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TF2 RPG

TF2 RPG

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Listed as “Team Fotress 2 RPG”

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Team Fortress 2 is a class-based first-person and third-person shooter game developed by Valve, and the sequel to Team Fortress Classic. There are two playable teams, RED and BLU.

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Plot: 1822 Mann Family The Mann family's backstory begins in the 19th century with the wealthy Englishman, Zepheniah Mann. Zepheniah Mann was the owner and proprietor of Mann & Sons Munitions Concerns – which also went by the name of Zepheniah Mann & Sons Co., but is better known by the name of Mann Co.. On 2 September, 1822, Bette (Zepheniah's wife) gave birth to three sons; Redmond, Blutarch and Gray, but died in childbirth. Though Redmond and Blutarch were perfectly normal, Gray was underweight, and had learned to talk inside the womb. Zepheniah ordered the baby to be smothered, but he was abducted by an eagle during the "Great Eagle Scourge of 1822". The remaining Mann brothers grew up without knowledge of their missing brother.

Gray was well cared for by his eagle abductor. He was fed grubs and mice, kept warm under her breast and accepted by her children. Gray grew strong under the eagle's care and when he was strong enough, he killed her and her children and ate them all before crawling back to civilization. Elizabeth would be hired as a governess by Zepheniah, who told her to stir up a rivalry between his sons until one of them killed the other, at which point the survivor would inherit the Mann fortune as part of a family tradition.

1850 Zepheniah's Will

From left to right: Barnabas Hale, Blutarch Mann, Zepheniah Mann, Elizabeth, and Redmond Mann. A mysterious unknown individual is also seen just out of shot on the far right side.

The other half of the family portrait Around 1850, Zepheniah bought a large amount of land on the United States by petition of Redmond and Blutarch, to expand the munitions business. When he and his sons arrived there, they discovered the gravel pits and dustbowls that he had purchased were useless; in addition, Zepheniah had contracted numerous illnesses due to the trip made across the world. With his last will and testament, Zepheniah set up the events of the Team Fortress series by leaving half of his useless new land to each of his sons – for them to fight over for the rest of their lives - as a punishment for their behavior that made him lose a fortune and his life. Mann Co. was given to Barnabus Hale who was his former private detective and deputy. He also left Elizabeth the "miracle gravel" cache that he discovered on a trip to "Terra Australis". According to him, Gray had resurfaced the year before and wanted to blackmail him for it, so he entrusted Elizabeth with it, to keep it secret and safe.

Shortly after the will was signed, Elizabeth revealed that she had lied to Zepheniah, and planned for the brothers to fight each other forever so neither one could inherit the Mann fortune; her reasons for doing so (which are unheard by the reader) are revealed to Zepheniah when on his death bed by her. Shortly after, he dies (presumably of shock after hearing it). Some time later, she would hang herself only to be resurrected by Gray injecting her with Australium. After lying to him about the Australium she had inherited, she exhumed Zepheniah's corpse to bring him back to life and force him to watch his sons' endless feuding.

1850s BLU team Beginnings of RED vs. BLU Comprised of Billy the Kid (Scout), Stonewall Jackson (Soldier), Abraham Lincoln (Pyro), Alfred Nobel (Demoman), John Henry (Heavy), Nikola Tesla (Engineer), Sigmund Freud (Medic), Davy Crockett (Sniper), and Fu Manchu (Spy), Blutarch had his crack mercenary team set and was eager to claim his land. However, Redmond had assembled his own team of mercenaries and was making similar plans to gain control of his brother's land. Reliable Excavation Demolition and Builders League United proceeded to enter into a massive stalemate as they attempted to destroy each other and take the land for their respective Mann sibling.

1890 Radigan Conagher Main articles: Loose Canon, Life Extender Machine

Australians in the 1890s.

Radigan Conagher accepts Blutarch's request. Forty years later,[2] Redmond and Blutarch were still engaged in their unwinnable war.

As Blutarch neared death from old age, he called in an expert craftsman named Radigan Conagher to construct for him a machine that would allow him to live on, to "make [him] a monster", by artificially extending his life. Radigan agreed.

Upon returning to his store that evening, Radigan found a stranger who had already made her way past his locked door. Knowing she couldn't convince Radigan to change his mind about building Blutarch's life extender, this stranger asked Radigan to build Redmond a machine as well. As payment, she gave him a hundred pounds of Australium – a powerful element found only in Australia which had caused the nation of unintelligent savages to become extremely intelligent and develop such technological marvels as teleportation and cloaking techniques.

Radigan agreed and became super-intelligent due to the Australium. He went on to develop Life Extender Machines for Redmond and Blutarch, and at least one more for an unnamed party.

1960s

Dell studying Radigan's papers. Dell Conagher When Blutarch Mann realizes his Life Extender Machine is failing, he contacts the BLU Engineer, Dell Conagher, who is the grandson of Radigan Conagher, to fix it. Blutarch provides Dell with his grandfather's papers, robbed from Radigan's desecrated grave. Dell repairs and improves the design of the Life Extender Machines. The design of the Sentry Gun manufactured and sold by TF Industries, and widely employed in the Gravel and Robot Wars, is credited to Dell Conagher, although the original design is his grandfather's.

1968 Gravel War This is the main setting for the in-game events of Team Fortress 2. During the Summer of 1968, nine individuals - the Scout, the Soldier, the Pyro, the Demoman, the Heavy Weapons Guy, the Engineer, the Medic, the Sniper, and the Spy - were recruited by Reliable Excavation & Demolition (RED) and Builders League United (BLU) to continue Redmond and Blutarch's neverending war to seize the land left to them by their deceased father.

The Administrator The Administrator acts as the overseer of the large-scale battles fought amongst these nine mercenaries, and is behind keeping the endless war going to spite Zepheniah Mann. Descendant of Barnabas Hale, Saxton Hale, runs the renowned weapons and headwear business Mann Co., a subsidiary of the Administrator's shadowy company, TF Industries.

WAR! Main article: WAR! Comic When the RED Demoman and BLU Soldier meet and become friends at an explosives convention, the Administrator is severely angered as they may share information about their job and discover they're working for the same person. With the help of Saxton Hale, she misleads both men into thinking the other is trying to kill them, sparking a bloody war.

US Senate investigation

Shocking testimony. "Dear Lord in Heaven." — Senator Mitchell Gray (US Democratic Party senator for California) In an attempt to rid themselves of weapons involved in a US Senate investigation, Mann Co. sends a "monkeynaut" named Poopy Joe into space. The rocket is originally fueled with liquid Australium, with the entire national reserve of the United States' Australium being committed to the project. Shortly before takeoff, Saxton Hale replaces the Australium with defective suitcase explosives. As a result, the rocket crashes, killing Poopy Joe. Saxton unsuccessfully tries to cover up the event in subsequent Senate hearings. Moreover, after the crash, no trace of the supplied Australium was found.

The Senate investigation is promptly closed when a Ms. [redacted], under questioning before the executive session, states her actions and objectives regarding the Australium.

Mann Co. Online Later, Saxton Hale discovers the Internet (which notably did not exist until 1969, the year after) and uses it to open the online Mann Co. Store for players to purchase weapons and items.

1971 Gray Mann Main article: Blood Brothers Seeking to take control of RED and BLU, Gray Mann sent two tear-stained letters to each of his brothers in secret, hoping to get them to meet with each other. Redmond and Blutarch rented the Alamo, and apparently transported it to New Mexico for their meeting, guarded by a group of Engineers under Redmond's employ. Blutarch proposed the idea of a truce, and foolishly suggests the idea of a pregnancy machine, stating that they can use it on one of them to produce an heir, ignorant of the absurdity of the plan. Blutarch states that because of the pointless fighting all of their life, the Mann Family Line would die out. Redmond agreed, and the two shook hands, each thanking each other for "sending" the tear-stained letter to the other.

Gray Machine After the two shake, Gray enters the Alamo, having killed Redmond's Engineers, leaving the three alone. He introduces himself to the two as Gray Mann, their brother, and explains that he sent the letters. Unfortunately, the two appear to be suffering some sort of cognitive disorder, and Blutarch and Redmond apparently forget who Gray is just seconds after he introduces himself. It is noted that Gray appears to be wearing some sort of mechanical device on his spine, possibly of his construction, it is later revealed that this is an improved version of the Life Extender Machines. Gray begins to recount the tale of the brothers' birth, and explains how he was taken by an eagle shortly after he spoke with their father. He explains how he was raised by the eagle as one of its own, and how he later killed it and her children to feed himself.

He goes on to explain how, unlike how Redmond and Blutarch had their empires handed to them, he had to build his own out of scratch. Gray tells Redmond and Blutarch that he watched for a hundred and fifty years as they both wasted their father's fortune over an "asinine war, over worthless pits of gravel." He asks them to consider their true birthright, and tells them that it's "the only thing in this hell-blasted landscape actually worth fighting over", which appears to be Mann Co. Redmond dismisses his claims, stating that gravel powers the world's steam engines, showing how uninformed about the world he actually is. Gray grows tired of his responses, and kills both Redmond and Blutarch by stabbing them in the back.

That night, the ghosts of Redmond and Blutarch argue over who outlived the other. After fighting for a while, they settle on contacting a lawyer, who turns out to be the Soldier, to decide who is the victor. He tells them that the true winner would be decided when the other's spirit passes on. The two then arrange for the mercenaries of RED and BLU to push carts containing the other brother's corpse to Hell. With one team winning, the opposing brother drags both teams to Hell with them. One team manages to beat the other to a spellbook and escape back to the surface, presumably leaving the other behind.

Robot War

Doomsday secret map Main articles: A Fate Worse Than Chess, Mann vs. Machine (update) After years of signs and rumors, Gray makes his move against Mann Co., sending a massive robot army to attack all of the company's facilities three days after slaying his brothers. Saxton Hale was too busy wrestling a Yeti to deal with the crisis himself, so he sends a video message to the remaining RED and BLU mercenaries informing them that with Redmond and Blutarch dead, the Gravel War has finally ended and they no longer have jobs. He then immediately re-hires the team to defend Mann Co. against the robots.

Main article: Shadow Boxers The Robot War continues for about a year, with the cooperating mercenaries successfully defending hundreds of Mann Co. facilities in the Badlands and worldwide.​ ​​​Miss Pauling becomes the active leader of the mercenaries. Soldier emerges as an erstwhile "tactical mastermind"; devising decoy facilities and infiltrating Gray's island base using a flimsy disguise.

After continuous defeats, Gray Mann develops a more intelligent Mecha-Engineer, but never-the-less fails in the following assault on Mann Co. Headquarters.

