38 templates missing Spanish translation
Pages missing in Spanish (es
– español): 38 in total. Data as of 01:35, 16 May 2024 (GMT).
- See also
- All articles in Spanish
- Missing article translations in Spanish
- Recent changes to articles in Spanish
List
- Template:Pyro Nav has 5365 uses and is missing 1 translation
- Line 98: Soaked
- Template:Scout Nav has 4743 uses and is missing 1 translation
- Line 124: Soaked
- Template:Sniper Nav has 3364 uses and is missing 1 translation
- Line 64: Soaked
- Template:ClassicWeaponsNav has 319 uses and is missing 1 translation
- Line 179: Special
- Template:Paint Can has 22 uses and is missing 29 translations
- Line 77: #9, #13, or as a bonus drop from cases
- Line 93: #10, #16, or as a bonus drop from cases
- Line 110: #2, #11, #17, or as a bonus drop from cases
- Line 126: #11, #18, or as a bonus drop from cases
- Line 143: #1, #3, #14, or as a bonus drop from cases
- Line 159: #12, #16, or as a bonus drop from cases
- Line 176: #39 or as a bonus drop from cases
- Line 192: #10, #18, or as a bonus drop from cases
- Line 209: #39 or as a bonus drop from cases
- Line 225: #12, #17, or as a bonus drop from cases
- Line 242: As a bonus drop from cases
- Line 258: #9, #13, or as a bonus drop from cases
- Line 275: #1, #4, #13, or as a bonus drop from cases
- Line 291: #12, #18, or as a bonus drop from cases
- Line 308: #2 or as a bonus drop from cases
- Line 324: #9, #14, or as a bonus drop from cases
- Line 341: #5, #11, #16, or as a bonus drop from cases
- Line 357: #9, #15, or as a bonus drop from cases
- Line 374: #9, #15 or as a bonus drop from cases
- Line 390: As a bonus drop from cases
- Line 407: #9, #14, or as a bonus drop from cases
- Line 423: #10, #17, or as a bonus drop from cases
- Line 488: As a bonus drop from cases
- Line 504: #7, #15, or as a bonus drop from cases
- Line 526: As a bonus drop from cases
- Line 542: As a bonus drop from cases
- Line 564: As a bonus drop from cases
- Line 580: As a bonus drop from cases
- Line 602: As a bonus drop from cases
- Template:List of kill icons has 18 uses and is missing 2 translations
- Line 2249: Domination
- Line 2271: Duckstreak
- Template:Bundle row extended has 17 uses and is missing 1 translation
- Line 112
- Template:Weapon Ban List has 13 uses and is missing 9 translations
- Line 1: This list is currently not being regularly maintained. For more up-to-date information, please check the referenced links.
- Line 7: Slot
- Line 12: 6v6
- Line 16: Highlander
- Line 20: CustomLander
- Line 23: 4v4
- Line 27: Prolander
- Line 1958: This weapon cannot be used by either the Engineer or the Spy.
- Line 2009: This weapon cannot be used by the Spy.
- Template:List of Halloween maps has 12 uses and is missing 1 translation
- Line 2: '''Note:''' Custom maps are shown in '''bold''' and community maps are shown in ''italics''.
- Template:List of item attributes has 12 uses and is missing 40 translations
- Line 55: Attrib_AltFire_Disabled
- Line 107: Attrib_Scattergun_NoReloadSingle
- Line 292: Attrib_SoldierBuffType
- Line 294: Attrib_Dmg_Falloff_Increased
- Line 305: Attrib_DemoBuffType
- Line 386: Attrib_Socket
- Line 423: Attrib_DisguiseDamageReduction
- Line 465: Attrib_DuelLoserAccountID
- Line 506: Attrib_ElevateQuality
- Line 580: Attrib_Knockback
- Line 591: Attrib_DecloakRate
- Line 793: Attrib_DeflectionSizeMultiplier
- Line 823: Attrib_MiniCritAirborneEnemiesDeploy
- Line 882: Attrib_MultipleSentries
- Line 888: Overrides the projectile fired from the weapon. Takes values from 1 to 26, each representing a different projectile, and not all projectiles work on all weapons
- Line 925: Attrib_CenterFireProjectile
- Line 1012: Attrib_AlternateRocketEffect
- Line 1106: Attrib_SetIcicleKnifeMode
- Line 1138: Attrib_TauntSoundSuccess
- Line 1228: Attrib_RageGainOnAssists
- Line 1242: Attrib_AirBlastVerticalVulnerabilityMultipier
- Line 1380: Attrib_AutoFiresFullClipAllAtOnce
- Line 1394: Attrib_PlayerSkinOverride
- Line 1400: Attrib_Sapper_Voice_Pak
- Line 1402: Attrib_Sapper_Voice_Pak_Idle_Wait
- Line 1565: Attrib_AddHeadOnHit
- Line 1597: Attrib_TauntSoundSuccess
- Line 1599: Attrib_PhaseCloak
- Line 1601: Attrib_TauntSoundSuccess
- Line 1603: Attrib_PhaseCloak
- Line 1607: Attrib_RocketLaunchImpulse
- Line 1629: Attrib_BackHeadshot
- Line 1635: Attrib_AirJumpOnAttack
- Line 1676: Attrib_Class_Select_Override_VCD
- Line 1726: Attrib_AutoFiresFullClipNegative
- Line 1728: Attrib_AutoFiresWhenFull
- Line 1748: Attrib_ElevateQuality
- Line 1843: Attrib_DamageBlastPush
- Line 1877: Attrib_NoCloakFromAmmo
- Line 1901: Attrib_AirblastDestroyProjectile
- Template:VScript refnote has 11 uses and is missing 1 translation
- Line 1: When updates release, the code will likely have shifted a few lines or have moved somewhere else entirely.
