finish him. The exact opposite loadout to Consolation Prize, so run them separately.
This one used to ask for the Haunted Halloween Gift on Mann Manor; the current description asks for a Soul Gargoyle instead. During the event the announcer calls out when a Gargoyle has spawned, and each player gets their own random spot from a fixed list, often somewhere out of the way or in enemy territory. Play cp_manor_event, listen for the callout and go hunting before it despawns. Unconfirmed: whether the Gargoyle still needs a minimum player count on the server.
Use the stock Grenade Launcher. Unconfirmed: a bug reportedly stops the Loch-n-Load, Loose Cannon and Iron Bomber from adding to the count, so check your loadout before grinding.
The in-game text only says to use the Eyelander. Unconfirmed: it reportedly needs a kill with the Eyelander's taunt swing. The taunt is slow and loud, so try it on a scoped Sniper or someone who hasn't seen you.
Stay near your Engineer's sentry; when a Spy saps it, burn him. Igniting is enough, you don't need the kill.
Only responses to an actual Medic call count. Accrues passively as long as you answer calls rather than pocketing one person all match.
Throw into a crowd standing on the cart or a control point, where people bunch up shoulder to shoulder. Payload pushes with several players on the cart are the best spot.
Equip the Equalizer and use its taunt (Kamikaze), where the Soldier pulls a grenade and blows himself up. Anyone caught close enough is gibbed. Walk into a crowd or behind a Sniper and taunt.
One for each slot: primary, secondary and melee. Get a kill with a weapon from that slot and taunt as soon as the kill shows. Burn kills count too.
The fragile part is your Medic, not you - he cannot dodge while healing. Fight from a chokepoint where he is behind cover rather than pushing into the open.
Same as Lumberjack but six in one life. The Axtinguisher, which crits burning enemies, is the usual choice.
Taunting players are locked in place and defenceless. The end of a round, when the winning team celebrates, is the reliable window.
Same shape as Impenetrable Defense. A and B both have to hold, so cover the less-defended point.
Drink Bonk and run straight into a Sentry or a revved Heavy; every bullet you dodge counts toward the total. Back off before the effect ends because you're slowed afterward. Bonk is the Milestone 3 reward, so this is one of the last Scout ones you'll do.
Escort your own carrier and punish anyone who shoots him. Medic, Pyro and Heavy escorts get this naturally, since attackers have to come close to the case runner.
Easiest on a team with several Medics stacking on one push: when you see another Über go, pop yours too. Three Medics healing one Soldier and popping together is the farm setup. Unconfirmed: the other Medics reportedly can be on the enemy team.
You need enemy Pyros and non-Pyro teammates at once - Pyros are immune to afterburn, so a team full of them gives you nothing to extinguish.
One jump, two kills before you land. Jump into a cluster rather than at a single target.
Rockets, grenades and arrows are the common ones. The Phlogistinator has no airblast, so use another flamethrower. Unconfirmed: whether pushing stickybombs counts, so rely on rockets and pipes.
You need to be pushed back to your last point and then come back, so this rewards a genuine comeback rather than a clean win.
Heal another Medic while HE gets the kills. Bonesaw kills are easiest to set up because he has to commit to melee range.
Take the Razorback OFF - it blocks the backstab and voids the whole point. Sniping from a predictable spot with your back to a flank route is exactly what you want here.
You need four unanswered kills on each of three different players without dying. A pocket Medic and a server with weak players helps a lot.
Five assists inside eight seconds is brutal with a stock Über. The Kritzkrieg is the honest answer - crit flames kill almost instantly, which is the only way the maths works. Pocket a Pyro into a chokepoint.
Flames melt buildings quickly at close range. Push nests when the Engineer is distracted.
Hydro's rounds are territory-based. Win without the other team capping one of your points. Strong teams make it much easier.
The smile is the grenade launcher taunt. Taunt the moment you get a kill so the killcam freezes on it.
Merasmus shows up on Ghost Fort (koth_lakeside_event) and you only need to contribute to his death. When his health bar turns green he's hiding in a prop and healing, so shoot props that don't belong to the map until one sparkles and he pops out. Players hit by his bomb attack can run into him to stun him.
Disguised Spies use the Medic call to bait you into range. Rather than healing, walk in with the saw out - the call itself is your confirmation.
Largely a reaction test against random crits. Pocket a Soldier or Demoman in an explosive-heavy fight and keep a charge banked rather than spending it on schedule.
Capping a point or pushing the cart both count. Sit on a sightline that covers the objective rather than the approach.
One arrow has to do the whole kill, so it has to be a headshot or a fully charged body shot on a low-health carrier. Camp the corridor out of your intel room on 2Fort and wait for the carrier to walk into your sightline. A friend running the enemy intel past you is the fastest way.
Hit the Horseless Headless Horsemann with a melee weapon in his final moments and survive his death. When he starts shivering he's about to go down and it's fairly safe to get close. Scout is the usual choice because of his speed. The reward is Haunted Metal Scrap, which crafts into the Headtaker and other Halloween items.
This only progresses when enemy Pyros are setting your team alight, so put the dispenser at the front where burning teammates fall back to. Whether the Engineer putting himself out on his own dispenser counts isn't documented, so don't rely on it.
A documented bug works against you here: CRITICAL stickies do not count. If random crits are on you can lose a perfectly good triple. A chokepoint at a spawn exit gives the tightest clusters.
The beam must be on them before they land. Watch for teammates launched by explosions near a lethal drop and pre-aim rather than reacting.
There's no clear timer shown, so open a replay in the editor and use everything: switch to each player in the bottom left, press every button along the bottom, and drag every slider in the camera menus (the free-cam one has a slider hidden near the bottom edge). Play the edited footage back a few times. It can take a couple of sessions before it triggers. The reward is the Director's Vision hat.
Defend the point and sweep it as they arrive.
2Fort is the map for it: kill someone normally, double jump for an air kill, then drop into the water under the bridge for the last one. Crouching in knee-deep water such as the 2Fort sewer reportedly counts as being in water. Dying resets it.
