
Team Fortress 2 — Achievement Walkthrough
299 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.
Accumulates across your whole Scout career. Note the counter banks on death or round win rather than continuously.
The overkill damage on the hit that finally kills you still counts toward the total. Get overhealed, walk into a fight and keep grabbing health rather than retreating.
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.
The wiki's own bugs note says the Caber bounce is not actually required despite the name. Just shoot someone off a ledge and finish them mid-fall.
Play alongside a friendly Pyro and finish what he lights.
A back-and-forth 5CP round where the line keeps moving. Stalemates produce this naturally.
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.
Falling counts as airborne, so you do not need rocket-jumpers. Hold a high position on a vertical map and shoot people as they drop off ledges.
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.
Demomen commit to a firing position when shelling a chokepoint, which is when they stop moving.
Not same-life, so you can take your time. Full-charge body shots on Heavies are the safest way to guarantee a kill per shot.
Telefrags count, as do sentry kills if you are the Engineer. Use a forward teleporter into a contested area.
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.
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.
Hold the flame on a chokepoint during a push.
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.
Overlaps heavily with Duty Bound and Spray of Defeat - all three come from the same rocket-jumping habit.
Die within your own sentry's firing arc. The sentry keeps shooting after you die, so anyone who kills you at close range usually triggers this on its own. Nothing to do with the Frontier Justice weapon despite the shared name.
Accrues across everything else. Short game modes get there faster.
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.
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.
Ambassador headshots and reflected Huntsman arrows also count.
Needs a cluster standing still. The setup phase before the gates open is the reliable moment - everyone bunches up and nobody is fighting.
Needs a genuinely Medic-less team, so it is easiest early in a round on a small server. Awards on death or round end.
Four kills on the same Sniper without him killing you. Sniper duels are decided by who scopes first — approach from an angle he is not watching.
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.
Far easier on King of the Hill: you can do it any time before the point is first captured, not just in the opening second of the map.
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.
All three conditions at once: his sentry taking damage, him wrenching it, your beam on him. Any contested Engineer nest produces this within minutes.
The arrow must be in flight when you die. Fire at a distant target then push into something lethal, or let a sentry finish you. Afterburn from a lit arrow also counts.
Build to level 3 somewhere safe, pick it up, carry it to a corridor with traffic and drop it. Redeploy is fast for a hauled building, so the 10-second window is generous. Does not work with the Gunslinger.
Just catch someone limping away from your nest. The Frontier Justice counts as your shotgun, and its revenge crits help stop the sentry from stealing the kill.
Spy-checking with the flamethrower is normal play. Sweep corners, doorways and anyone walking backwards.
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.
Random crits make this inevitable - you will get it without trying.
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.
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.
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.
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.
One sentry, ten kills, and it must survive. Put it somewhere defensible and wrench through the damage.
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.
Career accumulation across every class.
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.
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.
The afterburn keeps killing after you are gone. Light up a group and it resolves itself.
Two Soldiers shelling the same chokepoint produce assists constantly.
Watch the enemy Medic's charge meter - it glows when full. Medics chain-heal each other to full charge in the run-up to a push, which is your window.
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.
Same targets as The Big Hurt - stun then finish, or just close the distance with Scout speed before he can pop.
Menu only, no server needed. Includes both Soldier sections.
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.
Uncharged body shots on a Heavy, who has the health pool to absorb three. Do not charge the bow or you will kill him.
Telefrags count. You need an Engineer running a forward teleporter, so play a map and side where that is normal.
The rocket must already be in flight. Fire, then die - which means committing to a shot you know will not save you.
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.
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.
Take damage, pop the Dead Ringer, loop around and stab whoever hit you. A bonus: anyone who saw you as a Spy forgets once you feign death. Needs the Dead Ringer (Spy Milestone 3).
Flank routes. The W+M1 approach from behind does enormous damage before anyone can turn.
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, so this is just being useful. Needs enemy Pyros present to supply burning teammates.
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.
Widely misread as an Eyelander perk. It is not - ANY shield at full charge grants melee crits, so the Chargin' Targe, Splendid Screen or Tide Turner all work with any melee weapon. Charge in and swing during the crit window.