- Template:List of companies has 9 uses and is missing 153 translations
- Line 76: Alpha Electric
- Line 85: Alto Elevators
- Line 94: Army Surplus General
- Line 109: Ball Fortress
- Line 138: Ballinger
- Line 157: Banana Bay Exports
- Line 166: Bayou Shipping
- Line 181: Beacon
- Line 190: Biggs
- Line 199: Binder's Popsicles
- Line 208: Binksi Logging
- Line 217: Binski Paper Co
- Line 226: Blue Mountain Pioneering
- Line 241: Builders League United
- Line 250: BLU Blast Complex
- Line 265: Brewery<br>(Blu Streak Beer)
- Line 280: BLU Co
- Line 296: BLU Freight & Shipping
- Line 312: BLU Industries Incorporated
- Line 321: Blue Corn Co.
- Line 336: BLU Steel
- Line 351: BLU Warehouse
- Line 360: Boggy Brook's
- Line 408: Brown Nugget Prospecting
- Line 417: Buckshot
- Line 432: Bullseye Bill's
- Line 459: Captain Dan's
- Line 481: Casali Shafting Co.
- Line 499: Cave Raiders
- Line 508: Cerveza Royale
- Line 523: Chaps Dry Goods
- Line 544: Charles Darling's Triassic Preserve
- Line 559: Chairman
- Line 574: Chemical Processing Facility
- Line 583: Clem's
- Line 592: Cliffe Rocks Inc.
- Line 610: Conagher Railroads
- Line 625: Conagher's Tool & Munitions
- Line 661: Conquistador Fried Giblets
- Line 676: Cornwell
- Line 694: Cracky Pop!
- Line 703: Crash Construction
- Line 718: Crummy's Burgers
- Line 727: Carmack Computers
- Line 733: References ''[[w:Doom (franchise)
- Line 740: Dalokohs
- Line 758: Dapper Cadaver
- Line 773: Darling Zoos
- Line 788: Der Architect
- Line 797: Discount Alchemist
- Line 818: Diedrich's Discount Delicatessen
- Line 827: Doctor Wilson's Auto-Borax
- Line 842: Driller
- Line 878: Elliphany Electric Trains
- Line 893: Ellis' Crawdads
- Line 908: Emmerich's
- Line 923: Finest Hour Ale House
- Line 938: Freeman Airboat Tours
- Line 956: Freyja's Sushi
- Line 971: FGD Luxury Automobiles
- Line 977: Refers to who created various assets for the map including the cars in the showroom and the ice resurfacer.
- Line 984: General Industries Co.
- Line 993: Gilded Gold
- Line 1008: Gold Medal
- Line 1026: Goldbloom Tropical Flora Export
- Line 1041: Goldstream Fuel Co.
- Line 1050: Gray Gravel Co.
- Line 1065: Green Valley Post
- Line 1074: Griffivore Banana Co.
- Line 1089: Hammond's Amber Mining Co.
- Line 1104: Hampshire's Heavy Lifting Equipment
- Line 1120: Handy Hoe
- Line 1129: Happy Farmers Cooperative
- Line 1144: Happy Farmers Cooperative
- Line 1177: Humboldt's Pharmacy
- Line 1192: Humboldt Sauermilch Molkerei GMBH
- Line 1207: Hurg Spaceship Parts
- Line 1216: Husky Acres
- Line 1225: Icarus Airliners
- Line 1255: Imperial Mining
- Line 1271: Industrial
- Line 1292: Jenkin Coal Co.
- Line 1301: Jimi Jam
- Line 1316: Jobbs Orchards
- Line 1340: Klintz Hocks
- Line 1355: Lucky Plucker
- Line 1364: Lumpy Bros
- Line 1367: Butter for Less
- Line 1376: Mannhattan Used Fireworks
- Line 1385: Mann Co.
- Line 1391: Mann Co.
- Line 1407: Menschnapps
- Line 1412: Mann Co.
- Line 1419: Mann Co.
- Line 1430: Mann Co.
- Line 1443: Sleepy Dog
- Line 1464: McJohn Power
- Line 1498: Mann Co.
- Line 1511: Neal's Bananaland Ice Cream
- Line 1526: Newell and Sons
- Line 1550: Newell & Sons Steam Delivering
- Line 1558: NJ Productions
- Line 1573: Nile Archaeo
- Line 1588: Northern Express
- Line 1603: Old Geezer
- Line 1621: Otto's Cafe
- Line 1642: Poco Coop
- Line 1657: Pinkerpaw Packaging
- Line 1666: Piper & Piper Pipeworks Inc.
- Line 1675: Primaprime
- Line 1726: Reliable Excavation Demolition
- Line 1735: Red Bread
- Line 1756: Red Forest Fur Company
- Line 1771: Red Ind. Trading
- Line 1780: Red Industries Unincorporated
- Line 1789: RED Iron
- Line 1804: RED Iron Works
- Line 1819: Red Planet Chemicals
- Line 1834: Red Raiders
- Line 1849: Red Shed
- Line 1852: Red Shed Whiskey
- Line 1855: Red Shed Beer
- Line 1864: Red Valley Mining
- Line 1873: Redstone Cargo
- Line 1889: Regal Plumbing Supplies
- Line 1905: Rio Grande Coal Co.
- Line 1920: Rolling Stone Mining Logistics
- Line 1929: Sanders BBQ
- Line 1947: Sapper Sour Candy
- Line 1962: Schucker & Sons
- Line 1971: Scoot's Canoe
- Line 1989: Sea Side Exports
- Line 2004: (Seed)
- Line 2019: Shifty's Quick Shot
- Line 2034: Shiny's Bullion
- Line 2049: (double-edged blades)
- Line 2064: Smart Fireworks
- Line 2079: Spawn-N-Go
- Line 2094: Strongarm Lifting
- Line 2103: Sunny Hay
- Line 2130: TF Industries
- Line 2160: Tree Feller 2 Million
- Line 2175: Trench Diggers FIRST UNION
- Line 2190: Tycho Corp Off-World Excavations
- Line 2199: Vier Augen Optical Co.