Only the Sandman's taunt kill throws the body, and it has to fly 25 meters without hitting anything. Face somewhere open, like out from the 2Fort balcony, and target someone distracted, such as a scoped Sniper. A friend standing still makes it easy.
When Monoculus dies a book portal opens where he fell. Jump in fast, climb to the top of Loot Island, wait for the cage to lower and touch the Bombinomicon. Enemies get teleported too, so be ready to fight on the way up. Portals used while he's still alive send you to the dangerous side of the island instead.
Revenge crits bank and carry across sentries, so let two separate sentries die to build a healthy stock, then pick off wounded enemies from somewhere safe. Dying at any point resets the run, so do not push - this is a back-line achievement.
Stick next to a friendly Engineer's dispenser at a defensive spot and fire away. It doesn't have to be in one life, and the dispenser only needs to be healing you, not giving ammo. Unconfirmed: the payload cart reportedly counts too, so a real dispenser is the safe bet.
Requires an enemy Engineer to have a working teleporter pair and teammates using it. Camp the exit glow with stickies already laid. Large maps are better - Engineers only build teleporters when the distance saved is worth it.
Stun length scales with distance travelled, so the ball needs a long clean flight. Pick an open sightline and lead a target who is running in a straight line. Needs the Sandman.
Your nemesis is the player currently dominating you. Wait until someone dominates you, then get a melee kill on him with the Shovel. Low-health nemeses after a fight are the easiest way.
A fast cap-out. Easiest against a thin or disorganised defence.
The Frontier Justice taunt ends with the Engineer smashing the guitar, and it kills anyone standing in front of him. Hide around a corner or in a doorway where enemies walk past and start the taunt as one comes into range. Friendly or trade servers where people mess around with taunt kills make this much easier.
Pop Über on one patient, then swap the beam to a second patient standing right next to him. The first one keeps the glow for a moment after you switch away, and both have to be Übered at the same instant. Swapping halfway through a charge with the patients far apart reportedly doesn't trigger it, so keep the two close and switch fast.
Killing Merasmus leaves a book portal behind. Jump in, climb the steps on Skull Island and touch the book once the cage drops. Scout gets there first, which matters because the enemy team comes along. The reward is the Skull Island Topper.
Use the teleporter trick: sapping one end auto-saps the far end, so that is two of the three from a single action. Stab, sap the tele, sap the sentry, done inside the window.
Only MED-KITS count - healing from a Medic, a dispenser or a Sandvich does nothing for this. So do it with no Medic on you: take damage, walk the health-kit route, repeat.
The trick is to be the most attractive pocket on the server. Medics prioritise Heavies, so several will latch onto you at once - call for Über with the voice command every time one is charged rather than waiting for them to decide.
Kill the Medic first if you can reach him, otherwise burn the Heavy down and finish the Medic before he retreats. Both halves of the pair must die and you need your own Medic connected.
Start the charge inside a corridor or around a corner. The Tide Turner's full steering lets you curve onto someone who was never in view.
Pocket whoever is standing on the point. All three must come in one life, so play safe behind them.
Counts kills. Comes after Firefighter.
You need a sword that takes heads (the Eyelander or similar), and the Soldier must be holding the Equalizer when you kill him. Soldiers using it usually rush you at low health, so wait for them to come.
Bonesaw kills are best because you're already standing next to the body. Kill, taunt right away, and make sure some of the corpse is in frame. A scoped Sniper or a lone Spy is a good target.
The lid opens when the enemy carrier rides the lift near the top. Kill him before he finishes (Demoman stickies on the rocket right under the lid work well), then go win the round. Pairs nicely with Failure to Launch.
Your swing has to be the one that completes the level, so piling metal into a building the owner is already upgrading wastes it. Teammates' teleporters are the usual target because they're often left at level 1, and every entrance and exit you take to level 3 gives two upgrades. Unconfirmed: Engineer bots reportedly never upgrade their own teleporters.
Engineers rebuild endlessly, so a single defended nest can supply most of this. Sticky-carpet the whole nest rather than picking buildings off one at a time.
Derived - it fires automatically once seven of the pack are done. No separate action.
The kill has to land after your second jump, while you're still in the air. Scattergun shots fired at the top of a double jump are the usual way. It comes naturally if you play Scout normally.
Spells only exist on Helltower and the other Halloween maps, and you need a spellbook in your action slot. Rare spells reportedly come from the two bridges near the cliff edge that lead to a door, and from the Skeleton King. Pick one up and cast it.
Burst damage at the tank's spawn point is what does it: a Heavy with a Medic, Soldiers with the Air Strike, crit canteens and a Wrangled sentry all help. Pick an early tank wave on Normal or Intermediate, since those tanks have less health.
Fill every resistance row in the body upgrades on a single class. It costs a lot, so do it in a long mission or one with a large starting bank. Ghost Town is reportedly the quickest for this.
Switch to the shotgun and taunt as soon as you get a kill. If the taunt has started when the killcam freezes, it counts.
Any 7 of the Doomsday pack count, so you can skip The Fight Stuff entirely. Space Camp, Escape Ferocity, Mission Control and Plan Nine come first for most players. The reward is the Gentle Munitionne of Leisure hat.
Spend everything on one primary until every row is full. A long mission with a lot of cash gets you there; the Ghost Town Halloween mission reportedly starts you with around $5,000, which makes it much faster.
The alarm goes off when the bomb gets close to the hatch. Hold the bomb back for the whole final wave of any Advanced mission. Two Engineers and a well-upgraded defensive team help a lot.
Scouts move constantly and are the hardest Amby target in the game. Take them at close-to-medium range when they commit to a straight line, and let the revolver recharge between shots.
Arena is the easier option and is mostly on community servers now. Pick Scout and rush for the first kill as soon as the round starts. A friend on the other team running straight at you gets it done in one round.
Play CTF maps like 2Fort or Turbine and run the intel. Total captures, any number of rounds. An empty server with a friend lets you cap repeatedly with nothing in the way.
