Difference between revisions of "Community DeGroot Keep strategy"

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m ({{class link|soldier}}: Not anymore.)
(Cleaned up, deleted sentences related to medieval mode strategy)
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* Remember that in [[Medieval mode]], most primary and some secondary weapons are restricted. Playing in DeGroot Keep requires a different mindset and gameplay style.
 
* Remember that in [[Medieval mode]], most primary and some secondary weapons are restricted. Playing in DeGroot Keep requires a different mindset and gameplay style.
 
* Also in Medieval mode, the chat function is reconfigured so that what is typed will (usually) be relayed in a "medieval" style instead of what was originally typed. To circumvent this, preface your message with either a "!" or any other non-alphanumeric character, or alternatively, type your message using the "say" or "say_team" [[Developer Console|console]] commands.
 
 
* There are only three classes that can use damage-dealing projectile weapons in Medieval mode: the [[Medic]], [[Sniper]], and [[Scout]]. As a result, the main focus of Medieval mode is on the correct choice of melee weapons.
 
 
* In the same vein, only the [[Pyro]] and Sniper possess weapons that are capable of setting enemies on [[fire]].
 
  
 
* It is possible to avoid taking [[fall damage]] when exiting the castle while the gate is closed. First, jump to the sign hanging above point A from the opposite wall, and then drop down onto the raised section of ground surrounding the point.
 
* It is possible to avoid taking [[fall damage]] when exiting the castle while the gate is closed. First, jump to the sign hanging above point A from the opposite wall, and then drop down onto the raised section of ground surrounding the point.
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==Class-specific strategies==
 
==Class-specific strategies==
 
==={{class link|scout}}===
 
==={{class link|scout}}===
* The [[Sandman]] can be ideal for stunning enemy players and making them easier for teammates to finish off.
 
 
 
* Due to the cramped combat nature of the map, the [[Boston Basher]] has a good chance of dealing effective damage against enemies, especially on the final capture point. It is generally a good idea to try to hit as many players as possible to make them easier to kill.
 
* Due to the cramped combat nature of the map, the [[Boston Basher]] has a good chance of dealing effective damage against enemies, especially on the final capture point. It is generally a good idea to try to hit as many players as possible to make them easier to kill.
 
* The [[Candy Cane]] is a great choice as killing someone with it will drop two health kits, one for the Medieval kill and another for the Candy Cane kill. Also, the only explosive weapon allowed in Medieval mode is the [[Ullapool Caber]], and a hit from it would kill regardless, so there is no real disadvantage from carrying the Candy Cane.
 
 
* Try to use the [[Sun-on-a-Stick]] only if there is a friendly [[Sniper]] with the [[Huntsman]], or a [[Pyro]] with the [[Sharpened Volcano Fragment]]. Stick with either of those players and try to attack any enemies that they manage to ignite.
 
 
* The [[Fan O'War]] should only be used as a support weapon. Follow a teammate with a high-damaging weapon around, and mark their targets with the Fan O'War. Remember that only one target can be marked at a time.
 
** In particular, a Sniper with the [[Bushwacka]] can easily finish off any enemies that have been tagged. Try to work in pairs with Snipers carrying the Bushwacka if possible.
 
 
* The use of [[Mad Milk]] is not restricted. Take advantage of this by using it to assist teammates whenever possible.
 
 
* As most projectile weapons are restricted, [[Bonk! Energy Drink]] has less utilization in Medieval mode. It can be used to distract enemies or block choke points; however, it cannot be used to bypass enemies effectively since all combat range is limited to melee only anyways.
 
  
 
{{youtube tn|Ztqcfodv7sU|Demonstration|width=250}}
 
{{youtube tn|Ztqcfodv7sU|Demonstration|width=250}}
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* While the [[Atomizer]], with its lower damage and slower swing speed, may not be ideal for combat, the triple jump it provides can make a Scout much more difficult to hit. However, at the cost of 10 health per third jump, Scouts should do this sparingly.   
 
* While the [[Atomizer]], with its lower damage and slower swing speed, may not be ideal for combat, the triple jump it provides can make a Scout much more difficult to hit. However, at the cost of 10 health per third jump, Scouts should do this sparingly.   
** The Atomizer’s triple jump can allow a Scout to shimmy up to the castle’s battlements, as seen [http://www.youtube.com/watch?v=nP5EFvAPjOo here].
+
** The Atomizer's triple jump can allow a Scout to shimmy up to the castle's battlements, as seen [http://www.youtube.com/watch?v=nP5EFvAPjOo here].
  