- Line 2214: Wade Canoes
- Line 2235: Wood Electric
- Line 2250: Wright Shipping
- Line 2283: Yeti Park
- Line 2298: YTI
- Line 2301: Institute for Research and Development.
- Line 2316: Yti-Hale Shipping
- Line 2331: Zippy Plow
- Template:List of miscellaneous reward item owners has 8 uses and is missing 2 translations
- Line 199: Make-A-Wish Foundation gift.
- Line 202: Given in Unusual quality.
- Template:Enforcer bypassed resistances has 6 uses and is missing 13 translations
- Line 2: Resistances that are pierced
- Line 10: Resistances that are not pierced
- Line 19: [[Vaccinator]]'s 10% bullet resistance and 75% bullet resistance from an ÜberCharge.
- Line 26: [[Mannpower]]'s 50% damage resistance from the Resistance [[Mannpower#Powerups
- Line 36: The 66% damage resistance gained by [[Wrangler
- Line 43: The 33% damage resistance gained by [[Sapper
- Line 53: The 35% damage resistance from the [[Battalion's Backup]]'s rage.
- Line 60: The critical hit immunity from the Battalion's Backup's rage.
- Line 70: The 20% damage resistance gained by [[Heavy
- Line 79: The 40% damage resistance from the [[Fists of Steel]].
- Line 88: The 20% resistance from a Spy's [[Cloak
- Line 97: The initial 75% resistance upon triggering the [[Dead Ringer]].<br>The 65% damage resistances gained for 3 seconds after activation.
- Line 106: Resistances that are not pierced are considered to be bugged and not intentional.
- Template:Expired community medal list has 6 uses and is missing 1 translation
- Line 738: Awarded to content creators who submitted content that was accepted into the Potato MvM Memes vs Machines event.<br><br>Also awarded to content creators who submitted content that was accepted into the Potato MvM Mashed Mediocrity event, as well as Mashed Mediocrity event helpers.
- Template:Mvm mission Cash Out Crash Out has 5 uses and is missing 1 translation
- Line 108
- Template:Mvm mission Extended Deadline has 5 uses and is missing 19 translations
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- Template:Necromantic Nonsense stats change has 5 uses and is missing 30 translations
- Line 3: New Stats/Stats Change
- Line 9: -15% damage taken<br> -30% damage taken from melee
- Line 15: -20% damage taken from melee
- Line 21: 100% critical hit chance
- Line 27: Crit when normally mini-crits
- Line 33: On Hit: Bleed for 20 seconds<br> On Miss: Hit yourself, idiot.
- Line 39: +75 max health
- Line 45: +150 max health<br> +10 health regenerated per second on wearer<br> Immune to the effects of Mad Milk and Jarate<br> Wearer immune to fall damage
- Line 51: +15% damage resistance on wearer<br> +50% damage resistance to melee<br> +25% damage resistance to ranged
- Line 57: +50% damage bonus
- Line 63: +50% damage bonus<br> Gain crit boost when below 60% health
- Line 69: Gain crit boost when below 75% health
- Line 75: Shoots mini-sentry which self-destruct after 8 seconds<br> 320% slower fire rate
- Line 81: On Hit: Bleed for 4 seeconds<br> Melee attack hits multiple enemies
- Line 87: Melee attack hits multiple enemies<br> On Hit: 100% chance to stun non-giants for 3 seconds<br> 50% slower firing speed
- Line 93: Melee attack hits multiple enemies
- Line 99: 100% critical hits from behind<br> On Hit: Gain a speed boost for 3 seconds<br> +25% faster firing speed
- Line 105: Caber regenerates on hit<br> 25% chance to bleed and stun enemies for 2 seconds<br> 50% slower firing speed<br> -99% self damage push force
- Line 111: +25% damage resistance on wearer<br> Maximum health is drained while item is active<br> On Hit: Gain a speed boost
- Line 117: <br>
- Line 123: <br>
- Line 129: <br>
- Line 135: On hit: 50% chance to apply healing effect to all nearby teammates for 24 HP<br> Maximum health is drained while item is active (Drain down to 100 health)
- Line 141: +50% faster firing speed<br> +30% movement speed
- Line 147: +30% faster firing speed<br> +10 health regenerated per second on wearer
- Line 153: +50% damage bonus<br> -50% slower firing speed
- Line 159: On Hit: Bleed for 10 seconds<br> -10 max health on wearer
- Line 165: On Hit: Applies a healing effect to all nearby teammates for 24 HP<br> +100 max health on wearer<br> +10% damage resistance on wearer<br> 75% damage from melee sources while active
- Line 171: 60% faster weapon switch<br> On Hit: 100% chance to stun non-giants for 3 seconds<br> -98.5% damage penalty
- Line 177: +100% buff duration<br> +25% rage gained on hit<br> +50% banner radius
- Template:Perks perk table has 5 uses and is missing 19 translations
- Line 1: Perks
- Line 10: Perk
- Line 35: +50% reserve ammo and ammo and metal regeneration
- Line 59: On kill, grants 2 seconds of Mini-Crits
- Line 84: On round start, grants 15 seconds of invisibility<br>Attacking before the 15 seconds ends it prematurely
- Line 108: Mini-Crits become full Critical hits
- Line 130: +40% extra healing gained from all healing sources
- Line 154: On death, summons a friendly Skeleton
- Line 178: +10% movement speed
- Line 203: On death, the killer is Marked For Death for 6 seconds
- Line 227: Double melee damage
- Line 234: Patience
- Line 239: Grants up to 7 health per second
- Line 262: +50% projectile speed and reduced spread
- Line 286: +15% firing, reloading, and weapon switching speed
- Line 310: +10% damage resistance
- Line 334: On kill, reveals the three closest enemies for 5 seconds
- Line 357: Once per round, players can be revived by a Medic
- Line 381: When the Control Point unlocks, +1 capture rate and +20% damage resistance
- Template:Mannpower Powerups has 4 uses and is missing 41 translations
- Line 8: Usage
- Line 13: Usage when dominating
- Line 23: Strength<!--TF_Powerup_Strength-->
- Line 28: Double [[damage]] for all weapons (ignores the base 30% bonus damage for melee weapons);<br>Distance damage fall-off immunity;<br>Does not affect attacks that crit, but affects attacks that mini-crit.