Fill the rage meter and sound the banner every time it's full, ideally when a crowd of teammates is around. Fifteen buffs in one life usually means using the banner more than once, so stay alive with a Medic.
You have to be the one who picks the case up from its home spot, then carry it to the rocket and ride the platform to the top without dying or dropping it. Scout gets to the case fastest but dies quickly; a Heavy or Soldier with a Medic is safer. It usually comes naturally while working on Plan Nine to Outer Space.
Equip the Frontier Justice, whose taunt pulls out a guitar. Right after you get a kill, hit taunt so your victim's freezecam catches you strumming. Do it the instant the kill lands, before the camera snaps.
Every Ambassador kill counts, body shots and finishing off weak targets included. Headshot practice for Skullpluggery and Who's Your Daddy? feeds this at the same time. The Ambassador is the first Spy milestone reward.
All three must die to the same explosion, which means catching the Engineer standing in his own nest. Lay the trap while he is away, then detonate when he returns to repair.
ANY healing voids the run, including a health kit or a dispenser you walk past. Do it early in a life, deliberately avoiding pickups.
You need a Medic to pop on you and then you have to blow up five enemies before it ends. A Kritzkrieg Medic is the best partner since crit rockets gib easily.
A backstab, a headshot or a Backburner hit from behind all qualify as crits. Capping players do not watch their backs.
You need the Sandman equipped. When an enemy Scout's ball lands near you, pick it up and hit him with it. A friend on the other team throwing balls at you on an empty server is the fast way.
From the main menu, click the TV icon at the bottom right to open your replays. Pick one, choose Watch/Edit, and press the space bar once it starts playing.
The enemy has to actually be capturing, so if you're standing on the point and blocking, those kills go to Gorky Parked instead. Hang back a few metres from the point and gun down whoever steps on to start the cap.
Play the attacking side on payload or attack/defend and kill whoever is stood on the objective. Accrues without effort.
Kills from stickies detonated in the SAME explosion as your jump count, so lay four or more on a cluster, jump and detonate as one action rather than trying to shoot people mid-flight.
Four kills on the same Engineer without dying to him dominates him. Engineers wrenching their nest stay in one spot, so they're easy to farm with grenades bounced around corners.
Pure career accumulation across every other Sniper achievement. Never chase it.
Teammates have to finish enemies you've soaked. Throw at enemies already being shot at by your Heavy or Soldier and the assists stack fast. Unconfirmed: whether it is counted per round or per life, so try to do it without dying.
Charged Medics glow. They cluster behind a push, so ball into the staging area rather than the front line.
Nothing to it but numbers. Get five friends onto the same server as you, a community server is easiest for a group, and it unlocks once all of you are connected at the same time.
Halloween maps have pumpkins with explosives strapped to them. Shoot one when an enemy is standing close and the blast counts as your kill. Snipers who camp near them are easy prey. Your own death from the blast doesn't count against you, but it doesn't count toward it either.
Place the nest so it covers the capture point itself rather than the approach. King of the Hill maps are ideal because there is only one point and everyone has to stand on it.
Each checkpoint the cart crosses while you're pushing is worth one, final caps included. Play attack on payload maps and stay on the cart rather than running ahead.
Stun someone standing beside a sawblade, pit or train line and let the environment finish them.
Once a team gets its cart to the end, both teams reportedly get sent to Hell for the final fight. Get to Skull Island there and grab the loot. The reported route is through the gate at Hell's edge, up the steps and into the cage at the top. Losing the race doesn't stop you from going for it.
They have to be on your friends list when you stab them. Play on the same server as your friends, or have one let you stab him ten times on an empty server.
Tanks take a few seconds to deploy once they reach the hatch. Let one get there with a sliver of health and kill it during the deploy animation. This needs a team that agrees not to kill the tank early, so set it up with friends or on a private server.
Medieval mode maps are full of melee Medics, which makes this quick. The stock Bonesaw is the safe choice.
Kill anyone standing on your point. Accrues during any defensive session.
The flick is the Spy's taunt with the disguise kit. Pub Spies sometimes do it during setup or after a kill. Any way of igniting him works. A friend makes it easy.
Every mission has giants. Buy a Crit Boost canteen, pop it when a giant is low and finish it while the crits last. Heavy and Pyro are good for this because their damage is constant.
King of the Hill is the fastest venue because everyone crowds the one point. Enemies passing through a locked point also count.
Scottish Resistance only - it is the one launcher that can detonate selectively. Lay eight stickies across three chokepoints, then blow one group at a time as people walk through.
The Sticky Jumper makes this painless - no self damage, big height. King of the Hill maps put the point in the open where you can land on it.
Reduced from 5 to 3 in 2010, so it is more forgiving than its reputation. FULL health is the constraint - carpet a spawn exit and detonate on a fresh wave before anyone has taken chip damage.
The hard part is finding a Heavy willing to melee while invulnerable. Über him as he closes on a group and he usually commits.
Same shape as Autoclave: Kritzkrieg on a Soldier at a chokepoint. Crit rockets one-shot most classes, which is what gets you to five inside the window.
Ignite, switch, finish. Faster than waiting out afterburn and it banks both counters.
The Wrangler shield reduces incoming damage rather than raising max HP, so the sentry still needs repairs. Raise the shield during incoming volleys, drop it between them and wrench. Needs the Wrangler, which is Engineer Milestone 3 (17 achievements in the pack).
It does not have to heal you, so you can eat at full health. Stand at a resupply cabinet: eat, touch the cabinet to restock, repeat. Needs the Sandvich (Heavy Milestone 1).
Scouts are fragile, so the Kritzkrieg suits them better than stock - they kill faster rather than surviving longer. Über one as he dives a group.
Kill the Medic first - he is the one who can undo your work by healing through the arrows.
The FaN's damage at point-blank is enormous. Flank routes rather than head-on fights. Conflicts with all Back Scatter work.