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.
All five points fast. Needs either a coordinated push or a thin defence.
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.
Finish burning enemies with the axe rather than the flamethrower - the afterburn has usually done the work already.
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.
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.
Scout is the fastest class in the game; a quiet CTF round gives you all three without contest.
Needs a map with deep water. Light them first, then blast - the order matters for the count.
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.
The height requirement is small - standing on a crate or a ramp is enough. Build the habit and it fires invisibly during other grinds.
Build a nest, then deliberately walk 20 metres away and wait. The moment a Spy saps, run back and remove it. It will not fire if you were standing next to the building when the sapper went on.
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.
Capture the intelligence for the team crit bonus, then push while it lasts.
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.
Unlike Glasg0wned, the Loch-n-Load, Loose Cannon and Iron Bomber DO count here. Aim flat at approaching enemies rather than arcing.
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.
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.
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.
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.
Any map with a pit or a long drop. Lay stickies at the edge and detonate as someone walks past - the blast does the work, you just need them to die to the fall.
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.
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 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.
Pick up a dispenser and walk laps. Roughly five minutes of deliberate walking if you just want it done.
Dominate three or four people early, then keep targeting those specific names rather than whoever is closest.
Throw between the pair rather than at either one - the splash radius covers both. Medics pocket Heavies, so look for that pairing.
Any kill in the air after a rocket jump. Shotgun finishes count.
The Direct Hit mini-crits airborne targets, so it is the right tool. Rocket someone off a ledge then hit them on the way down.
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.
Enemy Medics will heal a disguised Spy. Disguise as a Heavy, Soldier, Demoman or Pyro - Medics deprioritise Sniper and Engineer disguises - get the beam on you, then kill someone else while it is connected.
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.
Let the enemy start capping, then Über someone standing on the point. The invulnerable body is what blocks it.
Stacks directly onto Australian Rules - dominate a Sniper, then jar that same player. Same target, back to back.
The victim must be close to a wall when the arrow lands, so pick your angle before your target. A full charge is required for the pin.
Play near a Pyro and finish what he lights. Assists from your own team's fire count.
Passive accumulation - every other Pyro session feeds it.
A scoped Sniper is the classic victim - they are stationary and tunnel-visioned. Approach from directly behind.
Stock Flare Gun specifically - the Manmelter is a different weapon and is not credited. Flares ignite at any range, so chip at distant targets.
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).
The container grind for the whole demoknight set - Left 4 Heads, Shorn Connery and There Can Be Only One all complete inside it. Any bladed melee counts: Eyelander, Horseless Headless Horsemann's Headtaker, Nessie's Nine Iron, Scotsman's Skullcutter, Claidheamh Mor, Half-Zatoichi, Persian Persuader.
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.
Switching weapons resets your streak, so commit fully — no syringe gun, no healing, between hits. Hits do not have to be on the same target or close together in time.
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.
The stock launcher's splash radius is what you want here, not the Direct Hit. Fire into a tightly grouped push at a chokepoint.
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.
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.
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.
Needs a bladed melee. Be aware of the reverse bug: the Barbarian Swing taunt does NOT satisfy decapitation achievements even though it looks like it should. Target someone distracted - a scoped Sniper is the classic.
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.
Stand near your team's nest. Sappers announce themselves with the sound and the Engineer's shouting.
Stock Grenade Launcher ONLY — a documented bug means the Loch-n-Load, Loose Cannon and Iron Bomber do not increment this. Check your loadout before grinding.
The setup phase before the gates open is when enemies bunch up tightest and nobody is fighting. Throw into the pack.
Fires constantly during any rocket-jumping session - no need to chase it separately.
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.
Only responses to an actual Medic call count. Accrues passively as long as you answer calls rather than pocketing one person all match.
Lumberjack pops on the way here, so chase this number and collect both.
Taunting players are locked in place and defenceless. The end of a round, when the winning team celebrates, is the reliable window.
A quirk worth knowing: the other two Medics do NOT have to be on your team. That widens the window considerably - three charged Medics near each other on a contested point is enough.
One jump, two kills before you land. Jump into a cluster rather than at a single target.