 
==={{class link|soldier}}===
 
==={{class link|soldier}}===
* Even after the {{Patch name|6|27|2012}}, which split the [[Equalizer]] into two different weapons, it still is a very effective weapon to carry. While it can only do large amounts of damage at low health, it is possible to refill health through killing enemies, greatly increasing endurance.
+
* A very risky, but effective tactic on Point C is to use the [[Kamikaze]] taunt. As the blast radius is quite large, it will effectively eliminate all enemies on the point. However, the taunt will leave you very vulnerable to all attacks, especially on a server with a lot of players.
** A very risky, but effective tactic on Point C is to use the [[Kamikaze]] taunt. As the blast radius is quite large, it will effectively eliminate all enemies on the point. However, the taunt will leave you very vulnerable to all attacks, especially on a server with a lot of players.
 
 
 
* The [[Escape Plan]] isn't as useful as the [[Equalizer]], but the greater speed at low health can be useful, and with Medics not having the ability to heal you with their [[Medi Gun]] (but can be healed by the [[Crusader's Crossbow]]), its only downside is nullified, making it plain better than the [[Shovel]]. Keep in mind that you will be [[marked for death]], so be careful if you are taking on a large group of enemies, as this can easily be a weak spot.
 
 
 
* It is possible to use backpack items in Medieval mode, but remember that it is harder to inflict large amounts of damage using only melee weapons in order to charge the [[Buff Banner]], [[Battalion's Backup]], or [[Concheror]].
 
 
 
* The [[Half-Zatoichi]] offers a longer reach than every other Soldier melee weapon (except for the Disciplinary Action, which deals 16 less damage per hit, an obvious downside), and completely restores health upon killing an enemy. As all fighting is restricted to melee only, it offers no real disadvantage. However, keep in mind that other players wielding the Half-Zatoichi can cause one-hit kills. Fight with caution when duelling with enemy Soldiers and Demomen also using it.
 
 
 
* The [[Disciplinary Action]], despite dealing 25% less damage than the standard [[Shovel]], can be very effective at helping slower, bulkier classes get to the front lines faster. The speed boost can also help you and your teammates dodge enemy attacks. While generally impractical, you can also use the whip's long reach to pester and attack enemies outside of the standard melee range. Note that all other classes except Heavies without [[Buffalo Steak Sandvich]] buffs can quickly close the distance on you, but sometimes you will have damaged enemies enough to kill them.
 
 
 
* Without the Soldier’s ability to rocket jump, it’s not advised to use the [[Market Gardener]].
 
  
 
==={{class link|pyro}}===
 
==={{class link|pyro}}===
* Remember that as only two weapons are capable of igniting enemies in Medieval mode, the [[Axtinguisher]] and [[Postal Pummeler]] only have utility when fighting alongside a teammate with one of those two weapons.
 
 
* While the [[Powerjack]] will cause you to take more damage, it's one of the few weapons in Medieval mode that can provide overheal. The speed boost provided can also be a benefit as this allows for easier hit-and-run tactics and makes hitting you a little more harder to hit if you know how to be evasive.
 
 
* Because enemies will automatically drop a health pack upon death, consider using the [[Back Scratcher]]. There will be few to no alternate sources of healing other than health pickups, so it is wise to take advantage of this as well as the Back Scratcher's increased damage.
 
 
* The [[Sharpened Volcano Fragment]] is one of two weapons available in Medieval mode that are capable of setting enemies on fire.
 
** Because of its reduced damage, it is generally wise to perform hit-and-run attacks and let the afterburn deal damage to enemies rather than fighting them head-on.
 
** Try to work in teams with friendly Scouts and Pyros carrying the Sun-on-a-Stick and Axtinguisher, respectively. Tag enemies for your teammates to deal increased damage.
 
  
 
==={{class link|demoman}}===
 
==={{class link|demoman}}===
* Because the [[Chargin' Targe]] and the [[Splendid Screen]] are the only allowed secondary weapons for the Demoman, one of them should always be carried by default. The ability to charge is crucial in Medieval mode, and the protection they provide against afterburn damage and the Ullapool Caber is also very helpful.
+
* Demomen equipped with the [[Chargin' Targe]] or [[Splendid Screen]] can charge the large pile of rocks in the middle of the battlefield to launch themselves up to the castle's battlements, as shown in this [http://www.youtube.com/watch?v=o0aH-e3L8ec video].   
** The Splendid Screen is an excellent alternative to the Chargin' Targe; though it provides less protection, the charge attack is very powerful. With enough heads, it will one-shot weaker classes and do serious damage to the rest, even before you swing.
 