Gib someone with a rocket, then taunt right away with the parts still in view of the killcam. The pieces have to be close to you, so do it at short range. A friend at low health makes it simple.
Equip the stickybomb launcher or Scottish Resistance, get a kill and taunt right away.
Because a sapper on one teleporter end automatically places one on the far end, every Spy visit to a friendly teleporter pair is worth two removals. Park yourself near a teammate's nest rather than your own.
Defend a point and stay on it. A point being captured still counts as yours, so stepping on to block a cap and then killing the cappers works too. King of the Hill and defence on attack/defend maps both suit it.
Sticky Jumper for the height and zero self-damage, then swing at head height as you pass over someone. Landing on top of a target is the reliable version.
Medics rarely über a Scout, so ask one. Once the charge goes, dive the closest group; all three kills have to land inside that one über. It also gives a Medic his You'll Feel a Little Prick if he's going for it.
Rocket Specialist adds a stun on direct hits. Buy it and keep firing into groups; it counts up across games, so it'll come over normal Soldier play.
Set the dispenser where a Heavy is going to hold, like a corner overlooking a chokepoint, so he stays in range while he fights. Unconfirmed: the count reportedly resets if he leaves the dispenser, so pick a spot he has no reason to leave.
It reportedly has to be the stock Kukri, not a reskin or another melee. Splash a group with one throw and then cut down three of the soaked players before the effect wears off.
Pair with a teammate who stuns or slows, a Scout with the Sandman or a Heavy with Natascha, and finish what they tag. Stunned targets often sit still.
The check is that you were present from the start of the round until it ends - it does NOT require you to win. Six rounds, one per map, and the quietest server you can find is the fastest route.
This only works during setup on cp_well. Run to the gap between the building and the train car and catch anyone who comes through; it's mostly luck in a pub. With a friend, stand on either side of the gate before the round and kill him there.
Switch to the disguise kit right after a kill and taunt. The timing is tight, so do it after a backstab when you're close to the body. Reportedly the taunt sometimes comes out as the Spycrab, which doesn't count.
Four things must line up: you are defending, you are Übered, the enemy Heavy is Übered, and you physically block him. Hold the chokepoint and time your own Über to the moment the enemy pair commits.
The enemy has to be the nemesis of the teammate you're healing, not yours. Watch the scoreboard for teammates being dominated and pocket them when they go after that player.
Rockets gib on kill, so this accumulates naturally alongside everything else.
Demomen carpet chokepoints, so one well-defended point supplies all ten. Stay alive - it is a single-life counter.
The default QuickTime export doesn't work on the 64-bit game. Open a downloaded replay, click Save to Movie, tick Show advanced options and choose Export raw TGA/WAV. Drop the resolution to Web 320x240 and quality to draft so it finishes fast, then hit Go and let it run. Go back to the replay menu afterwards and it should unlock. You can delete the replay and the exported files once it pops.
The case spawns inside a smashed crate in the middle of the map. Sit on it with Sniper and shoot anyone who walks up to grab it, ideally before they actually pick it up. The opening rush after the case unlocks is the best moment.
The stock Über, not Kritz - you need the invulnerability to walk into sentry fire. Find a Demoman, charge up before the push, and pick a nest with two Engineers in it.
Get a Medic to über you, kill someone and taunt straight away. You must still be invulnerable when the killcam freezes, so do it early in the charge.
Five teammates have to be on the lift platform when your team wins. This needs a team willing to stack the elevator at the end, so it's far easier with friends or on a casual server late in a round when everyone is already crowding the rocket.
Set up on a long sightline rather than a chokepoint - the whole point is hitting things the sentry could not reach unaided. A high sentry position with a view down a lane is ideal.
Eight seconds, five buildings. A full Engineer nest is sentry plus dispenser plus two teleporter ends, so two nests side by side is the realistic target. Carpet with stickies BEFORE the Über starts, then detonate and switch to the grenade launcher rather than reloading.
Awards on death or round end, not the instant you cross the number, so do not panic if it does not pop immediately. Contained entirely inside Specialist.
Be one of the top scorers on your team at round end, 10 times, on teams with at least six players. Points come from kills, assists and objective play, so stay on the point or cart.
Stock Flame Thrower only for this one - the Rainblower and Nostromo Napalmer are explicitly excluded. Heavies are slow and burn well.
You need all nine class Halloween masks, then craft them together into the Saxton Hale Mask. Back in 2010 the masks came from Haunted Gifts on Mann Manor; these days they drop from Halloween Packages, and duplicates are common, so Halloween transmutes (three Halloween items in, one random Halloween item out) are the usual way to fill gaps. Cheap Description Tags from the Mann Co. Store work as transmute fodder.
TF2 counted views through an old YouTube API that no longer exists, so uploading a replay today does nothing for this. The only remaining route is editing the replay's local movie file to fake an upload, which grants all four view achievements at once. Achievement trackers and some communities treat that as manipulation, so think twice before doing it.
Same situation as Home Movie: real views stopped counting when YouTube's old API went away, and the only way left is faking the upload in the local replay file, which trackers may flag. This tier is the one that awards the Frontline Field Recorder.
Pop your banner when your team is bunched up, like at the start of a wave or holding the hatch. Upgrading banner duration makes it easier to catch four people inside the radius.
Destroyed buildings leave scrap on the ground. Build, let it die, hoover the gibs, rebuild - beside a resupply cabinet so metal is never the constraint.
Flames do not work underwater, so bring the shotgun or the Neon Annihilator. Shares a map with Baptism by Fire but not a loadout.
You need a long round - a stalemate is ideal. Switch the moment each kill lands rather than playing on.
Foundry's central cauldron. Airblast as Pyro is the most reliable way to put someone in it.
Engineer with a teleporter exit placed near the point. Build it during setup.
You need the Conga taunt equipped. Start one at the end of a round or on a relaxed server and hope others join, or get ten friends on a private server.