Sticky carpets can be reflected repeatedly, which is the fastest source. Needs airblast - the Phlogistinator and Dragon's Fury have none.
Same shape as Impenetrable Defense. A and B both have to hold, so cover the less-defended point.
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.
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.
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.
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.
Heal another Medic while HE gets the kills. Bonesaw kills are easiest to set up because he has to commit to melee range.
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.
Camp your own intel room and take the shot as they leave. An Arrow Stab taunt kill on the carrier also counts if they get close.
Flames melt buildings quickly at close range. Push nests when the Engineer is distracted.
Hydro's territorial rounds mean you need a run of clean wins, not one good round.
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.
Capping a point or pushing the cart both count. Sit on a sightline that covers the objective rather than the approach.
Your own self-extinguishes count, so standing on your dispenser while a Pyro is around helps. Needs enemy Pyros present - a match with no Pyro on the other side gives you nothing.
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.
Defend the point and sweep it as they arrive.
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.
The payload cart counts as a level 1 dispenser, so on a payload map you can simply stand on the cart and shoot - no Engineer needed at all.
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.
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.
Stock Shovel is safest - the check appears to be weapon-specific and reskins are unverified.
A fast cap-out. Easiest against a thin or disorganised defence.
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.
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.
Pop the charge on one teammate then immediately flick the beam to a second while it is still running - the invulnerability transfers and both count.
Pocket whoever is standing on the point. All three must come in one life, so play safe behind them.
Same counter family as Firefighter; chasing this collects that.
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.
Derived - it fires automatically once seven of the pack are done. No separate action.
Your wrench hit has to be the one that completes the upgrade, so competing with the owning Engineer wastes metal. Target TELEPORTERS specifically - Engineer bots never upgrade their own teleporters, and human Engineers usually neglect them too. Entrance and exit, level 1 to 2 to 3, is four counted upgrades per pair.
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.
Rare spellbooks spawn at the clocktower during the witching hour and from the Skeleton King. Common spells do not count.
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.
ANY healing voids the run, including a health kit or a dispenser you walk past. Do it early in a life, deliberately avoiding pickups.
A capture-point crit bonus or Humiliation both supply the crits - you do not need a Kritzkrieg Medic.
Any kills count, not just headshots, so do not hold out for perfect shots. Needs the Ambassador.
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.
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.
Four kills each, without them killing you. Engineers stood in their nests wrenching are predictable targets - just note the names.
A backstab, a headshot or a Backburner hit from behind all qualify as crits. Capping players do not watch their backs.
The same activity as Gorky Parked from the other side: you are standing on your point, they are trying to take it. One completes inside the other.
Pure career accumulation across every other Sniper achievement. Never chase it.
The in-game description says a single round; the wiki says a single LIFE. Play it as one life to be safe. You need teammates near enough to finish your doused targets.
Charged Medics glow. They cluster behind a push, so ball into the staging area rather than the front line.
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 on each stage counts, not just the final one. Play the attacking side on payload maps and stay on the cart.
Stun someone standing beside a sawblade, pit or train line and let the environment finish them.
Requires being sent to Hell, which happens when a cart reaches the end during the witching hour. Head for Skull Island rather than fighting.
King of the Hill is the fastest venue because everyone crowds the one point. Enemies passing through a locked point also count.
Use the stock Bonesaw - we have not verified that the Übersaw or Vita-Saw satisfy this, so do not risk the grind on a reskin.
Kill anyone standing on your point. Accrues during any defensive session.
Ignite, switch, finish. Faster than waiting out afterburn and it banks both counters.
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).
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.
The FaN's damage at point-blank is enormous. Flank routes rather than head-on fights. Conflicts with all Back Scatter work.
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).
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.
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.
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 counter resets the MOMENT the Heavy leaves the beam, which is what makes this fiddly. Put the dispenser in a dead-end corner a Heavy will camp rather than in open traffic.
King of the Hill, capture the point, then do not leave it. Pairs perfectly with Purge - same position, same session.
Sources disagree on whether the three must come from ONE throw or accumulate - the in-game wording suggests one throw, so douse a group to be safe. Also: the jar reportedly must hit the enemy directly rather than splashing off the floor. The Conscientious Objector, Saxxy, Tribalman's Shiv, Bushwacka and Shahanshah all count as melee.