- Line 33: Damage bonus for all weapons reduced to 1.4x.
- Line 43: Resistance<!--TF_Powerup_Resist-->
- Line 48: Reduces incoming damage by 50%;<br>Nullifies crits and mini-crits;<br>Immune to Plague;<br>Immune to Reflect;<br>Blocks [[backstab]]s.
- Line 53: Incoming damage reduction reduced to 35%.
- Line 63: Vampire<!--TF_Powerup_Vampire-->
- Line 68: All damage dealt is returned as health;<br>Overheal health diminishes almost instantly;<br>Flamethrowers and Miniguns return ~0.558x as much health; melee attacks return 1.25x as much;<br>25% damage resistance;<br>Max health increased by 80;<br>Immune to Reflect;<br>Blast weapon clip size increased by 50%.
- Line 73: Incoming damage reduction is gone;<br>Blast weapon clip increase is gone.
- Line 83: Reflect<!--TF_Powerup_Reflect-->
- Line 88: 80% of damage received is reflected back to the attacker (but damage reflected this way cannot kill the attacker);<br>Max health increased to 400;<br>100% of received [[Sentry Gun]] damage is reflected back to the Sentry Gun;<br>Pushback force to players who damaged the powerup carrier.
- Line 93: Max health reduced to 320;<br>Reflected damage reduced to 50%.
- Line 103: Haste<!--TF_Powerup_Haste-->
- Line 108: 2x firing speed;<br>4x reload speed;<br>2x airblast refire rate;<br>5x [[Flare Gun]], [[Detonator]] and [[Scorch Shot]] refire rate;<br>2x [[Manmelter]] refire rate;<br>2.5x [[Huntsman]] refire rate;<br>Double clip size and max ammo count;<br>[[Speed
- Line 113: Weapon fire rate increase reduced to 1.5x;<br>Weapon reload speed increase reduced to double.
- Line 123: Regeneration<!--TF_Powerup_Regen-->
- Line 128: Ammo and metal is fully refilled every 5 seconds;<br>Health is regenerated at a rate equal to the [[Mannpower#Health regeneration
- Line 133: Health regeneration is 70% of normal rate.
- Line 143: Precision<!--TF_Powerup_Precision-->
- Line 148: ;<br>Distance damage falloff immunity;<br>Sniper rifles have 2x scope speed and 3x charge speed, and do 2x more damage;<br>Rocket and grenade travel speed increased by 250%;<br>Blast weapon clip size increased by 50%;<br>Explosive projectiles have no radius damage falloff;<br>Immunity to self-blast damage.
- Line 153: Sniper scope speed reduced to 1.5x;<br>Sniper charge speed reduced to 2x;<br>Sniper Rifle damage increase reduced to 1.5x;<br>Blast weapon radius falloff is normal;<br>No blast weapon clip size increase.
- Line 163: Agility<!--TF_Powerup_Agility-->
- Line 168: Movement speed increased by 50%;<br>Grapple speed increase;<br>Jump height increased by 80%;<br>Immune to fall damage;<br>Instant weapon switch;<br>Reduced grapple movement speed bonus when carrying the intelligence.
- Line 173: No changes when dominating.
- Line 183: Knockout<!--TF_Powerup_Knockout-->
- Line 188: Restricts the carrier to melee and Grappling Hook only;<br>Max health increased depending on the class:
- Line 214: Melee damage increase reduced to 1.4x.
- Line 224: King<!--TF_Powerup_King-->
- Line 229: Max health increased by 100;<br>Firing and reload speed increased by ~16.7%;<br>Sniper rifles have 1.5x scope speed and charge speed;<br>50% increase in Ubercharge gain and heal rate;<br>Health is regenerated at a rate equal to 0.3x the [[Mannpower#Health regeneration
- Line 234: Max health increase reduced to 20.
- Line 244: Plague<!--TF_Powerup_Plague-->
- Line 249: Increased health kit collection range (600 [[Hammer unit
- Line 254: Damage resistance to infected players reduced to 20%.
- Line 264: Supernova<!--TF_Powerup_Supernova-->
- Line 269: Discharge your supernova attack (grapple alt-fire) to stun visible enemies in a 1500HU radius for up to 4 seconds;<br>Requires full Powerup meter;<br>Powerup meter fills over time (1%/0.3s; 30s to full charge) and by dealing damage (1%/4hp; 400hp to full charge);<br>Stunned enemies drop the intelligence and their Powerups and are pushed away from the Supernova attacker;<br>Powerups dropped in this way are coloured in the supernova user's colour;<br>Once discharged, the Supernova powerup disappears and respawns;<br>When the Powerup meter is full, enemies glow when in range, including disguised Spies.
- Line 274: No changes when dominating.
- Line 284: Revenge<!--TF_Powerupvolume_Available-->
- Line 289: Temporary full crit power for 30 seconds;<br>Temporary 2x damage to buildings for 30 seconds;<br>Activates and spawns when a significant game imbalance is detected.
- Line 294: No changes when dominating.
- Template:Maps with bot support has 4 uses and is missing 1 translation
- Line 100: BLU bots get stuck trying to leave one of BLU's spawn points. Therefore, BLU can only win if few or no BLU bots die when the cart is near that spawn point.