** Demomen equipped with the Chargin’ Targe or Splendid Screen can charge the large pile of rocks in the middle of the battlefield to launch themselves up to the castle’s battlements, as shown in this [http://www.youtube.com/watch?v=o0aH-e3L8ec video].   
 
  
 
* [[Ali Baba's Wee Booties]] and the [[Bootlegger]] are the only allowed primary weapons for the Demoman and should be equipped at all times. The health boost and increased turn control are both very handy.
 
* [[Ali Baba's Wee Booties]] and the [[Bootlegger]] are the only allowed primary weapons for the Demoman and should be equipped at all times. The health boost and increased turn control are both very handy.
  
 
* Always consider carrying any of the alternate melee weapons that offer a longer reach. The [[Eyelander]] can greatly increase survivability through taking more heads, the [[Claidheamh Mòr]] offers a longer charge duration, and the [[Scotsman's Skullcutter]] deals increased damage. It is worth noting that the speed penalty associated with the Scotsman's Skullcutter is less noticeable in Medieval mode, due to the smaller map size and the ability to charge.
 
* Always consider carrying any of the alternate melee weapons that offer a longer reach. The [[Eyelander]] can greatly increase survivability through taking more heads, the [[Claidheamh Mòr]] offers a longer charge duration, and the [[Scotsman's Skullcutter]] deals increased damage. It is worth noting that the speed penalty associated with the Scotsman's Skullcutter is less noticeable in Medieval mode, due to the smaller map size and the ability to charge.
 
* In particular, the [[Half-Zatoichi]] is highly effective with the Chargin' Targe, and can surprise enemy Soldiers and Demomen that are also carrying it.
 
  
 
* The [[Ullapool Caber]] is very effective on the final Control point, as multiple members of both teams will often be fighting there simultaneously once it is unlocked. If charging in with the Chargin' Targe, a full [[Critical hits|Critical]] swing is capable of dealing upwards of 400 explosive damage, which can effectively clear the point in a single attack.
 
* The [[Ullapool Caber]] is very effective on the final Control point, as multiple members of both teams will often be fighting there simultaneously once it is unlocked. If charging in with the Chargin' Targe, a full [[Critical hits|Critical]] swing is capable of dealing upwards of 400 explosive damage, which can effectively clear the point in a single attack.
 
** The Ullapool Caber may also be used to jump onto the Sniper platform as means of getting into the castle without the external Control Points being captured.
 
** The Ullapool Caber may also be used to jump onto the Sniper platform as means of getting into the castle without the external Control Points being captured.
** This is extremely useful for clearing control points, especially the final cap of [[Degroot Keep]]. Remember that you can hit the floor at the end of the charge if there are no enemies in range; it will still crit enemies in range of the blast.
+
** This is extremely useful for clearing control points, especially the final cap. Remember that you can hit the floor at the end of the charge if there are no enemies in range; it will still crit enemies in range of the blast.
 
 
*The [[Persian Persuader]] seems tailor-made for Medieval mode. This scimitar halves the amount of time it takes to recharge the Chargin’ Targe and the Splendid Screen, allowing more frequent charges. Also, because dropped weapons (as well as ammo boxes) give Persuader-wielding Demomen health, dead enemies effectively drop two health pickups. The downside is its inability to deal random critical hits, which is somewhat offset by the Demoman’s more profuse charging.
 
  
 
*If the last point is being contested, a good place to surprise attackers is on the battlements in front of the control point. Charging down toward the nook will effectively surprise and kill any enemies staying in there, as many people tend not to look up when checking for a surprise attack.
 
*If the last point is being contested, a good place to surprise attackers is on the battlements in front of the control point. Charging down toward the nook will effectively surprise and kill any enemies staying in there, as many people tend not to look up when checking for a surprise attack.
  