Early 1972 Takeover of Mann Co. Main article: Ring of Fired After the Mercenaries successfully defend Mann Co. against the robot attacks, wary of another intractable stalemate, Gray decides to change his approach. He goes directly to Saxton Hale at Mann Co.'s headquarters, and declares that the war is over — he gives up. But then he says he is there for the Mann Co. Challenge, offering a fight with Hale for the ownership of the company, a policy Hale made himself. After Hale grabs and punches Gray with ease, Gray declares that he is not the one who will be fighting, but instead, Gray's daughter named Olivia, an underage girl, will fight Hale. Hale refuses to fight her, ultimately granting Mann Co. ownership to Gray, who later sends the mercenaries after him. However, Hale wouldn't go out without a fight and manages to escape all the while causing severe damage to what was once his property. After this, Gray proceeds to fire the mercenaries for their failure while the Administrator orders Miss Pauling, her assistant, to hide. The mercenaries scatter, but Scout and Spy are later arrested before they manage to escape Teufort.

Late 1972 Assemble the team. Main article: Ring of Fired Six months after the loss of Mann Co. to Gray, Pauling receives a message to "​​Assemble the team."

The mercenaries have scattered. Three mercenaries remained in the Southwest; Soldier gives guided tours to homes of the stars, Pyro is an engineering company CEO, and Demoman is a drunkard living with his mother. Sniper has "gone bush" in Australia. Heavy has returned to his family home in Siberia. Medic has some important position and is unreachable. The whereabouts of Engineer (Dell) are unknown to the rest of the team.

Posing as a policeman, Miss Pauling first recovers Soldier, but not before setting Merasmus up to take the rap for Soldier’s murder of Tom Jones. She easily entices Pyro and Demoman from their current situations, and drives the three to Teufort to save Scout and Spy.

Trial at Teufort Main articles: Unhappy Returns, A Cold Day in Hell, Blood in the Water Arriving at Teufort, the group splits up.

Miss Pauling takes Pyro with her on her tasks. Pauling first meets in an alley with the "Administrator" (a very aged woman who keeps her actual appearance hidden from Pauling). The woman claims to have collected 89,000 tons of Australium and gives Pauling instructions to get the "one last cache of Australium". Miss Pauling and Pyro then go to the Teufort library to locate and destroy genealogy records. They burn the paper copies, learning that the microfiche copies had been destroyed a year earlier.

Demoman and Soldier go to the courthouse to locate Scout and Spy, but they reveal themselves to the court and are arrested. The four mercenaries are tried at court, convicted of municipal misfeasance, and sentenced to hanging. Miss Pauling arrives just in time to save the four by clearing up questions of mayoral duties.

Close on their heels, Gray Mann is looking for the same records as Pauling, but only finds a burnt scrap of a birth record showing the name "Helen".

Heavy's and Sniper's families

The Administrator threatened Heavy's and Sniper's homes and families. Main articles: Meet the Director, A Cold Day in Hell, Blood in the Water Through the Director's filmed interviews, the Administrator learned details of Heavy's and Sniper's families. She located their families and had photographs taken and sent to Sniper and Heavy as threats against talking to anyone about their jobs. Heavy and Sniper vowed to kill whoever threatened their families. After the loss of Mann Co., while most of the other mercenaries remained around the Badlands region, Sniper and Heavy left the country to join their families.

After the Teufort trial, Miss Pauling's team splits up again. Soldier, Scout, and Pyro are in Siberia to locate Heavy, while Miss Pauling, Spy, and Demoman leave for Australia to find Sniper. They learn what has happened to the respective families:

"Big girls who do not need bossy old Misha anymore." — Heavy (A Cold Day in Hell) Heavy's mother and sisters were attacked by "bad men" before Heavy returned to Siberia. Heavy's sisters dealt harshly with the attackers, killing them all. His sisters and mother follow him to America; Zhanna, in particular, joins the mercenaries as the Soldier's girlfriend and then fiancé.

"So you're a Kiwi now, huh?" — Miss Pauling (Gun Mettle Campaign) Sniper's parents died around the time the Administrator vanished. Their death was convenient, since Sniper then discovered that he was adopted and is therefore willing to go to New Zealand with Miss Pauling to locate his birth parents, who just happen to have the Australium cache that Miss Pauling was sent to acquire.

Darling’s team: Saxton Hale and Maggie

Joining the fight against the robots! But on who's side? Main articles: Bidwell's Big Plan, Unhappy Returns, A Cold Day in Hell, Blood in the Water, The Naked and the Dead After losing Mann Co., Saxton Hale seeks help from his mentor, now nemesis, Charles Darling. However, Hale was so incensed by Darling's zoo that he burned most of it down. For this crime, he spent months in jail. Upon his release, Saxton is met by his ex-girlfriend, Maggie, who now works for Darling.

Charles Darling The Darling family has been connected with the Mann family since the beginning; so, Charles is well-aware of the properties of Australium. Darling recruits Saxton Hale for his own plan to collect a cache of Australium with the promise of helping Hale get Mann Co. back.

Saxton and Maggie encounter Scout and Heavy at Ayers Rock. Neither Heavy nor Saxton tells the full truth to the other; Saxton and Maggie do not disclose that they are working for Darling, while Heavy is misleading in his statement that they were sent by "the old woman". Saxton and Maggie transport Heavy and Scout to Gray’s base, supply Pauling’s team with weapons, and join the fight against Gray’s last robot army.

Australium chase

Gray Mann opening the Mann Co. cache. Main articles: Loose Canon, A Cold Day in Hell, Blood in the Water Despite its rarity, there have been multiple large caches of Australium. Several parties are seeking the remaining caches; Gray Mann, to use its immense power and to fuel his Life Extender Machine, Charles Darling, to extend the lives of his collection of "last of their breeds", Helen, for reasons secret to even her closest associates, and at least one other unknown party who seems to be beating all of them to the caches.

The cache at Mann Co. Monkeynautics facilities was emptied before Gray Mann could locate it, with only a single bar of Australium and a lipstick-stained cigarette butt left behind. Darling’s and Pauling’s teams in Australia learn that the Australian supply at a Ayers Rock went missing a few months later. Pauling’s squad discovers that Sniper’s birth father, Bill-Bel, has wasted the entire New Zealand cache as paint for his failed spaceships. Sniper’s birth mother, Lar-Nah, escapes with the last spaceship, which is carrying the last Australium cache.

Team Fortress Classic

Elderly TFC mercenaries. Main articles: A Cold Day in Hell, Blood in the Water, Old Wounds Meanwhile, in New Zealand, Sniper and the rest of Pauling's team meet Sniper's parents, who possess the remains of the Australium cache they are seeking. Urged by predictions of disaster from Sniper's father, the entire population of New Zealand relocated to underwater domes built on the ocean floor. The cost of this relocation bankrupted the entire country, leading Sniper's father to once again attempt to construct a rocket ship in order to depart for space. Unaware of Australium's properties, he has been painting his rockets with it. Sniper's mother, angered to find out that the disaster predicted by Sniper's father never came to pass, takes off in an escape rocket painted with the last of the Australium cache. The rocket blasts through the underwater dome surrounding the laboratory, causing water to rush in and begin to fill it. Sniper's mother is last seen drinking wine in her rocket ship, having successfully reached space, and his father borrows money from Sniper, then steals the team's submarine. Having found the Mann Co. cache emptied, Gray Mann hires the aging Team Fortress Classic mercenaries (minus their Medic, whose role is filled by the RED Medic of the modern team) to find the woman who took the Mann Co. Australium cache and recover it. The Classic mercenaries track and capture Pauling, five mercenaries, and Zhanna to New Zealand, killing Sniper and taking the rest of the team to Gray Mann's headquarters.

The TFC mercenaries interrogate Pauling and the mercenaries, attempting to find the location of the mysterious woman who has beaten them to every Australium cache thus far. TFC Heavy determines that Australium is the source of Mann’s longevity. He then betrays Gray Mann, ripping his spinal implant out forcefully and leaving him to die.

TFC vs TF2 Main articles: Old Wounds, The Naked and the Dead The sharp fragments of Gray's shattered Life Extender Machine give Zhanna the means of escaping her handcuffs. The prisoners thereby begin their escape, killing TFC's Pyro, Spy, and Demoman. Medic revives Sniper. TFC Heavy unleashes Gray's blood-sucking robots on the escaped TF2 mercenaries. Toxic-blooded Demoman single-handedly fights off the blood-suckers while Medic revives Miss Pauling and the others. TFC Heavy throws the remainder of Gray's robot army at the unarmed mercenaries, who are then joined by Scout, Heavy, Saxton Hale, Maggie, Jerry, and a planeload of weapons.

The robots and remaining Classic mercenaries are eliminated; Classic Heavy being defeated by Heavy and Medic, with some grudging intervention from the Devil. However, the fate of the Classic TFC Engineer, assumedly killed by Spy, is unconfirmed. The Spy was seen disguised as Fred when confronting TFC Sniper, likely confirming he killed him shortly before the interaction.

After learning that Soldier had inadvertently unearthed a large cache of Australium in his cave, the mercenaries and Miss Pauling discovered the Administrator with the barely-living body of Zepheniah Mann hooked up to a life extension machine, which she had been using to force him to watch the endless conflict between his sons. Miss Pauling chooses not to reveal the Australium to the Administrator, and both she and Zepheniah age to dust as their life extension machines shut down. Following Engineer's advice, Miss Pauling would dispose of the remaining Australium in an ocean trench to ensure that it could never be abused again.

Saxton Hale would go on to retake Mann Co. from Olivia, who remained employed there.

1979 Main article: The Days Have Worn Away Scout would go on to marry three times after suing the city of Teufort for injuries, eventually becoming a single father of four. Soldier would have two children with Zhanna (General Patton Doe and Georgia Washington Doe). They break Merasmus out of prison, who was framed for the murder of Tom Jones. Due to a debt owed to the Korean mafia, both are kidnapped and flown to Gwangju, where Merasmus would end up being tortured to death (becoming a ghost again in the process), but is appeased after Soldier allows him to haunt a brick in his pants, together with the ghost of Tom Jones. Heavy and Sniper would later rescue Soldier from his imprisonment.

Saxton Hale became discontent with his role as Mann Co. CEO, and Olivia similarly came to hate both being her father's pawn and having to sell guns to idiotic mercenaries. Hale resolves both problems by firing Olivia and resigning, entrusting Mann Co. to Mr. Reddy and Mr. Bidwell so he can return to his life of adventure and Olivia can choose to live however she pleases.

Now After resigning, now-elderly Saxton Hale and Maggie are found beating up exotic animals again. They are cornered on a cliff, with a large pack of cheetahs surrounding them.

