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MvM: How to play Engineer on 'Metro Malice'
By Burrito Fingas! and 1 collaborators
This is a complete guide on how to properly play Engineer on 'Metro Malice' in a very effective way; most of it related to a support-attack playstyle and focused to help provide tips and tricks for new players.
This guide includes important topics and game mechanics, such as loadouts, upgrade paths, specific building placements, list of tasks to do on each wave, dealing with Spybots and Sentry Busters, and most importantly... sentry-blocking.

As said before, this guide primarily targets newer players to MvM itself, and to those newcomers: This is not a Bible, do not treat it as such. This is what we have learned in our time of playing the game and has been very effective for us. Adapt and play how you'd like to, and most importantly, have fun!
   
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Introduction
What you should know before playing
Before you start playing Engineer in MvM, there are some things you need to know and consider.
Engineer is a class that takes a long time to master and might not be very friendly to nearly clueless or completely inexperienced players. If you decide to main it for a certain amount of time, you'll find out that the Engie is a very easy, powerful, versatile and helpful class to play.
On the other hand, new players tend to ignore some things and usually make mistakes they should not be making. Playing Engineer isn't only about placing your buildings in only one point while you're guarding it from behind like a turtle: a proper positioning and having both optimal upgrades and wave knowledge also take good participation at the moment of playing this class... and this is very important to know.

Move your buildings if the situation demands it
This includes your Sentry, Dispenser, Teleporter exit and it's very important.
On certain waves, there are times when the robots only come from a specific area of ​​the map (for example, the balcony of ​​Mannhattan or the hill on the right side of Rottenburg). In this case, it's important to move your buildings and place them in a spot close to the area where the bots are spawning, so your team can have a stronger and more solid defense.
Also remember that buildings can have plenty of different placements on different spots around the map; all of them fitting with different playstyles. On this guide, we are going to cover most of the different and most effective building placements you can have on this mission.

Don't turtle with your Sentry
Don't stand behind your Sentry all the time. Be aware of your other buildings and repair them if they're about to be destroyed. You can also use the Rebuild Canteens to fix or rebuild all of them instantly.

Your Sentry can block Giants: make use of it
This is a game mechanic known as "Sentry-block" and is based on blocking giant robots (especially Giant Scouts) with the Sentry if the building is placed correctly in certain and specific spots around the map. If your team fails to keep a good blocking against Giant Scouts, try solving that issue by doing a good and reliable sentry-block.

Is this a hard mission to play?
Metro Malice as a whole is one of the """hardest""" missions for new players in 'Two Cities', as most of the waves require all teammates doing their individual jobs and as the Engineer, your role is vital. Robots from Gatebots, Samurai Demos, Giant Crit Soldiers and even Giant Scouts spawn up top, and it's important to know when each of those robots will spawn, so you can move your buildings at the appropriate time. As a damage-support class, you can solo some sections of the mission on top with the correct placement, loadouts and upgrades.
Weapon loadout: Options to consider
Generally and based on the classic MvM meta and regarding to weapon choices, Engineer has certain options which can be very effective to equip and use; ignore this section if you already know about what weapons can be used in this gamemode:

Primary: The Rescue Ranger
The Rescue Ranger allows players to move and place any building instantly by pressing right-click in case they want to keep them safe from enemy robots, and also can repair them by using left-click while aiming to the building that needs such fix. In terms of support-only, the Rescue Ranger is an excellent tool for the Engineer and makes the class easier to play.
It's by far, the most reliable tool for beginners.

Primary: The Widowmaker
This other option doesn't take too much action for a support-only play style but we didn't want to exclude it from this guide... at least to show players that this primary also exists and can be used properly if they're good enough.
The Widowmaker is a very reliable and good damage dealing tool. It doesn't require ammo to shoot and will use your metal instead - all the damage dealt with this primary is returned as metal, basically giving you infinite shots if you have a very good aiming. An Engineer with Widowmaker is a good choice to help destroy giant robots.


Secondary: The Wrangler
The Wrangler allows players to control the Sentry manually, featuring an extended range when using this secondary, this being very effective in case you need to kill Sniperbots on the balcony or leaving the Über Medics to the Demoman or Sniper of your team. Also and as important as the other features we mentioned, a wrangled Sentry gains a shield that protects the building and reduces damage by 66%, this working perfectly as a good tanking method against giant robots. This secondary also allows players to Sentry jump in case they want to go to certain places faster (especially when they're leaving the upgrade station) and/or help a teammate Medic to build an Übercharge faster by shooting themselves.
On this mission, The Wrangler can be used only on Waves 1 and 3 because it will have more usefulness in case you don't want to attack Über Medics on wave 1 and sentry-blocking Giant Scouts on wave 3. On the rest of the waves of Metro, this secondary becomes optional and not really required.