 
==={{class link|heavy}}===
 
==={{class link|heavy}}===
* Always equip a lunchbox item when playing in Medieval mode. In particular, consider carrying the [[Sandvich]] and [[Buffalo Steak Sandvich]] as they can be dropped for teammates, and their effects are also very useful.
+
*  
 
 
* The [[Killing Gloves of Boxing]], [[Warrior's Spirit]], and [[Holiday Punch]] should be the only alternate melee weapons that should be considered for use in Medieval mode. The K.G.B. can chain successive kills easily due to guaranteed Critical hits, the Holiday Punch can be used to render opponents defenseless for you or teammates to finish off, while the Warrior's Spirit deals increased melee damage, and the reduced health can be mitigated with dropped health pickups.
 
 
 
* The [[Showdown]] taunt, unlike in other maps, has utility in Medieval mode due to the restriction to melee weapons. Aim at distracted enemies, but always make sure that there are teammates nearby to prevent being easily killed while performing the taunt.
 
 
 
* Avoid using the [[Eviction Notice]]. The increased swing speed does not make up for the greatly reduced damage. A critical hit from the Eviction Notice is only slightly more damaging than a normal hit from the Heavy’s default [[Fists]].
 
 
 
 
==={{class link|engineer}}===
 
==={{class link|engineer}}===
* The [[Gunslinger]] is highly effective in Medieval mode due to the increased health bonus, and Sentry Guns cannot be deployed in Medieval mode in any case. Try to chain successive hits whenever possible in order to take advantage of the guaranteed Critical punch.
+
*
 
 
* The [[Southern Hospitality]] is useful for causing [[bleeding]] to help teammates fight more easily. However, due to its inability to land random Critical hits, it is generally wise to let the bleeding deal most of the damage to enemies, and to perform hit-and-runs.
 
  
 
==={{class link|medic}}===
 
==={{class link|medic}}===
* The [[Crusader's Crossbow]] should always be carried if it is available, due to being one of only four ranged weapons allowed in Medieval mode. It can be used effectively to provide support from a distance, both damaging enemies and healing teammates.
+
* On offense, while your team is capturing the final Control Point, it is generally a good idea to fire your Crusader's Crossbow into the pit that occupies the point. This can not only damage enemies, but also heal allies.
** On offense, while your team is capturing the final Control Point, it is generally a good idea to fire your Crusader's Crossbow into the pit that occupies the point. This can not only damage enemies, but also heal allies.
 
 
 
* Because ÜberCharges cannot be deployed in Medieval mode, the only melee weapons you should consider using are the [[Amputator]], the [[Solemn Vow]] or, if you’ve yet to collect the previous two, the standard [[Bonesaw]]. 
 
** The Amputator’s taunt, the [[Medicating Melody]], will heal nearby teammates for a small amount of health and is the most reliable source of healing aside from health pickups.
 
** The Solemn Vow lets you see enemy players' health, which can help you target those with lower health.
 
  
 
==={{class link|sniper}}===
 
==={{class link|sniper}}===
 
*When on the [[BLU]] team, once the main gate opens (after capturing A and B), position yourself in front of the gate, and fire arrows toward the capture point, ducking to the side out of the gate's line of fire after each shot. People will be clustering around the capture point and it will be easy to hit opponents without much aiming.
 
*When on the [[BLU]] team, once the main gate opens (after capturing A and B), position yourself in front of the gate, and fire arrows toward the capture point, ducking to the side out of the gate's line of fire after each shot. People will be clustering around the capture point and it will be easy to hit opponents without much aiming.
  
*Conversely, when on the [[RED]] team on [[DeGroot Keep]], once the main gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
+
*Conversely, when on the [[RED]] team, once the main gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
 
** Don't try to sit on the point and snipe outwards through the gate. It will make you an easy target for enemy Snipers. The other team can easily melee you to death before you can escape as well.
 
** Don't try to sit on the point and snipe outwards through the gate. It will make you an easy target for enemy Snipers. The other team can easily melee you to death before you can escape as well.
  
 
* The [[Huntsman]] should be the default armament for Snipers in Medieval mode. Remember that your arrows can be lit by using available torches, resulting in afterburn damage. This can also be used to tag enemies for teammates using the Sun-on-a-Stick or Axtinguisher.
 
* The [[Huntsman]] should be the default armament for Snipers in Medieval mode. Remember that your arrows can be lit by using available torches, resulting in afterburn damage. This can also be used to tag enemies for teammates using the Sun-on-a-Stick or Axtinguisher.
 
* Consider carrying [[Darwin's Danger Shield]] if available, which increases your survivability.
 
 
* If Spies are giving you a problem, equip the [[Razorback]] as Spies cannot use their Revolvers in this mode.
 