The fastest setup is Engineer: put a teleporter entrance by the second-to-last point and the exit on the final point. Take the second-to-last point, hop on the teleporter and you start capping the last one almost instantly. A Scout waiting near the final point works too if the defenders are out of position. The same teleporter trick also gets Claim Jumper.
You are punishing people who dive your Medic, so stay close enough to him to reach whoever commits. Long, but it accrues naturally in any pocket-Heavy session.
Five people on your friends list have to be on your team and near you when you sound the horn. Play with friends and fire the banner when you're grouped up.
Get five or more people from your Friends list into the same cp_foundry game as you. A community server is easiest because everyone can join by IP or through Join Game on your profile. It counts as soon as you're all in the match together.
Players climb onto the roof of the central capture building to get height on the point. Sniper is the easy pick, since you can watch the roof from a safe spot and pick off anyone who jumps up there. You need both kills without dying in between.
The elevator is slow and the riders are stuck in a tight group. As Demoman, stand on the wooden platform overlooking the launch pad, stick bombs to the rocket a bit above where people stand on the lift, and detonate when the carrier and two escorts are on it.
Buy the Ammo Reload canteen, fire one weapon until its total ammo is gone, and drink. You can do it on purpose at any point during a wave.
The pack's long tail. Nothing to do but play Spy - it completes as a by-product of every other achievement here. Players and bots alike do not check behind them unless they have already flagged you.
Play the defending side and stand in the cart's radius. You do not have to survive - the block registers while you are there.
Fire over an approaching enemy's head and detonate in mid-air. The Quickiebomb Launcher makes this much faster - quicker charge and quicker detonation.
Crossbow kills do NOT count - it must be a syringe gun. The Blutsauger's heal-on-hit keeps you alive through the grind.
After a successful delivery the rocket fires and its exhaust kills anyone underneath. Play Pyro, wait near the exhaust pipe below the launch pad as the round ends, and airblast an enemy into it as the rocket fires. Timing is tight, so expect a few tries.
Buy the ÜberCharge canteen, which works for every class, and pop it in a crowded wave. Soldier with an upgraded Air Strike or a Heavy can clear a lot in the short window. The counter reportedly carries across uses, but don't rely on it.
Capping players are stationary, facing outward and watching the cap bar - the ideal backstab target. Hide near the point and let them start the capture before committing.
Ten separate rounds, so shorter game modes get you there faster. King of the Hill rounds are the quickest.
Camp the case and kill whoever picks it up, again and again, in one round. Sniper or a sentry near the case spawn is the usual approach, since every carrier has to walk the same route. Long, stalled rounds give you the most chances.
Find a wave with multiple tanks on the field at once. The last wave of Rottenburg's Rural Bastardry has three. Coordinate with your team to bring two tanks close to zero health and then finish them both inside the 5-second window.
It's a lifetime counter for Scout, so it comes with regular play. Play aggressively and it'll arrive long before you finish the rest of the pack.
Every über has to go on a different friend; the same one five times doesn't count. Older guides say ten, but the current Steam text says 5. Play with friends, or add regulars from your usual server.
Same as Foundry Force Five but on sd_doomsday. Gather five friends on one community server running Doomsday and play a round together.
The awkward one. A Wrangled sentry fires only where you aim and will not auto-track a cloaked Spy, so you are manually tracking a shimmer. Learn the route Spies take into your nest and sweep it. Expect this to be the last Engineer achievement you get.
Natascha's slow-on-hit is what makes this workable - Scouts normally outrun the minigun's damage ramp. Needs Natascha (Heavy Milestone 2).
Hit people with the Sandman ball and finish them with the Scattergun while they're dazed. Assists count, so stunning someone your Soldier then kills also works.
Step onto a point while the other team is capping it and the block counts. Brushback and this go well together: stun the capper with the Sandman, then hop on the point. A friend makes it quick, since you can step on and off the point together and repeat.
Requires a second Engineer actively holding the Wrangler on the sentry you are wrenching, which means coordinating with someone. There is no solo route.
The KGB grants five seconds of crits on a kill, so the first one is hard and the rest chain. Needs the KGB (Heavy Milestone 3).
Derived - it fires on its own once four of the others land.
You need a win in Looting Gallery (ducks), Elimination (falling platforms) and Bumper Car Soccer. The game picks one after each ticket delivery, so keep playing until you've won all three. Doing it gets you an extra Halloween Gift Cauldron.
Buy the Explosive Headshot upgrade for your rifle. Headshot a robot walking with at least three others and the explosion takes them out together. Big Medic escorts are ideal targets.
The Ambassador only crits on a headshot when it is fully recharged, so pace your shots rather than spamming. Snipers hold still, which is what makes them the right target. Needs the Ambassador (Spy Milestone 1).
Getting First Blood in Arena gives you a few seconds of crits, and kills during that window add to this count. It doesn't have to be all five in one round. Stay aggressive after your first kill, since the crit Scattergun deletes anyone up close.
Wait near your intel room's exits on 2Fort or another CTF map. The carrier has to have the intel when he dies. Natascha slows runners down.
Mini-sentries do not count as a valid target, so you need an enemy Engineer running a full sentry. The Wrangler's range boost means you can do this from well outside their sentry's reach.
Background accrual. Placing dispensers where teammates actually stand - behind a sentry on a chokepoint, or beside the payload cart - is the only thing that speeds it up.
Capture-the-flag only. Cover the route out of your intel room with the sentry and chase with the shotgun.
The Soldier pack's biggest grind. It accrues across every other Soldier session - do not set aside time for it.
Rottenburg's tanks smash through a barrier on their route. Burst the tank down before it gets there: Heavies, Soldiers with Air Strike, a Medic, an Engineer and crit canteens. Needs a coordinated team.
Sentry ROCKETS do not count toward this - only the bullets. So hold left-click, not right-click, while Wrangled. Needs the Wrangler.
The Tide Turner is effectively mandatory - it is the only shield that refills on a kill, so you can re-charge inside the 6-second window. Alternative route: one Ullapool Caber detonation into three clustered enemies.