Rockets gib on kill, so this accumulates naturally alongside everything else.
Only during a Halloween event on Mann Manor. The Horsemann's scare stuns everyone nearby - that is your window.
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.
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.
Counts enemies dominating you OR your heal target, so pocketing someone who is being dominated doubles your supply of valid targets.
Demomen carpet chokepoints, so one well-defended point supplies all ten. Stay alive - it is a single-life counter.
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.
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.
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.
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.
Let people dominate you first, then hunt the specific names.
Flames do not work underwater, so bring the shotgun or the Neon Annihilator. Shares a map with Baptism by Fire but not a loadout.
Stock Flame Thrower only for this one - the Rainblower and Nostromo Napalmer are explicitly excluded. Heavies are slow and burn well.
Engineer with a teleporter exit placed near the point. Build it during setup.
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.
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.
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.
Play the defending side and stand in the cart's radius. You do not have to survive - the block registers while you are there.
Crossbow kills do NOT count - it must be a syringe gun. The Blutsauger's heal-on-hit keeps you alive through the grind.
Fire over an approaching enemy's head and detonate in mid-air. The Quickiebomb Launcher makes this much faster - quicker charge and quicker detonation.
Ten separate rounds, so shorter game modes get you there faster. King of the Hill rounds are the quickest.
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.
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.
Runs alongside the whole Sandman grind: stun, close, finish. A stunned target cannot fight back, so the kill is free once the ball lands.
Just stand in the capture zone while enemies are on it. Survival is optional - the block registers while you are there.
Natascha's slow-on-hit is what makes this workable - Scouts normally outrun the minigun's damage ramp. Needs Natascha (Heavy Milestone 2).
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 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).
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.
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 pack's biggest single-target grind. Nothing clever to do — it accrues over a long Demoman career.
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.
The Soldier pack's biggest grind. It accrues across every other Soldier session - do not set aside time for it.
Sentry ROCKETS do not count toward this - only the bullets. So hold left-click, not right-click, while Wrangled. Needs the Wrangler.
The longest Heavy grind by far. Purely a by-product of playing near teammates - never chase it.
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.
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.
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 biggest Spy grind, but easier than it reads: every Engineer runs a sentry, a dispenser and two teleporter ends, and rebuilds them forever. Four buildings per Engineer, and sapping one teleporter end auto-saps the other. Stock Sapper only - the Red Tape Recorder does NOT count.
The longest grind in the pack by a wide margin. Overheal counts, so holding the beam on a full-health teammate still accrues. Never chase it - it lands on its own.
Since 2018 the VICTIM must be submerged too, which is what makes this awkward - most maps have shallow water nobody fights in. 2Fort's sewers are the classic venue. The shotgun works underwater where the minigun's ramp does not help you.
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.
The best Engineer grind in the game, because bot and human Demomen behave the same way: once a Demoman has seen your sentry, he stands out of its range and lobs stickies onto it rather than pushing in. Build in a spot with a clear sightline and just keep shooting the clusters. Short Circuit kills do NOT count toward this - use the Shotgun or Pistol.
The longest Pyro grind. Never chase it directly.
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.
Pure accumulation across every explosive you ever fire. Never chase it.
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.
Rainblower specifically. Conflicts with Makin' Bacon, which requires the stock flamethrower - separate sessions.
Any spell kill counts, common or rare, so pick up every book you pass.
Skeletons spawn in waves during the witching hour. Melee is fine - they die in one hit.
The lava in Hell does the killing. Airblast as Pyro, or knock people in with explosives.
The chute slows your descent, which is what gives you the time. Rocket a crowd from directly above.
B.A.S.E. Jumper plus the Air Strike, whose fire rate climbs while airborne. Deploy the chute over a crowd to buy the time for three.
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.
The code only checks that the hit was a mini-crit from the Back Scatter, NOT that you were strictly behind - back-shots mini-crit automatically, so you have more latitude than the description implies.
Pure accumulation with the B.A.S.E. Jumper equipped. Deploy on every descent and it ticks along.