Locations: 2Fort is a Capture the Flag map and the subsequent remake of the Team Fortress Classic map of the same name; these maps are both based on the Team Fortress map 2Fort5. 2Fort was the first official CTF map for Team Fortress 2, and was one of the six initial maps included with the game's release. Two similar forts face each other separated by a contaminated canal of deep water spanned by a covered bridge. Each side defends a deep underground secret base that holds the team's Intelligence briefcase. These symmetric forts have three levels of entrances; however, not all are accessible to every class. The primary entrances are the two openings on the ground level, which converge inside beneath an opening to the upper level. Alternatively, the battlements level of each base is accessible by high-mobility classes through various jumping techniques from either ground level or the roof of the bridge. Below the bridge, the third entrance is through the sewers that run beneath the base. Set at nighttime, the two bases have been converted into research labs studying alien technology. Because of the alien biology research conducted in BLU's secret lab, the BLU buildings are a biological containment site. The posters in this building either refer to the study of alien biology or advertise the sponsors of radio KKBC. With the scattered wrecks of alien saucers and walkers, the RED buildings depict the alien vs. mercenary battle zone. RED's secret lab is researching recovered alien technology, including portals and new guns. Most of the posters in this building are in the style of WWII era propaganda art. Destroyed alien parts spawn around the map, which explodes when damaged, similar to Pumpkin bombs. Applejack is a community-created Capture the Flag map added in the Summer 2024 Update. It is made of two opposing farming complexes comprised of barns, sheds, and housing surrounded by team-colored apple orchards, each for the RED and BLU team respectively. A large population of harmless chickens also inhabit the area. Crasher, known as "Crasher!" on the loading screen and scoreboard, is a community-created Capture the Flag map added in the Scream Fortress 2022 update. It uses a unique version of the game mode in which the teams must each take their own Intelligence (a barrel bomb) to the opposing team's gate (found inside their spawn area) rather than take the opposing team's Intelligence away from them. Victory is achieved when the opposing gate is bombed three times. Two competing scientists, Dr. Freakinhuge (RED) and Prof. Bigginsize (BLU), serve as the map's announcers and each castle's custodian. Each has his own "growth ray" invention that, when activated, increases the size of whichever mercenary walks into the intelligence. Along with growing larger in size, each "giant" gains several effects, both positive and negative. Unlike standard Capture the Flag, the bomb is returned to its initial position upon the death of its carrier. In the middle of the night, two bridges span a bottomless chasm of certain doom. (Said bridges span the chasm in the day also, but the gate is locked.) Secret bases concealed behind the unassuming facades of a factory and a farm built next door to each other fool absolutely no one in the area, who sometimes gather around to “watch all them mercenaries fight over that Spy base. Double Cross is a Capture the Flag map added in the WAR! Update. It is a set of opposing buildings with a bridge over a cliff connecting the two. A railway track runs beneath the bridge, connecting the two sewers in the base. Frosty is a community-created Capture the Flag map added in the Smissmas 2022 update. It takes place in a snow-capped mountainside base used by both BLU and RED, connected by tunnels. In Helltrain, the teams fight across two gigantic, mansion-sized trains which ride forward through a variety of environments. Each team's Intelligence is stylized as the "coal core" and must be retrieved from deep within the mansion of the opposite train. Both of these mansions are identical, albeit mirrored, to the other. Every time the trains enter a new environment, a giant slot machine is rolled and applies a random status effect to all players. This can include Jarate, high jump, Crit boost, extended torsos, a speed boost, invisibility, or a trip to the circus environment. Every time a coal core is captured, a train's whistle goes off, using the same sound as heard on Foundry. Pelican Peak is a community-created Capture the Flag map introduced with the Summer 2023 Update. The map takes place in a mountainous forest with a large train bridge intersecting each team's base in the middle of the point. The map features various pathways and buildings players can traverse, leading to each team's intelligence in a partially destroyed building. RED and BLU have discovered the legendary Megalodon being still alive, as well the location where he hangs out the most, now having their differences... RED wants to kill the beast, to gain a boost from the press about their company, promoting them also as good hunters, while BLU wants to use it as their main attraction for their exclusive acquarium(sic)! Pressure is a community-created Capture the Flag map released during the Summer 2025 Update. The map takes place in an underwater aquarium located at the bottom of the ocean. There are various bulky security cameras dotted around the map, which track players of the opposing team that enter their line of sight. Seriously... is there anything this map can't do? Arena Sawmill has been re-worked to function as the third official Valve ‘Capture the Flag’ map. Two side access routes have been blocked off to concentrate gameplay, and a building near each spawn point is now accessible. These lead to a flooded underground stronghold that holds the enemy’s top-secret intelligence—a flag made entirely out of microfilm. Or possibly nylon. Either way, yoink! Sawmill is a Capture the Flag map added in the Classless Update. Sawmill (Capture the Flag) offers an almost identical layout to its Arena and King of the Hill variations, the only major differences include the addition of intelligence rooms for each team, and blocking off the shed access to each side area. The control point is replaced by a small health pack. A CTF map inside a large industrial compound. It's clean and straightforward, making it easy to learn, but its well-balanced layout ensures there are still a wide variety of strategic choices for teams to make, and for individual classes to shine. 'Twas the night before Christmas, when all through the facility Not a creature was stirring, except for those mercenaries; The intel was guarded by sentries with care In fear that the enemy soon would be there; The engies built gadgets to teleport bread; While snipers shot bullets that ripped through their heads; And Heavy with his weapon, and I with my healing; Had just popped an uber to send our foes squealing; When out in the center there arose such a clatter, I turned around to see what was the matter. With a little old whip, so lively and quick, I knew in a moment it must be Soldier Nick. The stump of a pipe he held tight in his teeth, And the Eagle on his shoulder made a loud screech; He rocket jumped the battlements, to his team gave a horn, And into the vents he marched without scorn, But I heard him exclaim, ere he dipped out of sight, "Merry Christmas to all, and to all a good-night." Well is a Capture the Flag map added in the January 25, 2008 Patch, and was the first official map added after the game's initial release. Well (Capture the Flag) is a simpler variant of Well (Control Point), the major difference being the middle building. In Well (CP), the middle building is replaced by a much larger two-story building with two trains running through it. On the other hand, Well (CTF) has a smaller shed with only one train passing through. Additionally, the respawn rooms in Well (CP) are behind where the Intelligence is located, and the respawn rooms in Well (CTF) are located where the second Control Point on Well (CP) is. 5Gorge is a standard Control Point map introduced in the January 19, 2011 Patch. Unlike the original Attack/Defend version of the map, the factory is expanded and layout mirrored, with a small platform added to elevate the central capture point. Additional capture points are added to the yards at each end of the map. Badlands is a remake of the Classic CTF Badlands from Team Fortress Classic, and was released in the February 14, 2008 Patch. Much of the map has been changed and the map type has been changed from Capture the Flag to Control Point. The map consists of a base for each team, an open second point for each team located on the top of a hill, and a center point on the bridge. Canaveral is a community-created Control Point map added in the Summer 2024 Update. It takes place on a rocket launch site on Cape Canaveral, Florida, USA[1], with both teams fighting over control of the rocket. Coldfront is a community-made Standard Control Point map. It was included in the Engineer Update as an official map due to its outstanding quality. Cowerhouse is a community-created Control Point Halloween map released during the Scream Fortress 2025 update. It is set in a European mountainous region featuring two warring sides: a Gothic castle estate on the BLU side and a Bavarian village theme on the RED side. The map is littered with robots, which the villagers have now protested against by way of incinerating one at the stake in the town square. The BLU castle hides a gargantuan Heavy Robot underneath its control point. Each time a point gets captured, an organ plays in the background. Occasionally, a route underneath the map opens up that connects to each team's final control point, as well as a one-way exit to the middle point. Additionally, the map features custom HUD elements indicating when this route opens, with floating arrows pointing towards the entrances. Upon capture of the final control point, each side has a special event which plays out. When RED wins, the gantry over the gargantuan Heavy robot opens upward, then as the robot Heavy rises a large overhead raygun energizes the Heavy and converts him to RED.[1] When BLU wins, a giant Heavy robot bursts up through the grate the control point sits upon, extinguishing the burning small Heavy robot, who then jumps down and thanks his saviors[2]. A control point map with five points, in the style of Badlands. Its symmetrical layout provides for high-speed and well-balanced gameplay, while the multiple indoor routes, connected to larger outdoor arenas, provide a wide set of interesting and varied combat spaces. The arena-style control points require solid teamwork to capture and hold. Foundry is a Standard Control Point map. It was released with the Australian Christmas 2011 update on December 15, 2011 Patch. It is set in an industrial complex, with the end control points located directly in front of a giant cauldron heated by fire. There are two steam whistles at the center control point, one RED and one BLU. If BLU captures a control point, their steam whistle emits steam while playing a train-like tone, and vice versa for RED. Here's a chilling Halloween tale: Once upon a time, an innocent evil wizard named Merasmus bought a circus for $12000, hoping to flip it and make a fortune! Alas, he did not have $12,000, but do you know who did? The Japanese Mafia! But, due to a language barrier, Merasmus was unclear about the frankly punitive interest rates! Now, he is looking for a bunch of freaks willing to kill people, and he is eager to provide powers capable of rivaling gods in exchange of money... Freaky Fair is a community-created Control Point map released during the Scream Fortress 2024 update. The map features two team-oriented capture points and one central neutral point, as well as an Upgrade Station with 250 starting credits. The Upgrade Station shares mostly the same upgrades as Mann vs. Machine, with changes to the Power Up Canteen upgrades and some regular upgrades. A control point map with five points, in the style of Badlands. Its symmetrical layout provides for high-speed and well-balanced gameplay, while the multiple indoor routes, connected to larger outdoor arenas, provide a wide set of interesting and varied combat spaces. The arena-style control points require solid teamwork to capture and hold. Fastlane is a community-created Standard Control Point map. It was released with the Pyro Update as an official map. Along with Turbine, it became one of the first community-created maps to be chosen by Valve as an official Team Fortress 2 map due to its outstanding quality. Foundry is a Standard Control Point map. It was released with the Australian Christmas 2011 update on December 15, 2011 Patch. It is set in an industrial complex, with the end control points located directly in front of a giant cauldron heated by fire. There are two steam whistles at the center control point, one RED and one BLU. If BLU captures a control point, their steam whistle emits steam while playing a train-like tone, and vice versa for RED. Freight is a community-created Standard Control Point map. It shares many similarities with the map Well, with underwater routes, modified trains, and bases designed for divisions of the RED and BLU teams all being prominent features. Granary is an official Standard Control Point map. It is one of the original six maps included at the game's launch. Granary takes place in a large grain factory/shipping complex in a rural area. ARE YOU MAN ENOUGH TO OWN LAND IN GULLYWASH? Expensive, but worth it. Your boss will re-evaluate you once he