- Template:Mvm mission Short Circuit has 4 uses and is missing 128 translations
- Line 20: "
- Line 20: "
- Line 20: Minicrits become crits
- Line 20: The
- Line 53: "
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- Line 53: On Hit: Bleed for
- Line 53: seconds
- Line 58: "
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- Line 100: On Hit: Bleed for
- Line 100: seconds
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- Line 120: resistance to bullets (passive)
- Line 120: resistance to bullets (shield bubble)
- Line 120: has
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- Line 128: resistance to explosions (passive)
- Line 128: resistance to explosions (shield bubble)
- Line 128: has
- Line 132: 20,000
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- Line 139: On Hit: Bleed for
- Line 139: seconds
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- Line 190: Spawn at
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- Line 233: Projectile penetration
- Line 233: flame size
- Line 233: afterburn duration
- Line 238: Type
- Line 238: Type
- Line 238: Spawn at
- Line 242: "
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- Line 286: degree rocket spread
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- Line 317: "
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- Line 317: On Hit: Bleed for
- Line 317: seconds
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- Line 350: bullets per shot
- Line 358: "
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- Line 358: The
- Line 358: On Hit: Bleed for
- Line 358: seconds
- Line 359: The
- Line 359: On Hit: Bleed for
- Line 359: seconds
- Line 359: has
- Line 368: "
- Line 368: "
- Line 368: The
- Line 368: On Hit: Bleed for
- Line 368: seconds
- Line 376: "
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- Line 381: "
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- Line 381: resistance to bullets (passive)
- Line 381: resistance to bullets (shield bubble)
- Line 381: has
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- Line 383: resistance to explosions (passive)
- Line 383: resistance to explosions (shield bubble)
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- Template:Mvm mission Stacked Deck has 4 uses and is missing 2 translations
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- Template:Tools can drop list has 4 uses and is missing 8 translations
- Line 3: Tools that ''can'' be found via a random drop
- Line 20: Crates
- Line 27: Active [[Mann Co. Supply Crate/Active series
- Line 36: Some tools used to be available via random drops, but have since become unobtainable through this method.
- Line 44: Tools that ''used'' to be found via a random drop
- Line 63: Crates
- Line 70: Retired [[Mann Co. Supply Crate/Retired series
- Line 124: These Strange Parts dropped previously:
- Template:Unusual effects has 4 uses and is missing 131 translations
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- Template:Custom maps table has 3 uses and is missing 16 translations
- Line 101: Attack/Defend (custom)
- Line 137: Symmetric
- Line 163: Cambodian (modified Egypt)
- Line 197: Attack/Defend
- Line 321: Swamp
- Line 329: Factory
- Line 343: Underground culvert
- Line 357: Forest
- Line 363: Random
- Line 415: Town
- Line 439: Tropical
- Line 457: Aztec
- Line 545: Canyon
- Line 617: Village
- Line 693: Tropical Island
- Line 699: Paleontological dig
- Template:Mvm mission Alpine Skylines has 3 uses and is missing 33 translations
- Line 68: Robot prefer going after player
- Line 102: Play sound when subwave start spawning
- Line 105: Spawn from behind player
- Line 117: Play sound when subwave start spawning
- Line 120: Spawn from behind player
- Line 145: Spawn from behind player
- Line 183: Tank use blimp model
- Line 186: Tank floats in mid-air
- Line 215: faster firing speed
- Line 218: faster reload speed
- Line 251: fire resistance
- Line 314: damage bonus
- Line 317: faster firing speed
- Line 320: faster reload speed
- Line 323: Lose 200 HP per second
- Line 331: Immune to bullet damage
- Line 338: damage bonus
- Line 341: faster firing speed
- Line 344: faster reload speed
- Line 347: Lose 200 HP per second
- Line 355: Immune to fire damage
- Line 362: damage bonus
- Line 365: faster firing speed
- Line 368: faster reload speed
- Line 371: Lose 100 HP per second
- Line 379: Immune to blast damage
- Line 401: Robot self-destuct when near player
- Line 475: Tank use blimp model
- Line 478: Tank floats in mid-air
- Line 481: Tank is fireproof
- Line 524: Spawn from upper level
- Line 532: Spawn from lower level
- Line 585: mini-crit chance
- Template:Mvm mission Spyware Shipping has 3 uses and is missing 25 translations
- Line 94: Play sound when subwave begins
- Line 97: Play sound when subwave starts spawning
- Line 100: Tank spawns near gate spawn
- Line 169: Play sound when subwave begins
- Line 172: Play sound when subwave starts spawning
- Line 175: Always spawn at gate
- Line 188: Play sound when subwave starts spawning
- Line 191: Always spawn at gate
- Line 204: Play sound when subwave starts spawning
- Line 207: Play sound when subwave is over
- Line 210: Always spawn at gate
- Line 250: Close gate door when subwave begins
- Line 421: Play sound when subwave begins
- Line 435: Play sound when subwave starts spawning
- Line 439: Play sound when subwave finished spawning
- Line 449: Play sound when subwave starts spawning
- Line 453: Play sound when subwave finished spawning
- Line 463: Play sound when subwave starts spawning
- Line 467: Play sound when subwave finished spawning
- Line 477: Play sound when subwave starts spawning
- Line 481: Play sound when subwave is over
- Line 550: Bot does not leave spawn