A long career grind. It fills up on its own from regular Demoman play, and Soldiers are common on every server.
A documented quirk: it only counts while you are HOLDING a stickybomb launcher, so do not detonate then switch. Defend a point and wait for three attackers to commit before blowing the trap.
Strictly contains Intern, so one long protected life gets both. The Quick-Fix's faster heal rate gets you there sooner.
Objective players are stationary and looking elsewhere - the easiest ball targets in the game. Defend a point rather than roaming.
The Equalizer hits hardest when you are nearly dead, so the achievement and the weapon agree. Retreat to low health then commit rather than fighting at full.
Bombs Away's three count toward this, so chase the harder one and this follows.
The longest Heavy grind by far. Purely a by-product of playing near teammates - never chase it.
You need friendly Engineers AND enemy Spies at once. Pre-lay stickies around your team's nest so the detonation is instant when a sapper goes on.
The big Spy grind, but every Engineer runs several buildings and rebuilds them forever. Sapping one teleporter end puts a sapper on the other end too. If a teammate finishes off a building you sapped you still get credit, but the building has to actually be destroyed. Whether reskin sappers or the Red Tape Recorder count isn't confirmed, so use the stock Sapper if you want to be sure.
A career grind of roughly 15 hours or more of healing. Overheal counts, but a teammate already at max overheal gives you nothing, so keep the beam on whoever is taking damage. Progress updates when you die.
Comes automatically after four of the map's achievements. Hat Trick, Up All Night To Get Ducky and Bumper to Bumper to Bumper are the quickest, plus one more. The reward is the Necro Smasher melee weapon.
The enemy has to actually step onto your final point and start capturing, and then your team has to turn the round around and win. Pubs that lose middle and second often lose last too, so stay on last and help hold when it gets tense.
2Fort's moat and sewers are the classic venue, since players swim through them all game. Sit in the water near the sewer entrance and shoot anyone who comes through. Unconfirmed: crouching in knee-high water reportedly counts as submerged.
The Scottish Resistance is designed for this (it can shoot enemy stickies) and the Quickiebomb Launcher also works. Enemy Demomen place stickies constantly, including during setup - that is your supply.
Crash Course is on Coal Town, Doe's Drill on Decoy and Mann-euvers on Mannworks. Complete each one once, in Boot Camp or Mann Up.
Demomen who know where your sentry is will park out of its range and carpet it with stickies, so build where you can see the approach and shoot every bomb that lands near the nest. Use the Shotgun or Pistol. Unconfirmed: stickies popped with the Short Circuit reportedly don't count.
The longest Pyro grind. Never chase it directly.
The enemy must reach your last point and begin capturing before your team goes on to win. Stay on defense and help hold last when the push comes.
The goals don't have to be in one match. On an empty server you can deliver the tickets, get the soccer minigame and score three times yourself. Stay away from the Horsemann when he shows up, his hits launch you off the pitch.
The Back Scatter is a Scout primary, so check what each enemy Scout is holding before you commit. Scouts move erratically, so wait for one to stop at a health pack, a capture point or a corner before going in. Any backstab on a Back Scatter Scout counts.
Pure accumulation across your whole Engineer career - never sit down to chase it. Mini-sentry and Wrangled kills both count. It will complete long after everything else in the pack.
Buy the Instant Building Upgrade canteen. When your sentry gets destroyed, immediately place a new one and pop the canteen. You can let the robots kill your sentry on purpose to set this up.
Keep the bomb from passing through Rottenburg's main archway for an entire Advanced wave. Two Engineers and a team without useless picks makes this realistic.
Pure accumulation across every explosive you ever fire. Never chase it.
Your team needs everyone on the other side dead at the same moment, and the server needs at least 12 players. It shows up naturally after a good push where your team wipes the defenders. A 12-player private server with willing friends on the other team is the controlled way to do it.
Tracks across matches, so tick classes off whenever you get the case. Scout, Soldier and Demoman make it easy; for Engineer, Sniper and Spy, wait for a messy round where the case is lying unguarded. On an empty server you can run the case yourself as each class with your fastest loadout.
You want waves full of Medic bots escorting giants. A Demoman with upgraded stickies can mine their spawn and pop several at once. Unconfirmed: the first wave of Mannhattan's advanced mission reportedly has Soldier giants with big Medic escorts.
Get Rocket Specialist to 2 or 3 and aim at tight groups of small robots, ideally with crits. Ghost Town and other Halloween or easy missions with big groups are reportedly good for it.
Conga dancers can't fight back, so the hard part is finding three of them. When you see a line, splash damage from rockets or pipes clears it inside the 5-second window.
Your team can't miss a single credit pack in any wave of an Advanced difficulty mission. Play Scout and treat money collection as your main job. A shorter Advanced mission with a solid team cuts down how many waves can go wrong.
Buy the Teleport to Spawn canteen. When a carrier is close to the hatch, which is near your spawn, pop the canteen and kill him as soon as you appear. An Engineer's teleporter from spawn also gets you back into the fight quickly afterwards.
Buy the Canteen Specialist upgrade so your canteen also applies to your heal target, then use three charges during the wave, go back to spawn or die to buy more, and use two more. An Engineer teleporter from spawn makes the restock trip quick.
Equip the Sandman, upgrade its ball recharge, and lob balls at every robot you see. Each hit marks them. Fifteen in a wave is easy once you can throw quickly.
Only counts repairs to buildings you did not build, so you need a second Engineer whose nest is actually under fire. Park on a teammate's sentry during a defensive hold rather than building your own.
Real YouTube views stopped counting around 2015. Anyone holding this now got it either before then or by faking the upload in the replay file, which unlocks all four view tiers together and may be flagged by achievement trackers.
A long grind of round wins on cp_foundry. Pushing classes help your team close rounds. A local server with bots and sv_cheats 1 plus mp_forcewin also adds to the count, but many achievement trackers flag that as cheating.
Equip the Rainblower and taunt near enemies. The taunt can set a group on fire, so use it on a crowd at a point.