sees your new address. Women will think you are a real man because they will see you live there. They will be too afraid to visit so you have to date with them elsewhere. Everyone will think you are great. Gullywash is a community-created standard control point map that was added with the Manniversary Update & Sale. Set in a desert environment, the map features the RED and BLU teams fighting for control of the only source of water in the area. Metalworks is a community-created Control Point map designed around a metal processing facility, taking place at night in an industrial setting. It was added with the Meet Your Match Update. The densely-packed, fast-paced Powerhouse is TF2's first three-point CP map. Commit wasteful crimes against nature in the environmentally conscious shadow of a clean, renewable energy source! It is set in a hydroelectric power plant. Process is a community-created Control point map that was officially added to the game in the Summer Event 2013. It is set in an alpine facility. This map is commonly played in the competitive 6v6 community, and is in rotation for most major competitive leagues including RGL, ETF2L, UGC, and Ozfortress. Reckoner is a community-created Control Point map added to the game with the Summer 2023 Update. It is based around complex Japanese hydroponics facilities. Reckoner encourages active, fast-paced gameplay, and has seen frequent use in 6v6 competitive play. A spooky trip into darkness and a hellish landscape, dotted with pumpkins and clocktowers. All Hallow's Eve is upon us, take a walk in this nightmarish 5cp map known only as SINSHINE. (Get it? It's like SUNshine, but with SIN!) What is Snakewater? Well, it's an action-packed control point map. It was created by community author Toivo Sawen. It's been battle-tested in competitive matches around the world. And it's now an official part of TF2. But one thing it is not is a city because this is the Two Cities Update and we're announcing a second city tomorrow. So for the record, Snakewater is more of a mill town than a city. To summarize: Action-packed. Toivo Sawen. Official part. Not a city. Sunshine is a community-created Control Point map introduced to the game with the Meet Your Match Update. It is competitive focused, and was designed with 6v6 in mind. It features the standard 5CP layout with a mid, two seconds, and two lasts, with forward spawns for each point beyond mid owned. It is often played in Community competitive play. Vanguard is a community-created Control Point map that was included with the Tough Break Update. It is set in a construction site, with many floors at varying heights. With many alternate routes towards objectives created by the construction props, it is easy to flank and gain a height advantage for all classes. Well is an official Standard Control Point map. It is one of the six original maps that was included at the game's launch. There are three buildings, the first and last of which hold 2 control points. The second building holds a neutral control point. The map is symmetrical from both sides of the center building. There are 6 train tracks - 2 in each yard and 2 going through the neutral building. Only the 2 in the neutral building actually have trains traveling on them. This abandoned mountaintop coalmine was repurposed by shadowy operatives into a top secret surveillance outpost—one which also, so nobody gets wise, insidiously continues to mine coal. There is also a log hanging in the center of the map—possibly as an example to other logs. Logs that said too much. Five control points promise a lot of momentum swings in this compact outdoor map, with plenty of tunnels and rocky outcroppings. Plenty of alternate routes ensure that if you can’t get past a well-placed Engineer through one tunnel, you might be able to sneak up behind them through another. Altitude is a 3CP attack/defend map set on the slopes of an abandoned ski resort. The layout features memorable set pieces and unique arenas with an emphasis on vertical combat. BLU has infiltrated the shipping network to investigate just what RED has been cooking in the Old Geezer fermentation plant! Brew is a community-created Attack/Defend Control Point map added with the Smissmas 2023 update. It takes place in an Old Geezer brewery, as well as some of its surroundings. Ships are an essential part of any functioning industry's supply chain, and Cargo is no different! Cargo is a community-created Attack/Defend Control Point map released during the Summer 2025 Update. It takes place on a cargo ship in the middle of the ocean. Become the machine and destroy RED's missile! Carrier is a community-created Attack/Defend Control Point map added with the Smissmas 2023 update. It is set in a mountain town with a RED missile base. The map uses a unique mechanic in which only the BLU player carrying the bomb can capture the points. The player who picks up the bomb receives several effects, both positive and negative. Whenever a point is captured, the bomb explodes, killing the bomb carrier instantly. Welcome to the... uh.. Canada? Conifer is a community-created Attack/Defend map added in the Summer 2025 Update. It takes place deep in the Canadian wilderness, where RED team has set up a military and storage base disguised as an abandoned mining facility located within a large canyon. In a small village somewhere deep within the Italian Alps, BLU team lays siege to a suspected RED munitions depot. Fortezza is a community-created Attack/Defend Control Point map added in the Smissmas 2024 update. It is set in a snowy village within the Italian Alps, where BLU assaults the RED-owned Moschetto munitions depot. Coal Pit is a community-created Attack/Defend Control Point map added in the Smissmas 2022 update. Like all Attack/Defend maps, RED always plays defense and BLU always plays offense, and once the BLU team has captured a control point, it is locked and can never be retaken by RED. The map differs from other Attack/Defend control point maps in that it allows the attackers to capture the first two points (points A and B) in any order before assaulting the final control point (point C). Points A and B are directly accessible from the BLU base, while they must cross through one of them in order to reach point C. RED's base is located near point C. The objective of Coal Pit is that BLU must attack and capture all three points in order to win the match. A and B must be captured before C can be. The objective for RED is that they must hold out and prevent BLU from capturing the final point C. Time is added to the countdown if BLU captures either points A or B in order to buy more time for Control Point C. The first 3 might've sunk into the swamp, but this one stands strong! Which team will be able to conquer the mightiest castle in Darkmarsh? you'd be the judge in this original 3 capture point attack-defence map featuring a withering town, a desolated greenhouse and the gothiest gothic castle you have ever seen! Darkmarsh is a community-created Attack/Defend Control Point map released during the Scream Fortress 2024 update. It is set in a dark swamp that is home to a small desolate town and a large gothic castle. Periodically, magic spells will spawn in various areas around the map. It is a Halloween version of the custom map France. Dustbowl is an Attack/Defend Control Point map, and is the subsequent remake of the Team Fortress Classic map of the same name. It and Gravel Pit were the first Attack/Defend Control Point maps for Team Fortress 2 and was one of the six initial maps included with the game's release. Dustbowl is the only map for which a training mode has been created. In Dustbowl, the goal of the attackers, BLU, is to win through a series of stages in order to win the map. Within each stage, the attackers must capture two control points, A and B, which are held by the defenders, RED. Point A must be captured before the attackers can assault B. The timer is increased by 4 minutes and 30 seconds for every point capture and once a point is captured it is locked and cannot be retaken by the defenders. Erebus is a community-created Attack/Defend Control Point map released during the Scream Fortress 2021 update. It is set in a haunted mine at night, located somewhere in a forest. A nearby volcano and hydroelectric dam overflowing with lava have caused pits of lava to open up on the map. It is a Halloween version of Ambush. In Erebus, the goal of the attackers, BLU, is to win through a series of stages in order to win the map. Within each stage, the attackers must capture two control points, A and B, which are held by the defenders, RED. Point A must be captured before the attackers can assault B. Egypt is a community-created Attack/Defend Control Point map added in the Scout Update. Egypt adopts a custom Egyptian desert terrain theme, and featuring notably unique use of vertical space. RED's goal is to defend a tomb of gold from BLU discovered after an archaeological dig. Egypt is one of the community maps chosen by Valve as honorary official maps due to their high quality. The objective for the map is that BLU must capture both points to complete a stage. RED attempts to defend the points and wins if any of the points remain uncaptured when time runs out. The timer is extended if BLU captures any of the points. Fulgur is a community-created Attack/Defend Control Point map released during the Summer 2025 Update. The map takes place within a Rockomann Aeronautics mission control facility built within a high-altitude cliffside located in a tropical jungle. Cp_gorge is a top secret alpine facility diabolically masquerading as something else entirely: in this case, a sinister weapons factory disguised as an innocent water purification plant, and a large-ish hole not big enough to meet the U.S. Geological Survey’s standards for a gorge, disguised as a by-the-book, nothing-to-see-here gorge. Cp_gorge is an attack/defense map with only two control points, designed for quick rounds and fast, frantic play. It has more lateral game space than previous Control Point maps, allowing for more maneuvering options. Gorge is a single-stage Attack/Defend Control Point map. It was released with the WAR! Update as an official map. While similar to Attack/Defend style maps like Dustbowl and Egypt, Gorge features a single large stage, as opposed to three smaller stages. Gorge was the first official Attack/Defend map with a moving BLU spawn point. The map's layout allows for more attacking choices for BLU and fewer high-traffic choke points. Gravel Pit is an Attack/Defend Control Point map. It was one of the six maps included with Team Fortress 2's initial release. In Gravel Pit, BLU must capture control points A and B before they can capture point C, the final point, though they can capture A and B in any order. Points A and B are directly accessible from the BLU base, while they must cross through one of them in order to reach point C. RED's base is located near point C. In the snowy Alaskan wilderness, they've built antenna arrays and a gigantic satellite dish. But what you don't know is it's really a DOOMSDAY DEVICE that could potentially END THE WORLD AS WE KNOW IT. Blue(sic) must infiltrate the base and deliver the shutdown override codes before DEATH AND DESTRUCTION RAINS DOWN ON THE WORLD (or something). Haarp is a community-created Attack/Defend map that was included with the Smissmas 2023 update. The map is divided into three stages; in each stage, BLU must deliver their intelligence to the active control point while RED defends. The intelligence spawns outside of BLU spawn, where it can be picked up. Hadal is a community-created Attack/Defend Control Point map added in the Summer 2024 Update. The action takes place inside an underwater research center that was built by scientists. There are four control points on the map, with the Main Core control point always being active. If the Main Core control point is captured at any point, the round ends immediately. After each control point is captured, various labelled doors around the map open to allow BLU additional routes of exploration whilst limiting access for RED, and the Main Core control point is gradually raised up. Hardwood is a community-created Attack/Defend Control Point map that was included with the Summer 2023 Update. The map is set in a redwood sequoia grove where RED team is secretly constructing a calutron operation. A Gravel Pit style map. Junction is a sharp contrast to Watchtower. It’s full of tight spaces and short sightlines, which create combat opportunities dominated by ambushes and explosive weaponry. Junction is a community-created Attack/Defend Control Point map. It was included with the Scout Update as an official community-developed map due to its outstanding quality. Its design is similar to Gravel Pit. The goal for BLU is to attack and capture all three points in order to win the match. A and B must be captured before C can be. For RED to win, they must hold out and prevent BLU from capturing the final point C. Banana Bay is a community-created, rotationally symmetric Payload Race map set in a tropical environment. Each team must push its cart along overlapping loops around the map in order to reach its Finish Point, while simultaneously preventing the enemy team from doing the same, possibly facing the other team and its cart head-on on parallel tracks. There is no time limit; the round only finishes when one team reaches the Final Point and manages to hold the cart at the top of the exposed inclined slope long enough for it to be hit by a passing Train, akin to Cactus Canyon. Banana Bay was released in the Jungle