 
* The [[Tribalman's Shiv]] can be useful as a support weapon. While it cannot deal a significant amount of damage, it can be used to inflict bleeding on multiple enemies, making them easier to kill for teammates.
 
 
* With fire fairly scarce in Medieval mode, the [[Bushwacka]] makes a good choice of weapon. While mini-crit opportunities are rare, you will be prepared for any Scouts drinking [[Crit-a-Cola]], friendly Soldiers activating the [[Buff Banner]], or Heavies under the effects of the Buffalo Steak Sandvich.
 
** Sticking close to a friendly Scout who is using the Fan O’War can also help you get the most out of the Bushwacka.
 
  
 
* [[RED]] Snipers on the battlements should keep an eye out for Demomen charging up the rocks onto the battlements.
 
* [[RED]] Snipers on the battlements should keep an eye out for Demomen charging up the rocks onto the battlements.
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==={{class link|spy}}===
 
==={{class link|spy}}===
* As it is still possible to [[Cloak]] and [[disguise]] in Medieval mode, try to use the same tactics as on other maps. However, keep in mind that enemies will generally be more wary of their surroundings due to the lack of projectile weapons.
 
 
* Having a disguise on among a group of players fighting on a control point is fairly effective. Players usually don't Spy-check teammates while swinging at their enemies, giving you backstab opportunities.
 
 
 
* Surprisingly, a good place to decloak is right outside of the enemy's spawn. They usually come barrelling out of there without a second glance to the side.
 
* Surprisingly, a good place to decloak is right outside of the enemy's spawn. They usually come barrelling out of there without a second glance to the side.
  
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* When you are on RED Team, you can use the Roof with the [[Dead Ringer]] to your advantage. As you fall and feign your death, you can pick up the [[Health]] kit that you drop.
 
* When you are on RED Team, you can use the Roof with the [[Dead Ringer]] to your advantage. As you fall and feign your death, you can pick up the [[Health]] kit that you drop.
** The [[Dead Ringer]] can also be used as a mobile Health kit when in combat. Activating it while facing the weapons with heavy damage, and a strike can actually heal damage done to you if you pick up your own Health kit.
 
  
 
*Unlike most maps,  Demoman disguise is actually one of the best (if not the best) disguises.  
 
*Unlike most maps,  Demoman disguise is actually one of the best (if not the best) disguises.  
  
 
{{Map strategy}}
 
{{Map strategy}}

Revision as of 19:45, 23 September 2013

Community DeGroot Keep strategy
Degroot Keep Castle.png
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Medieval
Setting: Daylight, sunny
Hazards: Castle gate, Pit
Map Photos
Loading screen photos.

This article is about Community DeGroot Keep strategy.

General (All Classes)

  • Remember that in Medieval mode, most primary and some secondary weapons are restricted. Playing in DeGroot Keep requires a different mindset and gameplay style.
  • It is possible to avoid taking fall damage when exiting the castle while the gate is closed. First, jump to the sign hanging above point A from the opposite wall, and then drop down onto the raised section of ground surrounding the point.
  • When capturing or defending the last point, it can get a bit hectic as both teams are fighting in the same enclosed space. Try to crouch in the corner and use your melee weapon to cause damage to any passing enemy that gets too close. Players will usually mistake you for a ragdoll and continue attacking other players.
  • In DeGroot Keep, the rocks around the tower at point B can be traversed by either team to surprise the enemy, although it is harder for the BLU team to scale the rocks onto the point. This is a recommended route for Scouts and Spies.

Class-specific strategies

Leaderboard class scout.png Scout

  • Due to the cramped combat nature of the map, the Boston Basher has a good chance of dealing effective damage against enemies, especially on the final capture point. It is generally a good idea to try to hit as many players as possible to make them easier to kill.
Demonstration
  • The Boston Basher can be used to get to the inner yard even when the gate is closed. To do this, stand on the hill, then jump and hit yourself several times. You will be on the Sniper deck. Jump down and take a health pack. Then you can kill a few enemies there and escape.
  • While the Atomizer, with its lower damage and slower swing speed, may not be ideal for combat, the triple jump it provides can make a Scout much more difficult to hit. However, at the cost of 10 health per third jump, Scouts should do this sparingly.
    • The Atomizer's triple jump can allow a Scout to shimmy up to the castle's battlements, as seen here.