Players knocked off the course come back as ghosts, and touching a friendly ghost with your car brings them back. Stay alive and drive toward your own team's ghosts instead of chasing kills. You need a populated server for this one.
You need a Sentry Buster to blow up with at least five robots inside its blast. Unconfirmed: the usual approach is letting it detonate on an Engineer's sentry while a group of robots is pushing the same spot, or knocking the Buster toward a crowd with airblast.
Any spell kill counts, common or rare, so pick up every book you pass.
Rocket-for-rocket trade, both of you mid rocket-jump, so in practice you need a Soldier friend on the other team. Jump at each other at low health so one rocket finishes each of you, and expect plenty of attempts before the timing lines up.
You have to be pushing the cart when it reaches the end of the track. Scout, Soldier, Pyro and Demoman are the best pushers. On a team that wins about half its games this comes in under 20 rounds.
The top view tier. Real views stopped counting when YouTube's old API went away around 2015, and the file-edit route that still unlocks it may be flagged as manipulation by achievement trackers.
Grind round wins on sd_doomsday. It isn't needed for the Doomsday Milestone, which only takes 7 of the pack. A local bot server with mp_forcewin gets it fast, but trackers may treat that as cheating.
On Mannhattan, all robots get stunned when they finish capturing a gate. Kill as many as possible during those stuns. The count is team-wide but has to happen within one Advanced mission, so letting a gate fall on purpose with a strong team is the fastest way.
Medics revive fallen teammates' reanimators in MvM, and an active Uber speeds that up. Pop Uber, revive one marker, then the other straight away. Two teammates dying close together gives you the chance.
Skeletons show up on Helltower during the Halloween event. Kill every one you see; the count carries across games. Unconfirmed: exact spawn timing.
The Balloonicorn only shows up in Pyroland, so you need a Pyrovision item equipped yourself, and the player you kill has to be wearing one. Owners are rare in pubs, so the practical route is a friend with a Balloonicorn letting you farm him on a Pyrovision map like Doomsday.
Parachuting players are Soldiers and Demomen with the B.A.S.E. Jumper open, falling slowly in a straight line. Hitscan classes have the easiest time. Kills on the same friend count if you farm it.
A full MvM team is six, so you need the whole lobby to be you plus five friends. Party up through the MvM lobby and pick an easy mission to make sure it actually gets finished.
Each time a robot starts the bomb-deploy animation and you kill or push it off before it finishes, that counts. Getting 10 in one wave means letting carriers reach the hatch on purpose, so arrange it with friends or on your own server.
Upgrade the Stickybomb Launcher's damage and clip, lay a full trap where a large wave of small robots walks through, and detonate. Waves with big Medic or Scout groups give the most bodies.
Buy the Projectile Shield for the Medi Gun and upgrade your resistances so you survive. Pop the shield in front of crit-rocket Soldier giants or similar heavy hitters and it fills fast. You can't die in between.
The victim has to be a Sniper using The Classic, not you. Classic Snipers are common, so pick off distracted ones on their perches with any melee weapon.
You need the Rock, Paper, Scissors taunt and a willing partner. Three straight losses on Rock means your partner must throw Paper each time. Whether you can choose your throw or it's random depends on the current version of the taunt, which I couldn't confirm, so keep playing with a friend until it lines up.
Same setup as On The Rocks, but you need to win three straight with Scissors, so your partner has to land on Paper three times. Do it with a friend who has the taunt rather than strangers. Any loss or different throw resets the streak.
In MvM a Spy's sapper upgrades to hit robots in a radius. Buy the Robot Sapper upgrades and drop one on a big cluster, like a giant with a large Medic escort.
Buy Rage for the minigun, fill the meter, and activate it with the middle mouse button. When a carrier is at the hatch starting the deploy, shoot it to push it back. Easiest with friends who agree to leave the carrier alone.
Upgrade airblast force and push bomb carriers far back from the hatch, or off the map, so the bomb gets sent back to its start. You don't need a pit; shoving the carrier far enough away counts as a reset. Do it three times in a single wave.
Get to Hell at the end of the round and knock enemies off ledges or into hazards there. Pyro airblast and Demoman stickies are reportedly the best tools.
Merasmus curses everyone at random during the ticket round, and one curse locks you to melee. It only triggers if the round runs long, so it can take a while. Unconfirmed: kills made while shrunk by the rare shrink spell reportedly count too, including spell and sentry kills. That's an exploit and could be patched at any time.
Each class needs a complete mission start to finish without changing class at any point. Normal difficulty missions are fine. Spy and Sniper are the awkward ones, so do them with a strong team on an easy mission.
Bring two Engineers and a team that actually defends, since a single gate cap ruins the attempt. Robots with yellow hard hats are the only ones that can take gates, so prioritise them. The solo route is a custom Advanced .pop file on a local Mannhattan server, which trackers may consider illegitimate. It's reportedly buggy at times, so don't panic if a clean run doesn't count.
Find a Demoknight charging at you and charge back, then swing as you meet. Medieval Mode servers are full of Demoknights. A friend makes the timing easier.
Only robots wearing the yellow hard hats can capture gates on Mannhattan, and those are the ones that count. This tracks across missions, so it fills up over normal Mannhattan play.
Through normal play this takes a very long time. The common shortcut is a local MvM server running a custom .pop file that hands out a huge pile of currency per wave, then repeating it. Legit or not is up to you; achievement trackers may flag it.
Robot kills from every mission add up, but 100,000 is a lot. Most people use a custom local mission: a .pop file that spawns endless 1 HP Scout bots and a crawling tank instead of a bomb, then AFK as Engineer with a sentry and dispenser. The same setup carries on to Metal Massacre.
The chute slows your descent, which is what gives you the time. Rocket a crowd from directly above.
Rounds only count on Helltower, so this is a grind. The trick most people use: join a Helltower casual match late at night, stay on the server after every game, and once it empties out and you're the last one there, play Scout and farm round wins by yourself. Resetting your stats wipes the progress.