Badlands (region) This article is about the Greater Badlands region where much of the Gravel War takes place. For other uses, see Badlands (disambiguation). Badlands Badlands landscape 1850.jpg Information Country: United States State: New Mexico “ Only a moron would live here. — Saxton Hale, preeminent Badlands resident ” Badlands is a fictional geographic region, nominally placed in New Mexico, USA. Referred to as the Casualty Capital of the West, it is the location of several game maps, the city of Teufort, Mann Co. headquarters, and hundreds of other Mann Co facilities. It is the location of several elements of the Storyline.

Contents 1 Notable features 2 Points of interest 3 Sports 4 Notable people 5 Notes 6 Gallery 7 See also Notable features See also: Map of Badlands

Badlands feature canyons, ravines, gullies, and hoodoos The Badlands Region encompasses a central valley surrounded by several forested mountain ranges. This valley is not only the heart of the region's larger population centers, but it also acts as a nexus for smaller settlements, key facilities, and valuable resources tucked into the surrounding mountains and further afield. To the west and northwest, the landscape is marked by a significant river, whose waters are deep and wide enough to accommodate ocean-going vessels. Typically, the term badland evokes images of landscapes deeply scarred by erosion, where thick deposits of soft rock or soil have been worn away, creating a natural barrier to agriculture and transport. Such areas are usually synonymous with arid or desert climates, characterized by vividly colored shales.The Badlands Region conforms to this description yet stands out with its unique geology. Here, the predominant red sandstones and robust blue shales give rise to dramatic steeper bluffs, iconic hoodoos, and precariously balanced rocks. Beyond these distinctive badland features, the region encompasses a variety of terrains, from the red granite tors of Badwater Basin to the towering ranges of Thunder Mountain, down to the expansive, flat farmlands of 2Fort.

Map of Badlands Despite the predominant aridity and sparse vegetation, the Badlands Region defies expectations with a surprisingly broad and fertile valley stretching from Well to Teufort. This valley is bounded in places by forested mountain ranges, with the Thunder Mountains in the Northwest soaring to heights sufficient to achieve an Alpine climate. Within these diverse landscapes, the region is dotted with five main settlements: Badwater Basin, Dustbowl, Gravel Pit, Teufort — with a population of 1,280 — and Well.

While much of the region lacks soil and isn’t fit for farming, the area around Teufort in the northeast is an exception, with its successful agricultural activities. This zone is particularly known for its robust red wheat and blue corn, cultivated for ocean export via the state-of-the-art Granary facilities. Moreover, the Badlands is rich in natural resources, with extensive gravel deposits being extracted at Gravel Pit, while separate mining operations for coal, gold, and other minerals are concentrated in the Badwater Basin and Dustbowl areas.

Points of interest The Alamo Eye Museum The Badlands Correctional Institute, a maximum security prison previously imprisoning Merasmus Sports Badland Brawlers, a sports team. Notable people Saxton Hale, CEO of Mann Co. Blutarch Mann, owner of Builders League United. Redmond Mann, owner of Reliable Excavation Demolition. Notes The existence and geography of the region are revealed by the Map of Badlands in the Engineer Update pages. Select Reserve Mann Co. Supply Crates list Teufort, Gravelpit, Badwater Basin, and Dustbowl as addressable settlements. Merasmus' return address for Trade-up is in Gravel Pit, New Mexico, USA. Gallery

The Badlands Holiday Reader

Halloween 2012 Tuefort Reader

The Badlands Bugle Herald-Tribune

The Alamo, won by Saxton Hale in a poker game and relocated to the Badlands.

The outside of the Badlands Correctional Institute, with the graveyard of attempted escapees.