- Line 554: Play sound when subwave begins
- Line 558: Play sound when subwave start spawning
- Line 562: Play sound when subwave finished spawning
- Template:Mvm mission fallout frenzy has 3 uses and is missing 34 translations
- Line 24: Wave begins after 1A-1 wave has finished spawning and 1A-2 wave is all dead
- Line 33: Wave begins after 1A-1 wave has finished spawning and 1A-2 wave is all dead
- Line 45: Wave begins after 1B-1 wave is all dead and 1B-2 wave has finished spawning
- Line 66: Wave begins after 1B-1 wave is all dead and 1B-2 wave has finished spawning
- Line 88: Wave begins after 2A-1 wave is all dead and 2A-2 wave has finished spawning
- Line 100: Wave begins after 2A-1 wave is all dead and 2A-2 wave has finished spawning
- Line 109: Wave begins after 2B-1 wave is all dead and 2B-2 wave has finished spawning
- Line 118: Wave begins after 2B-1 wave is all dead and 2B-2 wave has finished spawning
- Line 141: Wave begins after 2C-2 wave has finished spawning
- Line 168: Wave begins after 3A-1 wave is all dead and 3A-2 wave has finished spawning
- Line 180: Wave begins after 3A-1 wave is all dead and 3A-2 wave has finished spawning
- Line 192: Wave begins after 3B-1 wave is all dead and 3B-2 wave has finished spawning
- Line 208: Wave begins after 3B-1 wave is all dead and 3B-2 wave has finished spawning
- Line 243: Wave begins after 4A-1 wave is all dead
- Line 252: Wave begins after 4A-2 wave is all dead
- Line 261: Wave begins after 4A-3 wave is all dead
- Line 273: Wave begins after 4B-3 has finished spawning
- Line 285: Wave begins after 4C wave is all dead
- Line 307: Wave begins after 4D wave is all dead
- Line 322: Wave begins after 4D wave is all dead
- Line 330: Wave begins after 4D wave is all dead
- Line 338: Wave begins after 4E wave is all dead
- Line 369: Wave begins after 5A-2 is all dead and 5A-3 has finished spawning
- Line 381: Wave begins after 5A-2 is all dead and 5A-3 has finished spawning
- Line 393: Wave begins after 5B-1 is all dead and 5B-2 has finished spawning
- Line 405: Wave begins after 5B-1 is all dead and 5B-2 has finished spawning
- Line 423: Wave begins after 5B-1 is all dead and 5B-2 has finished spawning
- Line 457: Wave begins after 6A-1 is all dead
- Line 473: Wave begins after 6A-2 has finished spawning
- Line 487: Wave begins after 6B-1 is all dead
- Line 503: Wave begins after 6B-2 has finished spawning
- Line 519: Wave begins after 6C-1 and 6C-2 wave is all dead
- Line 530: Wave begins after 6A-1 wave is all dead
- Line 545: Wave begins after 6A-1 wave is all dead
- Template:Competitive outdated has 2 uses and is missing 1 translation
- Line 1: '''The community competitive scene changes frequently. Some or all info may be outdated.'''
- Template:Mvm mission Homestead Happenings has 2 uses and is missing 14 translations
- Line 21: The
- Line 94: The
- Line 101: The
- Line 132: The
- Line 145: The
- Line 168: The
- Line 177: The
- Line 235: The
- Line 241: The
- Line 278: The
- Line 388: The
- Line 420: The
- Line 439
- Line 483: The
- Template:Ocean Commotion stats change has 2 uses and is missing 22 translations
- Line 3: New Stats/Stats Change
- Line 9: '''The Sneeze Gun'''<br>
- Line 15: 20% less accurate
- Line 21: '''The Battering Ram'''<br>
- Line 27: <br>
- Line 33: '''The Flame Jumper'''<br><br>
- Line 39: '''The Conductor'''<br><br>
- Line 45: No self blast damage taken
- Line 51: Shoots normal grenade
- Line 57: '''The [[Ludmila]]'''<br>
- Line 63: -20% damage resistance when below 50% health and spun up<br> -65% slower move speed while deployed
- Line 69
- Line 75: Per shot: -50 metal
- Line 81: '''The Laser Tag'''<br><br>
- Line 87: <br> -25 max health on wearer
- Line 93: <br> +200% faster taunt speed
- Line 99: '''The [[Repair Node]]'''<br>
- Line 105: On Hit: 12.5% ÜberCharge added
- Line 111: +2 arrows per shot
- Line 117: -25% "Focus" duration
- Line 123
- Line 129
- Template:UGC Highlander medals has 2 uses and is missing 1 translation
- Line 1: ''Only participant variants are displayed here, for other medal designs, see the [[#Backpack icons
- Template:Weapon list (Classic) has 2 uses and is missing 59 translations
- Line 9: Slot 1 Weapons
- Line 15: HUD icon
- Line 35: Infection
- Line 46: Instant kill
- Line 64: Slot 2 Weapons
- Line 70: HUD icon
- Line 85: Shells
- Line 102: Shells
- Line 108: Varies
- Line 116: Shells
- Line 127: Nails
- Line 136: Slot 3 Weapons
- Line 142: HUD icon
- Line 157: Shells
- Line 168: Shells
- Line 182: Slot 4 Weapons
- Line 188: HUD icon
- Line 203: Nails
- Line 217: Rockets
- Line 228: Nails
- Line 239: Cells
- Line 250: Slot 5 Weapons
- Line 256: HUD icon
- Line 271: Rockets
- Line 277: Varies
- Line 285: Rockets
- Line 296: Shells
- Line 307: Rockets
- Line 316: Primary Grenades
- Line 324: Notes / Special abilities
- Line 330: Varies
- Line 335: Deals massive damage on a four second fuse.
- Line 343: Causes leg injury which slows down enemies.
- Line 349: Secondary Grenades
- Line 357: Notes / Special abilities
- Line 365: Releases nails for a short while before detonation.
- Line 373: Splits into multiple grenades upon detonation, which detonate shortly afterward.
- Line 381: Deals no damage, but causes considerable [[knockback]] and disorientation.
- Line 389: Ignites environment and enemies within blast radius for a limited amount of time upon explosion.
- Line 397: Continuously deals slight damage and causes knockback and "hallucinations" (mirage objects) on activation.
- Line 403: Varies
- Line 408: Detonates all of the ammo an enemy is holding.
- Line 414: Special
- Line 422: Notes / Special abilities
- Line 427: Detpack
- Line 431: Instant kill
- Line 436: Deals massive damage on a 5, 20, or 50 second fuse. Can destroy designated parts of certain maps.