A banana peel sits on the edge of the grinder pit on Mannhattan. Push a robot onto it and it slips into the pit. Airblasting robots as they come out of the first gate is the usual approach.
Not realistic through normal missions. Build a local MvM server with a custom .pop file that keeps spawning weak Scout bots and sends a very slow tank so the wave never ends, then leave an Engineer AFK behind a sentry and dispenser for many hours. Expect to restart it a few times.
Air Strike fires faster while you're in the air, so rocket jump over a group and rain shots down. You don't need the parachute, but the B.A.S.E. Jumper gives you more hang time.
Players climb onto the wooden beams over Snakewater's central point, and only kills on people standing up there count. Anything that hits at range works. Progress carries across rounds and lives.
Both you and the enemy have to be using the B.A.S.E. Jumper. A friend on the other team doing the same is the realistic way.
Killing either one opens a 20-second window on the other, which is generous. Take the Heavy first if you can get behind him; his Medic will usually stay put.
This is the round-win grind for cp_standin, the three-point domination map. Only wins on Standin count, so queue for it specifically in casual or find a community server running it. Rounds are short, so a decent team gets you there in a few dozen hours of play.
The grind achievement for cp_process, the symmetrical five-point control point map. Only rounds won on Process count. Select it alone in casual so you're not waiting on the map rotation, and stack these wins while you work on class achievements.
Only round wins on cp_snakewater_final1 count. Pick it on its own in casual or find a server with Snakewater on rotation, and play it alongside the other Snakewater achievements.
The Classic charges without scoping, so hold fire to charge, aim with the hipfire crosshair and release on the head. Ten of those, any number of rounds.
Have a friend on the other team rocket or sticky jump and open a parachute, then land a fully charged unscoped headshot on him with The Classic. A slow parachuter is far easier than a fast jumper.
Round length is the problem, so play Hightower, where rounds drag on. A fully charged kill is what gibs. Unconfirmed: it may not count if you've turned gibs off in your settings.
Equip the B.A.S.E. Jumper, sticky jump over a crowd, open the chute and rain pipes on them. Three kills before you land; a group of friends on an empty server makes it doable.
Mannhattan has a grinder pit that kills anything pushed in. Pyros with upgraded airblast do most of the work. You need team agreement to herd robots there, so set it up with friends or on your own server.
You don't need the taunt yourself. Wait for two enemies to do Flippin' Awesome and burn the one being flipped. A pair of friends makes it easy.
After the ticket delivery on Carnival of Carnage everyone gets put in bumper cars. Ram enemies off the edge, using the boost on right click and any spells you pick up. Elimination, the falling-platforms game, gives the most chances. Busy servers make it faster.
Sniper headshot kills in MvM collect the dropped cash automatically (it shows a red dollar sign), so that money counts while walking over packs does not. Buy Explosive Headshot early, then focus on headshotting giants, since one giant can be worth $250 on its own. Pick a perch away from where money drops, and if you touch a single pack you have to start a new mission.
Back Scatter mini-crits from behind at close range, so get round a Spy's back and finish him. Spies trying to stab your team are usually facing away from you.
Square Dance is a partner taunt, so you're hunting pairs of players who have locked themselves into it. They can't fight back while dancing, so walk up and use any melee. A friend who owns the taunt and keeps dancing with someone else on an empty server makes this quick.
Both of you stand on the point while it's being captured and finish a partner taunt like the High Five, Square Dance or Rock, Paper, Scissors. Doing it during a live pub fight gets you killed, so farm it on an empty server with a friend and capture points slowly. It needs ten completed partner taunts in total.
Both of you need the B.A.S.E. Jumper open, so set it up with a friend on the other team. Pipes fired while gliding are hard to aim, so the stickybomb launcher is easier.
Ducks spawn in the Looting Gallery minigame and pop out of players you ram. A round ends at 200 team ducks, so it takes more than one game. An empty server is fastest: deliver the tickets yourself and hope the minigame roll lands on Looting Gallery.
Rottenburg has two pits. Play Pyro and airblast robots into them; it tracks across missions. Two airblast force upgrades is reportedly the sweet spot, since more force makes misses send robots past the pit.
Equip the Back Scatter and kill people on your Steam friends list from behind. Join the servers your friends play on, or have one stand still with his back to you on an empty server.
Equip the B.A.S.E. Jumper and open it every time you rocket jump. It builds up over time.
Parachuters fall slowly and in a straight line, which makes headshots easier than they look. Lead the shot a little and go for anyone with the B.A.S.E. Jumper open.
Your team has to roll straight from the second point onto the last one inside 15 seconds. It happens when a push wipes the defenders, so be with the push rather than behind it.
It's a cumulative counter. Equip the B.A.S.E. Jumper and open it every time you sticky jump; long, high jumps on an empty server rack up the distance faster.
Anyone who drops or gets blasted into Powerhouse's water is slow and exposed, so camp the edges and shoot down at them. As Pyro the Neon Annihilator crits wet targets.
Defend and shoot whoever steps on a point you own. It counts across matches.
Round wins on cp_powerhouse only. It's a three-point map with short rounds, so the count moves fast in casual if you select it alone. Play it alongside the other Powerhouse achievements.
Needs nine people. On RED's side, facing the goal, a player gets into the small area on the left with the Engineer's guitar and PDA and hits the wall; on BLU's side the JACK goes into a hidden goal on the left. That opens PRIVATE doors in both spawns with teleporters to the TV room. Stand on the nine marks left to right as RED Pyro, BLU Spy, RED Sniper, RED Medic, BLU Engineer, RED Heavy, RED Soldier, BLU Demoman, BLU Scout, with nobody else in the room. Reward is the Military Grade JACK Hat plus a PASS Time Miniature Half JACK.
Any PASS Time map counts. The mode is rare in matchmaking these days, so look for community servers running it in the server browser. Winning 10 rounds gets you the Civilian Grade JACK Hat.