Characters: Ebenezer Mann was a shipping magnate. He was the youngest of five sons - who all died by the time he had bought his first fleet - and grandfather to Zepheniah Mann. Ezekiel Mann was a railroad tycoon. He was a middle child with three sisters who all died in a house fire. Before he turned 17 years old, he was already a millionaire. He is the father to Zepheniah Mann. Algernon Mann Ezekiel Mann (presumably a different Ezekiel from the aforementioned Ezekiel Mann) Jedidiah Mann Horatio Mann Augustus Mann Zepheniah Nieodemus Mann was a wealthy Englishman who was convinced by his dimwitted sons, Blutarch and Redmond, to purchase large areas of land in frontier USA. He dreamed of turning the land into large pits of gravel for weapons manufacturing. On his journey over to see his newly purchased land, he was struck with almost every illness known to man, and was shocked to find his new land was an empty and useless desert. Eventually, he left a last will and testament on his own skin, which had sloughed off his body due to illness. Silas Mann: Silas' history within the family is shrouded in mystery. What is known is that he was the co-owner of Zepheniah Mann & Sons. Quarterly Concern, the company that would eventually become Mann Co. His contributions to the company appear to include keys and name tags.[citation needed] Silas now roams Mann Manor as the Horseless Headless Horsemann, similarly to how Zepheniah haunts Harvest Event as a glowing blue spirit. The portrait of Silas Mann can be found by clicking the "Silas" name on the gravestone from the Scream Fortress Update page. Bette Mann Bette Mann (née Darling) was Zepheniah Mann's wife and the mother of Blutarch, Redmond, and Gray Mann. She died giving birth to her three sons. Her father was William Darling, esquire. Bette Mann was first mentioned in Blutarch's, Redmond's and Gray's birth certificate. Blutarch Mann and Redmond Mann were two of the triplet sons of Zepheniah Mann. They were the owners of BLU and RED, respectively. The two sons had been engaged in a lifelong feud with each other over the control of the vast lands left to them by their father. After Zepheniah Mann's death, both Blutarch and Redmond hired teams of nine mercenaries each in order to quickly defeat the other sibling and take control of his lands. However, as their forces were evenly matched, the situation quickly devolved into a protracted stalemate, leading Blutarch and later Redmond to look to Radigan Conagher for a life-extending machine, each hoping to outlive his sibling. Radigan made the same machine for both Redmond and Blutarch, so their feud continued, even into the year 1968. By 1972, however, Blutarch and Redmond are tricked into meeting with each other and quickly decide to declare a truce in order to get one of them pregnant to create a heir. But Gray Mann enters, revealing himself to be their long lost brother and assassinates both of them to gain control of their respective companies. Gray Mann is the third son of Zepheniah Mann. The smallest of the three Mann brothers, Gray was also the most intelligent of the three. He could speak perfectly by the time he was born, but was the weakest physically. Disgusted by how he could talk, Zepheniah Mann was going to smother Gray, but before his father could do so, Gray was abducted by a wild eagle; the event taking place during the "Great Eagle Scourge of 1822". The eagle took Gray away from his family, and raised as one of its own. After being raised by his eagle abductor, Gray killed and ate her and her children before crawling back to civilization to build his corporate empire, Gray Gravel Company. According to Zepheniah Mann, in 1849, Gray Mann had threatened to blackmail him for his cache of "miracle" gravel. Olivia is the daughter of Gray Mann and the current CEO of Gray Gravel Co. She also became the CEO of Mann Co. after winning it from Saxton Hale by technicality using the Mann Co. rule regarding transferal of ownership by victory in unarmed combat. Hale, refusing to fight her due to her young age, made his butler Mr. Bidwell CEO, but when he also refused to fight her, Hale was forced to give Mann Co. to Olivia. The Administrator, whose given false identities were Helen,[1][2] Emily,[2] and Elizabeth,[2] also originally known as the Announcer or The Voice[3] because of the character's role as Announcer, managed the affairs of both the RED and BLU companies and their teams of mercenaries, as well as TF Industries. She was the source of the mysterious, disembodied female voice that issues commands and announces vital events during rounds. A mature and thoroughly evil mastermind of a woman, the Administrator possessed both a piercing gaze and the sort of voice that commands total and unwavering obedience... or else. Her general demeanor tended towards either slight anger or various stages of bitter disappointment. Administrator The original and regular Announcer of the Team Fortress 2 game is also the present day (circa 1960-1972) Administrator of TF Industries, also of Reliable Excavation Demolition and Builders League United, and (real) boss of the mercenaries (both teams). The Administrator has appeared or has been referred to several times in Team Fortress 2 Comics and other media. Women of similar appearance have also appeared, but at greatly different ages or times; and it is claimed by certain characters that she has been active for over a century. Elizabeth Main article: Elizabeth Elizabeth was the 19th century Zepheniah Mann's maidservant and bears a striking resemblance to the current Administrator. Upon his death in 1850, Zepheniah left her the residue of his estate as well as his "miracle gravel" cache. Elizabeth first appeared in the Zepheniah Mann family photograph. The Administrator's messengers are mysterious individuals hired by the Administrator to deliver messages to the classes via miniaturized television sets worn on their torsos. A messenger was first shown locating the BLU Soldier's apartment and delivering a message to him via the television screen, broadcasting the Administrator. Another messenger is seen in Meet the Director, killed by the RED team in an attempt to get answers out of him. The Administrator frowned upon this, on the grounds that once dead they could not return their miniature televisions, forcing her to buy more. The Administrator's statement about the mercenaries "shooting yet another messenger" suggests that there have been previous messengers and that the mercenaries have a habit of killing them. Flo Pauling,[1] known to everyone as Miss Pauling, is a loyal assistant to the Administrator. She performs a number of duties including reporting unusual background checks, ordering and delivery of goods, opening communication channels, and murders. Miss Pauling generally complies with her employer's views for fear of incurring her wrath, even if she does not necessarily agree with them. Despite her boss's stern demeanor, Miss Pauling insists the Administrator is "not so bad when you get to know her". When pressed by the Administrator on what exactly friends do, her reply was "Um. Go skating... look at gun catalogs... sometimes we just talk...". The Scout had taken a romantic interest in Miss Pauling, which she completely ignored. However, in The Days Have Worn Away, Scout has a realization that "there's(sic) like eighty million women in the world, probably" and that one of them must be interested without having to be "worn down". The Director is a somewhat arrogant filmmaker, hired by the Administrator. The Director is responsible for the Meet the Team series, meant to spy on the mercenaries so the Administrator could use something they said against them later if need be. However, he was led to believe he was filming them to show the people of Badlands that they weren't "just armed psychopaths blowing up all their landmarks on a daily basis". Once the Administrator believed she had gained proper leverage over her employees, she ordered Miss Pauling to assassinate the Director. Miss Pauling brought the Director out to a mine under the guise that the Administrator was waiting for her interview there, with a bag of quicklime and a shovel secretly tucked away in the bed of her truck. The Director's current status is unknown, though he is presumed to be dead after his "interview" with the Administrator. A "MISSING" poster featuring the Director can be found in Doomsday, Coal Town, Mannworks, Powerhouse, and other maps further hinting this. Unknown individual In the mostly complete family portrait, another person can be seen in between the gap of the two pieces. The name of this person is unknown and he has yet to be referenced. He can be seen here. In the portrait, he appears to be holding something in his left arm but the object can not be identified. The unknown individual first appeared in the Mann family portrait. When the Soldier shows the undamaged family portrait in The Days Have Worn Away, his thumb obscures the middle, seemingly just barely obscuring the entire person. Barnabus Hale:Barnabus Hale was a 19th century Australian frontiersman, employed as an aide and tracker by Zepheniah Mann. After Bette dies while giving birth, he cries at her death, apparently the only one to do so. Hale later inherited Mann Co. upon Zepheniah's death. He is a relative of Saxton Hale, as his grandfather, and shares Saxton's extremely masculine personality. Barnabus Hale first appeared in the Mann family portrait. Barnabus later appears in the comic Blood Brothers and then in Catch-Up, as well as in portraits in Coal Town and Monster Bash. Bilious Hale is the father of Saxton Hale, and was the owner of Mann Co. during the early 1900's after inheriting it from his father, Barnabus Hale. During a fatal mineshaft collapse, which resulted in the death of fourteen workers, Bilious was able to escape by punching it open, gaining him more fame from the press. During the March of 1922, Bilious Hale shut down the coal mine and coal-powered munitions factory 50 years after it was founded. However, one of the rooms was left as a "historic storage closet" under the reasoning that the objects left in it were not presently needed, but kept for a future time for when they may be. During his lifetime, Bilious was one of the five owners of a telephone in the United States along with Redmond & Blutarch, the President, Alexander Graham Bell, and the Administrator. Saxton Hale is a daring Australian, former President and CEO of Mann Co., the star of many comics series, and the playable boss character in Versus Saxton Hale. He is considered the fourth richest man in the USA. He was the sixth richest man in the US, but surpassed the fifth by wealth and the fourth by killing him in a harpoon duel. His favorite pastimes include fighting, drinking, and battling with ferocious animals. In fact, most kids sleep with a teddy bear at night, but Saxton Hale sleeps with an actual bear that he tamed while in the Brazilian Jungles. His identifying features include a bold mustache, rippling muscles, a crocodile-tooth lined hat, and a patch of rotating chest hair shaped like Australia. He also refuses to wear clothes on his upper body "for obvious reasons". Mr. Bidwell is one of Saxton Hale's assistants, along with Mr. Reddy. His duties include serving Hale's meals and dealing with customer feedback. Bidwell is the creator of the new Mann Co. Weapons Catalogue, acting as a liaison between the manufacturers of various products and Mann Co. During his first appearance Bidwell sported a handlebar mustache; however, this was later shaved off. Saxton Hale sent Bidwell to Sarif Industries under the pretense of discussing a partnership to jointly develop biotechnology. While Sarif's representatives were looking over the "contract", Bidwell escaped with a crate full of weapons and later reverse-engineered the stolen weaponry to produce Manno-Technology. Bidwell detailed his exploits in a confidential memo to Hale, who wrote back to Bidwell asking him to "stop writing these things down". Bidwell, along with Reddy, risked being dismissed by suggesting the idea of item tryouts and much of the Manniversary Update & Sale. They showcased various new hats and Miscellaneous items in a section of the Manniversary Update and Sale page before being rudely interrupted by Saxton Hale's dilemma of hiding a dead ostrich. Three days after the end of "The Gravel Wars" and the death of Blutarch and Redmond Mann, Bidwell is under disguise as a primate violence specialist with Saxton Hale, with the purpose of filming Saxton fight the last-living Yeti. Right before Saxton charges at the Yeti to fight it, Bidwell is informed by Reddy of attacks on Mann Co. stores and relays it back to Saxton, who tells Bidwell that he is very much aware of the attacks. Bidwell then films Saxton's assault on the Yeti, which Saxton uses as a video instructing the mercenaries on their new job of fighting robots and defending Mann Co. Bidwell then sends the tape back to Miss Pauling, who shows it to the remainders of the RED and BLU Teams. Mr. Reddy, along with Mr. Bidwell, is one of Saxton Hale's assistants. Specifically, he is Hale's accountant and takes his calls. Under Hale's orders, Mr. Reddy sent the five richest men in America congratulatory bouquets and "You're a dead man" form letters. During his first appearance, Reddy sported a thick box car mustache, however, this was later shaved off. Upon completing the achievement Mission Accomplished in Spiral Knights, Mr. Reddy sends the player a congratulatory letter and the Spiral Sallet. He also created the Dueler, Gifting Man from Gifting Land, and Philateler.[3] Reddy, along with Bidwell, risked being dismissed by suggesting the idea of item tryouts and much of the Manniversary Update & Sale. They showcased various new hats and Miscellaneous items in a section of the Manniversary Update and Sale page before being rudely interrupted by Saxton Hale's dilemma of hiding a dead ostrich. Reddy later informed Bidwell of the attacks by robots on all Mann Co. facilities. Patience Meriweather helped to deliver the three sons of Zepheniah Mann and his wife Bette: Redmond, Blutarch, and Gray. She also gave the news of Bette's death to Zepheniah and Barnabus Hale, who was present at the time. The midwife first appeared in the Mann vs. Machine comic, Blood Brothers. Although never called by name in Blood Brothers, her name was revealed in the Mann vs. Machine ARG on Gray Mann's birth certificate. Meriweather appeared once more in The Days Have Worn Away, preparing to head down to the newspaper to purchase an advertisement seeking a governess after Bette's death. She greets the Administrator at the door before she has the opportunity to do so. Miriam is a woman who has worked for Blutarch for at least 60 years. She is shown in 1960 presenting Dell Conagher to Blutarch Mann and again in an 1890 flashback presenting Radigan Conagher to Blutarch Mann. After she calls Dell "Mister Conagher" a couple of times, he politely tells her to just call him "Dell" since "Mister Conagher" was his grandfather's name. She replies, "Yes. I remember." Once thought of as a nation of idiots, since 1850, Australians had become world leaders in technology. Every innovation, including Cloaking and teleportation, now came from the brain of a lager-loving Australian. By the 1890s, Sydney had become a city of tomorrow with flying cars, giant airships, and self-grooming mustaches. Much like their national hero, Saxton Hale, every man, woman and child in the nation of Australia (with the exception of at least three, the Sniper and his adoptive parents) sports a glorious, full mustache. The Administrator theorized that the nation's incredible intelligence came from a rare element, Australium. This theory seemed to prove true as the element amplified Radigan Conagher's intelligence to phenomenal levels, and also caused various Australian-related side effects including rapid mustache growth, extreme masculinity, and the primal urge to take off his shirt and grow chest hair in the shape of his homeland. However, as the Australium deposits located in Australia that gave these phenomenal people such capacity declined, mainly due to the intentions of the Administrator, the once proud race are reduced to weaker simpletons. It is mentioned by Spy that the Australium mines had run dry 2 months prior to Zhanna, Soldier and Spy's success in securing a submarine. Australia chooses its king through a Kangaroo boxing match. Mann Co. Monkeynautics is a subdivision of Mann Co. that, after offering to host the launch for the price of one dollar, worked to send Monkeynaut Poopy Joe into space to fight Russian rival Vladimir Bananas, among other reasons. The Mann Co. Monkeynautics logo appears across the map Doomsday as the company hosting the event, whose rocket malfunctions and crashes into a nearby satellite tower, exploding and killing the Monkeynaut inside. The Badland Brawlers are a sports team from the Badlands. The original BLU team was assembled by Blutarch Mann in the 1850s in an attempt to claim all of the land bequeathed to him and his brother, Redmond, by their father. Unfortunately for Blutarch, it appears that the original RED team was assembled at the same time, leaving both siblings at a stalemate. The original team consisted of the same nine classes as the current organization. The Scout, inspired by Billy the Kid, took on the appearance of a young cowboy, complete with spurred boots. The Soldier, who resembles Stonewall Jackson, dressed like a member of the Confederate States Army, utilizing a rifle, rather than a Rocket Launcher. In keeping with tradition, the Demoman, inspired by Alfred Nobel, was a one-eyed dynamite-loving prospector. Unlike his modern Russian counterpart, the Heavy resembled John Henry, preferring to put his enemies out of commission with a monstrous sledgehammer, whilst the Sniper, like Davy Crockett, partnered his trusty rifle with a coonskin cap. Prior to his appointment as President of the United States, the Pyro, Abraham Lincoln, used an experimental Flame Thrower to aid his comrades in battle. BLU team's Medic, resembling Sigmund Freud, appeared to retain his contemporary's love of the Bonesaw, whilst the team's Engineer, who resembles Nikola Tesla, was forced to make do with a satchel of Blueprints, rather than a PDA. Finally, the Spy eschewed a balaclava in favor of a domino-mask and equally-sinister mustache in the style of Fu Manchu. In the A Cold Day in Hell comic, the Team Fortress Classic mercenaries (minus their Medic) appear, willing to help Gray Mann find the Administrator and the current Team Fortress 2 mercenaries.