Leaderboard class soldier.png Soldier

  • A very risky, but effective tactic on Point C is to use the Kamikaze taunt. As the blast radius is quite large, it will effectively eliminate all enemies on the point. However, the taunt will leave you very vulnerable to all attacks, especially on a server with a lot of players.

Leaderboard class pyro.png Pyro

Leaderboard class demoman.png Demoman

  • Demomen equipped with the Chargin' Targe or Splendid Screen can charge the large pile of rocks in the middle of the battlefield to launch themselves up to the castle's battlements, as shown in this video.
  • Ali Baba's Wee Booties and the Bootlegger are the only allowed primary weapons for the Demoman and should be equipped at all times. The health boost and increased turn control are both very handy.
  • Always consider carrying any of the alternate melee weapons that offer a longer reach. The Eyelander can greatly increase survivability through taking more heads, the Claidheamh Mòr offers a longer charge duration, and the Scotsman's Skullcutter deals increased damage. It is worth noting that the speed penalty associated with the Scotsman's Skullcutter is less noticeable in Medieval mode, due to the smaller map size and the ability to charge.
  • The Ullapool Caber is very effective on the final Control point, as multiple members of both teams will often be fighting there simultaneously once it is unlocked. If charging in with the Chargin' Targe, a full Critical swing is capable of dealing upwards of 400 explosive damage, which can effectively clear the point in a single attack.
    • The Ullapool Caber may also be used to jump onto the Sniper platform as means of getting into the castle without the external Control Points being captured.
    • This is extremely useful for clearing control points, especially the final cap. Remember that you can hit the floor at the end of the charge if there are no enemies in range; it will still crit enemies in range of the blast.
  • If the last point is being contested, a good place to surprise attackers is on the battlements in front of the control point. Charging down toward the nook will effectively surprise and kill any enemies staying in there, as many people tend not to look up when checking for a surprise attack.

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

Leaderboard class medic.png Medic

  • On offense, while your team is capturing the final Control Point, it is generally a good idea to fire your Crusader's Crossbow into the pit that occupies the point. This can not only damage enemies, but also heal allies.

Leaderboard class sniper.png Sniper

  • When on the BLU team, once the main gate opens (after capturing A and B), position yourself in front of the gate, and fire arrows toward the capture point, ducking to the side out of the gate's line of fire after each shot. People will be clustering around the capture point and it will be easy to hit opponents without much aiming.
  • Conversely, when on the RED team, once the main gate opens, put yourself in a position where you can shoot outwards through the main gate into the battlefield. As most enemies will be rushing in a straight line through the corridor toward you with melee weapons, it will be very easy to hit them as well.
    • Don't try to sit on the point and snipe outwards through the gate. It will make you an easy target for enemy Snipers. The other team can easily melee you to death before you can escape as well.
  • The Huntsman should be the default armament for Snipers in Medieval mode. Remember that your arrows can be lit by using available torches, resulting in afterburn damage. This can also be used to tag enemies for teammates using the Sun-on-a-Stick or Axtinguisher.
  • RED Snipers on the battlements should keep an eye out for Demomen charging up the rocks onto the battlements.
    • Consider waiting below for Demomen to charge onto the battlements and headshot them in close-range when they attempt to come after you.
  • Arrows can pass through the holes in the gates and the tower window slits. Use these to remain hidden.
    • Keep in mind this will make you more vulnerable to enemy Snipers, as shooting through a window will give away your position and make you an easy target. There is also very little room for you to aim, as the boxes for the windows are small.
  • Snipers can ignite their arrows using the torches spread throughout DeGroot Keep and outside the BLU spawn.
  • There is a small hole in the rafters on the third floor in the tower of DeGroot Keep. RED Snipers can fall through this to quickly reach the second level on the stairs, which is a good spot for sniping enemies trying to capture the point.

Leaderboard class spy.png Spy

  • Surprisingly, a good place to decloak is right outside of the enemy's spawn. They usually come barrelling out of there without a second glance to the side.
  • Degroot Keep is a great place to practice and use trick stabs, since the enemy can only use melee weapons, so they are very predictable and it's very easy to stairstab and side stab. Strafing to the side and stabbing charging Demomen can shut them down.
  • When you are on RED Team, you can use the Roof with the Dead Ringer to your advantage. As you fall and feign your death, you can pick up the Health kit that you drop.
  • Unlike most maps, Demoman disguise is actually one of the best (if not the best) disguises.