- Line 442: Cut weapons
- Line 450: Notes / Special abilities
- Line 456: presumed no ammo
- Line 460: presumed all classes
- Line 464: Weapon from the ''[[Team Fortress]]'' mod. Was not added in the end. HookMod, however, was a third-party mod in the middle days of TFC, emulating the grappling hook from before. It was added in ''[[Team Fortress 2]]'' for the [[Mannpower]] game mode.
- Line 470: presumed no ammo
- Line 475: The medkit's alternate fire, before it and the medkit were merged into one weapon.
- Line 480: [http://www.planetfortress.com/features/interviews/teleporter/ PlanetFortress], Teleporters Return
- Line 484: Cells
- Line 489: Spy-detecting weapon from the ''[[Team Fortress]]'' mod. Ultimately not added.
- Line 495: Grenade
- Line 500: The Sniper's secondary grenade. Cut for unknown reasons.
- Template:Reference pose list has 1 use and is missing 15 translations
- Line 5: Class
- Line 9: Method
- Line 15: While playing any class, find a friendly Engineer's Dispenser. Get close to their Dispenser and type in [[Console
- Line 20: While in Setup time, use the command and then select the class you were playing as to enter the reference pose.
- Line 25: While playing as any class, equip a weapon that you can taunt with. Walk outside of the spawn room and equip a different weapon that you can also taunt with. Go back into the spawn room and make sure you have enough money left for an upgrade. While holding the item, go towards the [[Upgrade Station]] then taunt. While the taunt is playing, get an upgrade. When you get out of the Upgrade Station, you are in the reference pose as indicated by the bugged viewmodel.
- Line 33: Equip and switch to the [[Flying Guillotine]], [[Mad Milk]], or [[Bonk! Atomic Punch]]. Walk outside of your spawnroom and type in the console. When you respawn, quickly go back to your dropped weapon. Switch to the same weapon and use it by holding down primary fire. While still holding down primary fire, pick up the dropped item. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 40: Equip and switch to the [[Beggar's Bazooka]]. Walk outside of your spawnroom and type in the console. When you respawn, quickly go back to your dropped Beggar's Bazooka. Switch to it and empty its ammo by holding down primary fire. The last rocket cannot be a misfire. While still holding down primary fire, pick up the dropped Beggar's Bazooka. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 45: By equipping the [[Cow Mangler 5000]] and the [[Mantreads]], then rocket jumping high enough to take fall damage, you may occasionally switch to the reference pose until you land on either the ground or another player.
- Line 50: You can use any of the three [[banner]]s and the [[B.A.S.E. Jumper]] to enter the reference pose. Equip any of the banners, then charge them up by damaging another player; once charged, go into your loadout and equip the B.A.S.E. Jumper. Once done, use the banner by holding down primary fire. Now return to the spawn and simply walk into the [[Resupply Cabinet]]. You are now in the reference pose indicated by a bugged viewmodel.<br>
- Line 58: Equip and switch to any primary that can [[Compression blast
- Line 63: If you use the [[Thermal Thruster]] just as you get turned into the first Zombie, you enter the reference pose.
- Line 70: Equip the [[B.A.S.E. Jumper]] and any non-shield secondary. With your secondary weapon out, switch to any shield and refresh your loadout by either swapping the weapons in spawn or touching the Resupply cabinet. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 79: Equip and switch to any primary (the [[Huo-Long Heater]] is recommended due to its increased ammo consumption rate). Walk outside of your spawnroom and type in the console. When you respawn, quickly go back to your dropped primary. Pick up the dropped primary (this will drop your current primary) and empty it by holding primary fire. While still holding down primary fire, pick up the previously dropped weapon. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 84: If you unrev your primary just as you get turned into the first Zombie, you will enter the reference pose.
- Line 90: Equip and switch to the [[Jarate]]. Walk outside of your spawnroom and type in the console. When you respawn, quickly go back to your dropped weapon. Switch to the same weapon and use it by holding down primary fire. While still holding down primary fire, pick up the dropped item. You are now in the reference pose, indicated by a bugged viewmodel.
- Template:UGC 4vs4 medals has 1 use and is missing 1 translation
- Line 1: ''Only participant variants are displayed here, for other medal designs, see the [[#Backpack icons
- Template:UGC 6vs6 medals has 1 use and is missing 1 translation
- Line 1: ''Only participant variants are displayed here, for other medal designs, see the [[#Backpack icons
- Template:Water locations table has 1 use and is missing 71 translations
- Line 3: List of maps with water
- Line 8: Water location
- Line 14: There is a large pool of deep water beneath the bridge in the center of the map. The sewers at each team's base contain shallow water as well.
- Line 20: Identical to the water on 2Fort
- Line 26: On each side, inside both bases, there is deep water under the B point.
- Line 32: The map takes place on an island that is surrounded by water.
- Line 38: On each side, there is a small pond of deep water beneath the small concrete bridge to the left of the [[Respawn#Resupply
- Line 44: Identical water locations to the Arena version.
- Line 50: The entire map is surrounded by an ocean of deep water.
- Line 56: A large pool of water is seen near the robot spawn area, with a waterfall running into it. It is out of bounds, however.
- Line 62: There is a shallow pool of blood-colored water between the second and third checkpoints.
- Line 68: A river runs underneath 2 bridges near the final checkpoint.
- Line 74: There is a large puddle of water with floating chunks of ice around the base of control point C's tower.<br>Another large puddle of water with chunks of ice is found in front of the small shack near control point B and it continues into the cave.
- Line 80: The coastline surrounds the outdoor portions of the map. There is a large deadly body of water in the back of the BLU team's first spawn room.
- Line 86: There is a shallow pool of water under the bridge in the center of the map.
- Line 92: At the end of the cove is the sea, which can be partially entered. Additionally, when players enter Davy Jones' Locker, Jones has driven the water back from the shipwreck.<br>After a time Jones allows the swimable water to return, drowing players that do not leave it soon enough.
- Line 98: A waterfall flows into a large lake at the bottom of a gorge running along the side of the map.