Secondary: The Short Circuit
A good counter to explosive spam from robots because the electricity orbs that can be fired by pressing right-click will destroy any kind of enemy projectiles.
Unlike on Empire Escalation, Metro Malice only has Über Medics on the first wave and the secondary weapon options tend to be more flexible from wave 2 to 6. It's highly recommended to use the Short Circuit on waves 2, 4, 5 and 6, since you'll have lots of explosive spam and you can easily counter it by shooting the orbs and help keeping your teammates safe.


Melee: Default Wrench



Using the default Wrench is a good melee option because it doesn't have any downside that can affect your gameplay. It's good enough to keep your buildings working.





Melee: The Jag
Unlike the default Wrench, using The Jag will increase the building deploying time with each hit you give to it. Otherwise, it will slow down by 20%.
You'll also have to hit 3 times to a building to take out the sapper from a Spybot, making your job "harder" in some cases.
Know the map
A little chapter made for new players about map knowledge. This is a must when you're playing Engineer and any class that demands certain and specific positioning.

Frontline

The frontline is the place where all the teams start playing at the start of a mission and can divided into 2 places: Bottom and Top
- Bottom is known as the main robot spawn and features the ramp area and that's where most part of the team is going to be playing

- Top is the secondary robot spawn and that's where certain groups of robots will spawn in all the waves; it's also the main spawn for Support Sniperbots. Top is divided in 3 places:
  • Balcony: Where the robots start spawning
  • Catwalk: The bridge that bots use to leave the balcony
  • Top Stairways: The place they use to leave the catwalk and take the Bomb or Gate A path, depending on the type of robot (Bomb carriers or GateBots)
In this guide, you're going to learn how to handle top by yourself without requesting help from your teammates.

Gate A
First, we show the outsides of Gate A, which are divided in:
  • GateBot-only Entrance: Door exclusively used by GateBots to capture this gate
  • Gate A Exits 1 & 2: The places that robots use to leave the gate once they captured it and continue with the bomb or the next gate path

Once A is lost and opens his gate, robots will spawn from the left or right.

Gate B
Once B is lost and opens his gate, robots can spawn from the left or right.
Building placements
Teleporter

Standard Teleporter entrance with 2-Way, always pointing at the nearest upgrade station. In this guide, Teleporter placements are only focused if the player buys the 2-Way upgrade.


Standard Teleporter exit with 2-Way, always placed close to the frontline. The robots DON'T attack the teleporter exit unless someone is standing on it, so an exposed position is much better than a distant one in most cases. The 2-Way Teleporter placed close to the frontline can be used by players who tend to upgrade or buy canteens midwave (Instakill Demoman, Canteen sharing Medic or Damage Scout as some examples). If you're the Engineer, you can also use your teleporter in case you need more canteens or just to buy additional upgrades during a wave.


Dispenser

Passive Dispenser spot behind the white barrel. It's the most recommended spot in case you're playing with random people. A Dispenser behind the barrel is safe from possible spam and splash damage but its range is limited in case you're in a game with teammates who like to play aggressively.


Semi-aggressive and exposed placement. Offers a more extended range and players are able to get supplies from it while standing on both the upper platform close to the stairways on top and close to the ramp on bottom. Only use this placement if you trust your teammates won't be hugging the Dispenser. As you can see, the Teleporter exit now takes the place behind the white barrel, being a very good spot for those players who are very lame to walk.


Aggressive and exposed placement. Allows players to have a more aggressive playstyle if they play on the ramp. We suggest to use this placement if you have some Building health upgrades. Otherwise, your Dispenser can be very weak.


Sentry

Place the Sentry on this crate in order to focus on the ramp area, since the first groups of robots are going to spawn from bottom. Then, you'll have to place on the top balcony (more details are explained on the "Wave 1" chapter).


*Defending from Gate A
Sh*t happens...


Standard Dispenser and 2-Way Teleporter exit placement, both passive and aggressive. Can be safe from spam.


At this point, the Sentry doesn't really have lots of placements, but this one works to kill robots safely while also giving time to your Demoman or Sniper to kill Über Medics.

*Defending from Gate B
Trying to play if you lost both gates can be a little bit painful but stills playable.


Standard Dispenser and 2-Way Teleporter exit placement, both passive and aggressive. Can be safe from spam too.


Passive-aggressive spot for Sentry, offers a good bomb guarding if your team is having a solid crowd control.
Wave 1
Wave one is relatively easy and straightforward. Compared to the first wave of Empire Escalation, where your tasks are mainly focused to robots coming from top, most of time played on this wave is spent on the bottom level.