One Team Fortress Classic mercenary first appeared in the Team Fortress Comic Ring of Fired as a shadowy silhouette of the Classic Heavy. The identity of the silhouette along with his team was revealed in the Cold Day in Hell comic. The Classic Mercenaries from the 1930s appeared in the Catch-Up Comic. The Classic Medic has yet to appear in any other comic. His current whereabouts are unknown. The Classic Mercenaries arrived in Blood in the Water, where the Classic Sniper shot and killed the RED Sniper. In Old Wounds, the Classic Demoman, Spy and Pyro are all killed at the hands of the Team Fortress 2 mercenaries while the Classic Heavy kills Gray Mann for his Life Extending Machine before draining all the blood of the TF2 Mercenaries. The Naked and the Dead climaxes with the final battle between the Classic mercenaries, the Team Fortress 2 mercenaries, Saxton Hale, Maggie and Gray Mann's remaining robots. The Classic Scout, Soldier, Sniper, and Heavy are all killed, while the Classic Engineer's status is unknown. Hippies are a recurring adversary for Saxton Hale and Mann Co. The Soldier makes several mentions of hippies, usually disparaging their pacifism and hair length. In 1968, hippies assembled mass protests outside Mann Co. Headquarters in WAR! and Bidwell's Big Plan. Mann Co. bought out Lecture Valley (a lampoon of hippie cooperatives and other tropes). In 1972, hippies pacified the last surviving Yeti in A Fate Worse Than Chess. In The Naked and the Dead, three other teams are revealed named Team Echelon, Team Citadel, and Team Ajax (originally Team Vanguard prior to the release of The Days Have Worn Away). The Classic Heavy reveals that they've killed all of them, except the "rejects" in Team Fortress, who have beaten them Classic mercenaries. In The Days Have Worn Away, a statue can be seen with the letters A, B, C, D, and E. This statue shows what looks like the heavy weapons guy, sniper, spy, demolitionist, and soldier of the other teams. Near the break room, images of the other team's members are on the walls, namely a pyromaniac with double flamethrowers, and a demolitionist with shoulder and wrist-mounted rockets and a suit of armor. The "F"-plate being ripped from the statue at the bottom, Miss Pauling referring to the other teams as "the 'good' teams" and "the real mercs", and well as the Classic Heavy calling Team Fortress rejects indicates that the Team Fortress mercenaries are the worst of all the Mann Co. mercenary teams. This can also be noticed by with much less advanced equipment compared to the mercenaries shown on the pictures on the wall. The names of team B and D are unknown. The Korean Mafia are a criminal organization. In The Days Have Worn Away, they capture and torture Soldier and Merasmus — killing the latter in the process — as punishment for failing to pay back Soldier's owed debt of 12,000 won (17 U.S. dollars). Of the members, only one of the torturer's names is ever revealed, going by the name of Kenzi. The Scout's mother, presumably Ms. Willis, is first briefly mentioned and shown in Meet the Spy when the BLU Spy reveals photographs of a tryst between RED Spy and the Scout's mother to the team's Heavy and Soldier, and the RED Spy disguised as the team's Scout. She also appears in the beginning of the Second Annual Saxxy Awards trailer, where her arm can be seen and she can be heard screaming while she runs away. She raised the Scout and his seven "mad-dog" brothers in south Boston, and somehow still managed to keep her figure. She is in a romantic relationship with the RED Spy, who lovingly calls her "ma petit chou-fleur", which roughly means "my little cauliflower" in French. The BLU Scout's mother wears a classic late 60s style dress and bob hairstyle. Seven compromising photos of her with the RED Spy are kept in a top secret file labeled 'Scout's Mom' in the BLU base. The Spy has a likeness of her engraved on the barrel of the Ambassador. Fred Conagher first appears in a photo presumed to have been found within Radigan's notes that his grandson, Dell Conagher, received from Blutarch Mann. The image depicts the newer blue engineer model from Team Fortress Classic, giving a boy a pair of goggles. That boy is presumed to be a young Dell and the Classic Engineer to be Dell's father. He later appears in the comics along with the rest of the Team Fortress Classic team. Here, he is portrayed as overweight with both his legs replaced with robotic legs and wearing a full-brimmed hard hat with a different ribbing pattern. In The Naked and the Dead, his first name is revealed to be Fred by the Classic Heavy. At the conclusion of The Naked and the Dead, all of the TFC team are presumed dead, killed in the fighting, except for Fred, whose fate is not shown. The Demoman's mother, Mrs. Tilly DeGroot, is a blind, elderly woman who reminisces constantly about the Demoman's late father, Mr. DeGroot. Even with her son's multi-million dollar salary and mansion, she still thinks he does not work hard enough, claiming that the Demoman's father would be spinning in his grave at his idleness and had 26 jobs. She insisted on bringing up the Demoman Scottish, and does not like to see him "squandering his gifts." She also comments: "No Demoman worth his sulfur ever had an eye in his head past thirty!" She, along with the Demoman's father, collected the young Tavish from the Crypt Grammar School for Orphans, revealing themselves as his true parents. They explained that he was abandoned at birth until his skills manifested themselves, a longstanding, cruel, and wholly unnecessary tradition among the Highland Demolition Men. The Demoman's mother advised her son to go searching for jobs on All Hallow's Eve, saying that all of the ghouls would vanish in one day. Mr. Jonathan Mundy & Mrs. Mundy are the Sniper's adoptive parents. Being a dutiful son, the Sniper makes sure to keep in touch with his parents via phone or mail to inquire about their well-being and keep them up to date with his latest adventures and exploits. Living in the "Red House on the Left on Adelaide St. in Australia", the Sniper's parents do not approve of his occupation. The Sniper's dad is especially condemning, calling the Sniper a "crazed gunman" against the Sniper's insistence that he is an "assassin". In a bid to bring the arguments to an end, the Sniper wrote to his mom asking her to just tell his dad about how he makes more than a doctor and then finally asks her to just tell him that he is a doctor. After the Sniper was interviewed by the Director, the Sniper received mailed photographs of his parents. Like their adoptive son, neither one of them have mustaches, a seemingly rare trait amongst Australians. Mr. & Mrs. Mundy also bear a striking resemblance to Eustace and Muriel Bagge from Courage the Cowardly Dog. The comic's illustrator later confirmed that this similarity, along with the similarities of their homes, was "very much on purpose" due to time constraints.[citation needed] In the Team Fortress 2 Comic #4 Blood in the Water, Sniper reveals that his parents passed away six months prior, shortly after Gray's takeover of Mann Co., and learned that the Mundys were not his birth parents. Mr. & Mrs. Mundy appeared in Sniper's vision of Heaven in Old Wounds. Having been killed in action in the previous issue, the Sniper expresses his wish to be reunited with his adoptive parents in the afterlife. The Mundys share his sentiments, but gently remind him that he's still a professional assassin, and that there are still enemies that need to be killed. Upon revival, the Sniper tells the Medic what happened, but the Medic claims that the vision was a hallucination as a result of injecting a blue whale's pineal gland into his brain stem, but the Sniper assures him of what awaits him and declares himself the most dangerous man alive thanks to the encouragement from his parents. Bill-Bel and Lar-Nah are the Sniper's birth parents. They originate from the lost underwater country of New Zealand. Years prior, Bill-Bel theorized that the Earth would be covered in magma, and he proposed that the country be encased in a glass dome and sunk to the bottom of the ocean to escape danger. He later proposed to New Zealand's council of leaders to send the country into space, but the council furiously rejects him, pointing out that they are now out of resources due to his original plan and all detest their underwater existence. Bill-Bel returned home, having built a rocket with which to get into space, only to get into a fight with his wife Lar-Nah over who gets to be the only occupant. In the confusion their toddler son Mun-dee (an infant Sniper) crawls into the rocket, which launches through New Zealand's protective dome, flooding the city and dooming its citizens. Bill-Bel and Lar-Nah survive drowning by hiding out in a sealed laboratory, cut off from the rest of the world until Miss Pauling, Sniper and the other mercenaries arrive in a submarine; Lar-Nah has become a grouchy alcoholic constantly furious at her husband's idiocy. Much to Miss Pauling's horror, Bill-Bel, not understanding the metal's true potential as nuclear energy source and for life extension, used the last cache of Australium stored in New Zealand to paint his prototype escape rockets, all of which exploded save for one. Lar-Nah then offers Miss Pauling some of her wine as the latter is flabbergasted at Bill-Bel's stupidity. Upon learning from Sniper that the Earth was not covered in magma (thereby disproving Bill-Bel's theory), Lar-Nah steals the only remaining rocket, successfully escaping into space. Likewise, Bill-Bel steals the navy submarine Miss Pauling and the team had arrived on, stranding the group in the steadily flooding ruins. The BLU Engineer's grandfather, Radigan Conagher, was hired by Blutarch Mann to build a machine to artificially allow him to live longer than his brother. He agrees to build the machine for Blutarch. Later, he is approached by a woman who bears a resemblance to that of The Administrator. She offers him Australium to build Blutarch's Machine, under the stipulation that he covertly builds an identical machine for Redmond as well. On a personal level, Radigan Conagher had a fascination for Abraham Lincoln. In the first edition of The Engineer Update, several pages of notes are dedicated to inventing an object that could have saved Lincoln from John Wilkes Booth. Some devices include: a hat that would shoot at the attacker, a chair that would swing over and under a balcony away from the attacker, and a teleporter. Radigan goes through a drastic transformation as shown in the hidden links of the Engineer Update. He seems to have become taller, grown a mustache, developed large muscles, and has a fond thirst for beer. This matches the qualities of the stereotypical Australians in Team Fortress 2. This is probably due to his exposure to Australium. One could even say he looks like an older Saxton Hale. In the photographs displayed on the Engineer Update webpage, Conagher is also shown holding what seems to be the very first Southern Hospitality. In the final stage of his transformation, it is shown that he had replaced his left hand with a robotic arm and his chest hair had grown into the shape of Texas, similar to Saxton Hale's Australian shaped chest hair. He also appears more "Australian" than before, as a large jovial man (in contrast to his previously reserved personality) with a big, bushy mustache and carrying a barrel of BLU Streak beer, a taste shared by his grandson Dell. One of the Paint Can colors, "Radigan Conagher Brown" bears his name. While not much is known of the family history of Misha/Heavy, it was first discussed in the Meet the Director comic. Heavy's father was executed in autumn of 1941 for being a counter-revolutionary, after which Misha was deported to a Northern Siberian gulag along with his mother and three underage younger sisters, Zhanna, Yana, and Bronislava. The Heavy and his family worked at the gulag for three months, until it was burned to the ground some time in December 1941. It was later found that all of the prisoners had escaped and the guards of the camp had been tortured to death. The Heavy was shown to be still in contact with his family and using his mercenary wages to provide for them in the comic Bombinomicon. In A Cold Day in Hell, the Heavy's family was shown to be living in the Siberian mountains, eating almost exclusively bear meat, where the Heavy had been protecting them from "the people who hurt [them] before." However, with the Heavy rejoining the team, his family began to move to the United States. Yana and Bronislava are apparently attracted to some of the mercenaries, namely the Sniper and Spy. Zhanna, however, plays the biggest role in the comics compared to Heavy's other sisters; she begins a relationship with the Soldier due to her not having seen a man in twenty years, and after her rejection of the Scout because he talked too much. Her relationship with Soldier stays strong as she tags along with the mercenaries through the events of Blood in the Water, Old Wounds and The Naked and the Dead. She also begins to learn how to fight along with the Soldier, albeit through his unorthodox (and incorrect) ways - including losing her left hand after attempting to escape from a pair of handcuffs using the "old dislocating thumb trick", and fighting stark naked while covered in honey. Archimedes is one of the RED Medic's many white pet doves, identifiable by his permanently blood-stained feathers. Archimedes first appeared in Meet the Medic, and was shown to have a habit of burrowing into the Medic's patients; his