- Line 104: There are flooded corridors and room at the bottom of the play-space.
- Line 110: There is a pool of water at the bottom of a gorge underneath a building.
- Line 116: There is a small pool of deep water at the broken crate area, underneath the pick-up location for the neutral Australium.
- Line 122: A pool of deep water is found beneath the drop hatches of the spawn rooms.
- Line 128: A large body of water containing [[Loot Island]], separate from the main map. Falling in causes instant death.
- Line 134: Two large bodies of water connect from the exits of [[RED]] and [[BLU]]'s buildings under the main buildings to a small pool on the other side of the midpoint.<br>The water allows for flanking and an easy way around the trains.
- Line 140: The rightmost exit of BLU spawn leads to a small, barely noticeable area covered with shallow water.
- Line 146: On the first stage there is a small lake behind a fence near the second control point.<br>On the second stage there is a large lake down below, behind BLU's spawn as well as one behind RED's spawn.<br>There is also a small body of water behind a fence near control point B. On the third stage a river runs through the map right outside of BLU's spawn.
- Line 152: A large body of water containing [[Skull Island]], separate from the main map. Falling in causes instant death.
- Line 158: Multiple small puddles surround the central building.
- Line 164: There is a lake out-of-bounds behind the BLU team's initial spawn building.
- Line 170: One of the places the trains drive through has a bridge with a river underneath.<br>Another has a lake at the bottom of a canyon. Another is entirely underwater (only cosmetic).
- Line 176: There is shallow water in the Dam and Warehouse territories.
- Line 182: Holes on the tracks drop players onto the crocodile-infested waters below the boardwalk. The whole map is set on a boardwalk
- Line 188: In the center building next to the control point there is a small pool of deep water. A lake is next to the middle of the map.
- Line 194: A large ocean exists that surrounds the outer areas of the robot carrier tank (out of bounds).
- Line 200: A river runs underneath the bridge to Dracula's castle.
- Line 206: Next to both spawn rooms behind a fence are small pools of water.
- Line 212: A lagoon surrounds the center control point areas.
- Line 218: The majority of the outdoor area is covered with water.
- Line 224: On stage 3, there is a very small pond of deep water in the center of the map under the cart tracks.
- Line 230: There is an out-of-bounds lake behind the RED team's flag capture zone. There is an out-of-bounds pool of water near the overpass in the centre of the map.<br>There is a pool of water underneath the overpass in the middle of the map. There are two pools of water in the underground tunnels connecting to the vents.
- Line 236: There is a water wheel behind BLU's first spawn building that leads into a small stream that enters the spawn.<br>There is a shallow pool of water next to BLU's first spawn building.<br>There is a shallow pool of water near the final checkpoint.
- Line 242: A long canal of deep water runs through the center of the map underneath the first capture point. The indoor dockyard with the third capture point has deep water.<br>The map is surrounded by ocean, but the island cannot be circumnavigated.
- Line 248: On stage 3, the small canal beneath the cart tracks has deep water.
- Line 254: A small lake resides outside the map behind the final checkpoint. Another is in the clearing behind BLU Team's second spawn room.
- Line 260: The center of the map has a channel of deep water.
- Line 266: At the lower side of the map underneath the tall, large building, deep water can be found in the small alcove.
- Line 272: There are two lakes out-of-bounds next to roads. There is rushing water under the pipes next to the final control points.
- Line 278: At the left side of the spawn area, a large river of water can be found over a railing.
- Line 284: A long river flows out of a dam and runs along one side of the map.
- Line 290: A hose pours water into a large puddle at the bottom of a gorge running along the side of the map.
- Line 296: There is water in the fountain in the courtyard.
- Line 302: Bodies of deep water are found at the Lumbershack and Waterfall areas of the map.<br>In the [[Sawmill (Capture the Flag)
- Line 308: The map takes place on a harbour connected to the sea.
- Line 314: The harbour area around the control point is full of instant-death shark-infested water. There are shark tanks in both spawn rooms.
- Line 320: There is a large lake out-of-bounds. There is a small pool of water connected to a waterfall in a cave. The water is alligator-infested and instantly kills mercenaries.
- Line 326: Water surrounds the play-space. A hallway next to the control point leads into a flooded tunnel. There is a beach with shallow water near the control point.<br>On both sides of the map, outside the spawn rooms there is a ramp with a shallow puddle.
- Line 332: On both sides of the map connected to the central building is drop-down to a flooded passageway.
- Line 338: Water surrounds the mothership at the final point's pitfall.
- Line 344: The map is surrounded by the ocean. There is a fountain near the start of the Payload track.<br>There is a circular pond, a pool on a balcony, and another fountain near the final checkpoint.
- Line 350: Shallow water surrounds the platform Point A is on.
- Line 356: The river surrounds the center control point (shallow water), and waterfalls off the edge of the cliff.
- Line 362: There is a miniature pond behind BLU's spawn room. There is a tub of steaming water inside BLU's spawn room.<br>There is a small pool of steaming water outside of BLU's spawn leading to control point A.<br>There is a river and multiple waterfalls next to and underneath control point A.<br>There is a lake of steaming water underneath control point B.<br>This lake connects to a large pool of boiling water surrounding and enveloping control point D.
- Line 368: There is an ocean outside the map.
- Line 374: First BLU spawn leads to small river (shallow water).
- Line 380: On stage 2, there is a small stream which has deep water right outside of the BLU spawn.
- Line 386: Small pools around the map.
- Line 392: There is a lake of water far out-of-bounds at the end of a large gorge.
- Line 398: There is an ocean behind BLU's initial spawn room. The map has canals of water running through it.
- Line 404: There are small ponds of deep water around the valley below the central tower.
- Line 410: The center of the map has a canal of deep water.
- Line 416: Deep water channels outside the teams' buildings consisting of underwater routes connecting each team's base building to the central train house building.<br>The [[Well (Capture the Flag)
- Line 422: There is a large lake with a boathouse.