In this wave, your main objectives will be:
  • 1) Use the Sentry to kill the 2 Support Sniperbots spawning at the balcony once the 32 Scoutbots are destroyed
  • 2) Sentry-block and kill 5 of the 7 Samurai Demos coming from the balcony on the top stairways

Upgrades at the start
From the Wave 1 to Wave 2 chapter, all of the upgrades shown will be cumulative and can be bought without any issue. You'll only have to refund once on wave 3 but we'll cover that later.


  • 3 points of +100% of Dispenser Range: A bigger Dispenser range will give ammo, health and metal to players without requiring them to touch or "hug" the building. If the Dispenser doesn't have this upgrade, players will be forced to hug it and stay very close to the building, making it weak against splash damage
  • 2-way Teleporters: An excellent option in case you want to buy additional upgrades and canteens midwave or at the end of the wave. This upgrade allows everyone to get back to the base very quickly without having to walk all the way back to the spawn or using a killbind, and can also be used during a wave to get more upgrades and canteens. Usually, a canteen sharing Medic or players with aggressive playstyles tend to do this thing very frequently, so a 2-way tele should do the trick
  • Buy 3 Building canteens and use them to keep your buildings safe or in case you need to rebuild something quick. If you run out of canteens at a certain point in the game, remember that you can take the 2-Way Teleporter back to the base and buy more of them

How to play
Firstly, you'll have 32 Scouts (16 GateBots and 16 Bomb carriers) coming from bottom. They shouldn't be a problem at all if your team is killing them quickly. As soon as all of them are gone, 2 Sniperbots will spawn at the top balcony; use the Sentry to take them out.


- Then, you'll have 8 Samurai Demos; 2 of them spawning on bottom and the rest on top. The Samurai Demos on bottom won't be your priority, so the best thing you can do in this situation is sentry-block the ones coming from the balcony close on the top stairways; the same strat applied with the Giant Armored Scout on wave 1 of Empire Escalation (Guide available here).


Obviously, the Samurai Demos will attack your Sentry, so using Building canteens to keep it working is highly recommended.

While you're sentry-blocking the Samurai Demos, the rest of your team will be dealing with the Giant Soldiers pocketed by Über Medics on bottom. These giants aren't really your deal but as soon as all of the Demos are gone, move and place your Sentry on bottom so it can attack the rest of the robots, since you won't have more enemies coming from top.

At this part, the wave is practically done. The rest of robots will come from their main spawn on bottom.
Wave 2
For new players, this wave can be the most difficult and challenging of this mission, as they will be required to change their building placements at a specific moment of the wave in order to not miss Gate A against the GateBots, which are coming from top and it will require the entire lteam to contribute if you want to have an effective defense.

In this wave, your main objectives will be:
  • 1) Kill the 8 Support Spybots on the grinder
  • 2) Use the Sentry to help your team dealing with the 30 Demomanbots coming from both bottom (as Bomb carriers) and top (as GateBots)
  • 3) Sentry-block the Giant Force-A-Nature Scouts on bottom close to the ramp
  • 4) Use The Widowmaker (fully upgraded) and destroy the 8 GateBot Fist of Steel Heavybots spawning on top
  • 5) Setup your buildings close to top, so your team has a more solid defense against the 38 GateBot Battalion's Backup Soldiers coming from top

Upgrades



  • Buy 1 point of +10% of Sentry Firing Speed: An increased firing speed makes the Sentry destroy the robots faster. It's good enough to help your team keeping a good crowd control against the Demomanbots coming from both bottom and top. As we explained in the Engineer guide for Empire Escalation, only one point of this upgrade is enough, since the other ones aren't working properly. In case you don't rely on Sentry Firing Speed, you can try upgrading Building Health
  • Equip The Widowmaker and upgrade it with full +10% of Firing Speed and Projectile Penetration. This isn't optional because you'll have to use this weapon to deal with the 8 GateBot Fists of Steel Heavies coming from top
  • Buy Building Canteens and use them if the situation demands it

How to play
- Wave 2 starts with 8 Support Spybots spawning behind the team on bottom. The easiest way to take care of these robots as they Engineer is by killing them on the grinder.

In order to do this, you'll have to stand on the pillar showed on the image down below next to the grinder before the wave starts.




Here's how to reach it. Make sure to practice this thing until you're able to do it quickly without falling into the grinder.