in-game description attests to this also. Archimedes previously worked as a wedding dove, until the Medic stole a catering van with him inside from the wedding of a prime minister. ​Bombinomicon is a sentient book of forbidden knowledge and ancient wickedness, who lived for a time in the possession of Merasmus the Magician, and has multiple appearances in maps and cosmetics. Captain Dan is a local soup manufacturer. After a massive soup recall, he generously volunteered in disposing the rancid product, and a relieved President awarded him the Key to the City and a License to Kill. The Soldier is a fan of his brand of tomato soup. Captain Dan's name is also on the sticker of the Cheese Wheel. Charles Darling is the former hunting mentor of Mann Co. owner Saxton Hale. Formerly a hunter, Darling decided to give up a life of savagery for a more comfortable one of zoo-keeping. His falling-out with Saxton appeared to occur following Saxton's decision to abandon his training for Her. He is currently the owner and proprietor of Darling Zoos. He enjoys watching the animals in his zoos suffer, and in the comic A Cold Day in Hell he has animals stand on boxes and stick their head through mounting plates, so he can look at the defeated looks in their eyes, which he finds amusing. However, not satisfied with humiliating nearly or recently extinct animals, he created Charles Darling's Triassic Preserve to disgrace the great creatures of the past — today! He is one of the parties pursuing Australium; his intention for the metal being to make his animals, "the last of their breeds", immortal. Within TF2, Hell is shown as a tangible place, the mercenaries having even performed missions there. The Devil, a large, horned, red-skinned businessman in a sharp suit, works as is its chief executive manager, receiving recently departed souls on their way to Hell, especially those whom have entered into contracts with him, such as the Medic. Eyelander is a sentient, speaking, haunted sword. Unlike its in-game counterpart, Eyelander is often seen shrouded in a ghostly, greenish energy. The Eyelander can also fly or hover on its own. Francis the Talking France is a sentient manifestation of France with an apparent knowledge of cinema. He claims to be the inventor of the following French terms: "Mise en scene! Auteur! Avante-garde! Montage! Even cinéma!". Valve put him in charge of judging all the Saxxy entries, but realizing that the job would be too big even for himself, he opened the voting to the public. God is the ruler of Heaven and personal designer of the Scout, introduced in The Naked and the Dead. God claims to have made the Scout specifically as a "gift to the ladies"; the Scout is not his son however, although God says he wishes he were. Jerry is Saxton Hale's pilot, and has survived leaping from at least two different crashing planes; both of these crashes were caused by Hale. Margret, also nicknamed Mags and Maggie, is the ex-girlfriend of Saxton Hale. The two used to fight exotic animals together while both holding Charles Darling as their nemesis. Maggie broke up with Hale after he became CEO of Mann Co. After the break up, Mags had married four men, whom had all died while on her extreme adventures. When Gray Mann took over Mann Co., Maggie, now an employee of Darling, helps Hale ask him for help in winning back the company. After Saxton quits as CEO of Mann Co., they seemingly got back together and have returned to their old exotic-animal-fighting habits. They are last seen in an African veldt in the current day, fist-fighting a horde of cheetahs while cornered on the edge of a cliff. Mayor Mike, or just Mike as he prefers, is the grossly incompetent mayor of Teufort, first introduced in Unhappy Returns. Despite acting as mayor, Mike has absolutely no idea what a mayor can legally do, his abuse of power going as far as forcing a man to live as an Italian stereotype for ten years. Mike also committed a series of mistakes of criminal civic mismanagement, all of which he pinned on the mercenaries, whom he subsequently attempted to have arrested. Mike succeeded in arresting the Scout and Spy in an ambush at the Teufort bank, then illegally acted as a judge to preside over the pair's trial for historic crimes against the city, during which both the Soldier and Demoman were also captured. Mike attempted to sentence all four to death by hanging, before Miss Pauling explained to him how little a mayor could actually do, and he relinquished to visit the Teufort library to learn more on his actual duties to the town. Merasmus the Magician is a powerful wizard and former roommate of the Soldier, who has wide ranging participation as a non-player character in the game, Background, and Comics. The Megatherium of Mictlan, the protector of the Aztec underworld, is an animal summoned by Charles Darling in an Aztec temple and subsequently fought by Saxton Hale and Maggie. The Megatherium is able to shoot laser from its eyes and appears in a flashback from Saxton Hale before resigning as CEO of Mann Co. in The Days Have Worn Away. After its defeat, Hale kept its taxidermied body in his office at Mann Co. Poopy Joe was the first (and the only fully trained) American Monkeynaut, who died in the crash of his rocket moments after launch. The rocket in question had been sabotaged by Mann Co. who had hosted its launch for the price of one dollar as a ploy to steal its Australium fuel source; the crash was subsequently covered up. Vladimir Bananas was a Soviet space chimp and the first monkey in space, mentioned in the footnotes of Saxton Hale's Jungle Brawl. America rushed to follow with their own Monkeynaut launch, which ended in disaster. Nicholas Crowder or Old Nick is a Smissmas holiday mascot and conqueror of the South Pole. He is shown to ride a sleigh pulled by at least three reindeer, one of whom wears an eye-patch, and a red-nosed Kangaroo wearing the Prancer's Pride. According to legend, on December 18th, 1788, Nick, initially a settler to Australia, changed his mind on arrival and left for the South Pole, returning each December 18th to pass judgement on the children of Australia, sparing the nice, and abducting the naughty. Those abducted spend the next year crafting toys for Nick, which are wrapped and delivered to his mansion on December 17th. Nick then opens each, selling duplicate items for greatly reduced prices online. Born and raised in Boston, Massachusetts, USA, the Scout is a fast-running scrapper with a baseball bat and snarky in-your-face attitude. He is the fastest and most mobile mercenary on the battlefield unassisted. Scout's Double Jump helps him outmaneuver slower opponents like the Heavy and navigate the terrain while dodging oncoming bullets and projectiles. Carrying a Scattergun, Pistol, and Bat, he is an ideal class for aggressive fighting and flanking. Scout excels at hit-and-run tactics that sap away enemy health as his high mobility allows him to get in, do damage, and escape before being noticed. However, Scout possesses the lowest default health pool (alongside the Engineer, Sniper, and Spy), leaving him vulnerable on the front line. However, this is a fair trade-off given his ability to run in and out of contested hot spots quickly, enabling him to turn the tide of battle before the enemy team can even take notice. The Soldier is a crazed, jingoistic patriot from Midwest, USA, who portrays himself as a military man despite being rejected from the US army. Tough and well-armed, he is a versatile class, capable of both offense and defense, and a great starter class to get familiar with the game. Well-balanced and possessing both survivability and mobility, the Soldier is considered one of the most flexible classes in Team Fortress 2. Despite his low ground movement speed, he is capable of using rocket jumps to reach his destination quickly. His large health pool is second only to that of the Heavy, and his wide array of armaments and weaponry allows him to bring whatever weapon or equipment is best suited to the situation at hand. The Soldier is well known for his spectacular rocket jump. In defiance of all good sense and judgment, the Soldier can detonate a rocket at his feet and launch himself skyward at the cost of some health (which can be reduced by the Gunboats, or negated altogether with the Rocket Jumper). To rocket jump effectively, the player must fire the rocket at the ground or a wall, then immediately jump and crouch. This ability allows the Soldier to navigate the battlefield by air, appear from unexpected places, and reach areas inaccessible to the Scout's double jump and HYPE jumps. After rocket jumping, the Soldier can remain airborne for longer by deploying the B.A.S.E. Jumper. The Pyro is a pyromaniac class of indeterminate origin with a muffled voice and a burning passion for all things fire-related. As shown in Meet the Pyro, the Pyro may be delusional, visualizing themself in a utopian fantasy world known as Pyroland. The Pyro specializes in fighting enemies at close range using a homemade Flame Thrower. Enemies set on fire suffer from afterburn and take additional damage over time, allowing the Pyro to excel at hit-and-run tactics. Due to the Flame Thrower's short range, the Pyro is weaker at longer ranges and relies heavily on ambushing and taking alternate routes to catch opponents off-guard. The Demoman is a self-described black Scottish cyclops and a scrumpy-swilling demolitions expert from Ullapool, Scotland, who is one of the most versatile mercenaries. Capable of dealing large amounts of explosive damage, whether directly or through splash damage. Armed with his Grenade Launcher and Stickybomb Launcher, the Demoman uses his one good eye and knowledge of his surrounding environment for well-timed stickybomb detonations and precise grenade impacts that send enemies skyward, often in many pieces. His weapons' large splash radius can also work against him, if an enemy manages to catch him at close range he will often take damage from his own explosives as he struggles to defend himself. The Heavy Weapons Guy, more commonly known as the Heavy, is a towering hulk of a man hailing from the USSR. He is often considered the face of the game, due to his prominent appearance on box-art, promotional materials, and loading screens. He starred in the very first Meet the Team video, and has appeared in all further movies to date. The Heavy is the largest and arguably most dangerous class in Team Fortress 2 - boasting the most base health, combined with the devastating firepower of his trusty Minigun. This weapon can inflict huge damage at a very high rate of fire, allowing him to mow down opposing Heavies, cowards, and tiny-baby-men in mere seconds. However, as the slowest class in the game, the Heavy's low movement speed is his main weakness, making him an appealing target for Snipers and Spies. Upon revving up or firing his Minigun, this already unimpressive speed slows to a crawl, making it even easier for enemies to damage him. As a result, the Heavy is often dependent on support from Medics and Engineers to keep him in the fight. Thanks to his burly stature, he also takes 50% less knockback from most damage sources - excluding Sentry Gun bullets. The Engineer is a soft-spoken, amiable Texan from Bee Cave, Texas, USA with an interest in all mechanical things. He specializes in constructing and maintaining buildings that provide support to his team, rather than being a front line class, making him the most suitable for defense. The Engineer's various gadgets include the Sentry Gun, an automated turret that fires at any enemy in range, the Dispenser, a device that restores the health and ammunition of nearby teammates, and Teleporters that quickly transport players from point A to point B. The Medic is a German man of questionable medical practices from Stuttgart, Germany. As the only class with a consistent healing source, he is often found near the front lines bolstering his teammates. Although the Medic's Syringe Gun and Bonesaw aren't the most excellent weapons for direct combat, he can typically still be found near the front lines, healing wounded teammates while trying to stay out of enemy fire. Hailing from the lost country of New Zealand and raised in the unforgiving outback of Australia, the Sniper is a tough and ready crack shot mercenary. The Sniper's main role on the battlefield is to pick off important enemy targets from afar using his Sniper Rifle and its ability to deal guaranteed Critical hits with a headshot (with some exceptions). He is effective at long range, but weakens with proximity, where he is forced to use his SMG or his Kukri. As a result, the Sniper tends to perch on higher grounds or in hard-to-see places, where he can easily pin down enemies at chokepoints. Hailing from an indeterminate region of France, the Spy is a class known for his enthusiasm of sharp suits and even sharper knives. Using a unique array of cloaking watches, he can render himself invisible or even feign his own death, letting him infiltrate enemy lines with little chance of detection. His Disguise Kit lets him impersonate any class on either team. With enough skill in the art of deception, the Spy can momentarily fool enemies with his disguise, lulling them into a false sense of security. When the time is right, he can emerge from the woodwork to strike a killing blow, stabbing his unsuspecting "teammate" in the back. A backstab with any of the Spy's knives will kill most foes in a single hit — provided they are not under the effects of any type of invulnerability.

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