As soon as the wave has begun, you'll see Spybots spawning close to the grinder and will try to attack you but since you are standing on an unreachable spot, they will fall straight into the grinder, killing themselves in the process. DISCLAIMER: Try asking your teammates to stay on bottom when the wave starts. Otherwise, if you have people staying on top, Spybots will spawn on different points and staying on the grinder for them to come to you won't really work.



- Once the 8 Spybots are gone, go back to the frontline. Your Sentry should be killing the Demomanbots coming from both bottom and ramp, so it's recommended to place the building on the crate in front of the ramp so it can cover both robots paths before the wave begins.

Before getting in position to kill the Spybots on the grinder, make sure to have your Sentry ready in its respective spot. While you're taking care of the Spies, it will be helping your team to kill the Demos on the frontline.

- Following the 30 Demomanbots, you'll have 3 Giant Scouts spawning on bottom, so it's very recommended to use a sentry-blocking spot in case your teammates aren't killing them quickly. The most reliable spot for the Sentry to do a safe block is next to the wooden crate in front of the bottom ramp.


- Leave the last Giant Scout to your team, move your Dispenser and Teleporter exit and place them close to the top area because you'll have 8 GateBot Fist of Steel Heavies coming from the balcony and your team will have to play close to top if you don't want to lose the gates. Using The Widowmaker with these robots is the best strat you can take if your team isn't helping you on top. Anyways, it's worth mentioning that it's strongly recommended to ask for a teammate to help you out with these robots. Otherwise, you and your team have high chances of losing Gate A.


You can place the Dispenser and Teleporter exit next to the top catwalk if you have solid teammates helping you, or next to the top stairways if you are in a team with subpar players.

Attacking the Fist of Steel GateBot Heavies on stairs. In this case, the Dispenser and Teleporter exit can go to the right of the stairs so they can be safe from any possible damage.

While you're dealing with the Heavies, 12 Pyrobots will come from bottom, s place the Sentry on the platform close to top stairways so it can cover both top stairways and the ramp area.


Once the Fists Heavies are gone, you'll have 38 GateBot Battalion's Backup Soldierbots spawning on top as well; spawning in 3 groups. Keep your buildings on their respective spots and place your Sentry covering top too. When the Soldierbots start shooting at your teammates, use the Short Circuit and shoot the energy balls to destroy the rockets if it's necessary. Keep doing this thing until all of them are dead.

Defending from the stairways.


Defending from the catwalk. Dispenser goes to the right so that your team doesn't run out of ammo.

Right after that, 5 Giant Crit Pyros will spawn on bottom, so move all of your buildings and place them close to the ramp area. The wave is practically done here; just kill the Pyros and you'll win.
Wave 3
Some kind of "problematic" wave for new players that don't know where the robots are coming from. The tricky part of this wave is featured at the beginning of it. You'll have to stay on top dealing with a certain group of robots coming from the balcony and the rest of your team will have to fight on bottom.

In this wave, your main objectives will be:
  • 1) Place the Sentry next to the catwalk on top and solo handle the group of 8 Concheror Soldierbots followed by a Giant GateBot Force-A-Nature Scout
  • 2) Apply sentry-block with the 4 Giant Crit Jumping Sandman on bottom if it's necessary
  • 3) Optional: Use the Sentry to kill the Support Sniperbots spawning on the balcony

Upgrades


If you're a new player, before getting your upgrades, you'll have to refund everything you bought on the first two waves in order to get the next things:
  • Buy 3 points of +100% of Building Health: Sentry-blocking is the only thing you have to do on this wave, and you're also facing damage spam from the robots, so making your buildings more tanky by upgrading their max health is strongly encouraged
  • Buy 3 points of +100% of Dispenser Range: No explanation needed
  • Buy 1 point of +10% of Sentry Firing Speed: Same thing explained on Wave 2
  • Buy 3 Building canteens and use them if it's necessary
You'll still having some credits, so if you want to get something else, try upgrading 1 point of +50% of Max Metal Cappacity, or maybe full Crit Resistance; it's up to you.

How to play
Luckily for you (if you're the Engineer), the things you have to do on this wave are very simple and straightforward.
- To summarise it in a few words, you'll only have to deal with the robots coming from the balcony, these being the 8 Concheror Soldiers followed by a Giant GateBot Force-A-Nature Scout; sentry-blocking is once again the whole key on this wave.
On the other hand, your team will have to handle to hordes of Heavybots followed by Giant Scouts on bottom, so you might want to place the Dispenser close to the ramp so that they can keep a solid defense without running out of ammo. You won't be able to sentry-block the Giant Scouts on bottom, so you'll have to trust on your teammates to kill them quickly.


- Make sure to place the Sentry in the middle of the catwalk door, use The Wrangler and keep a distance between you and the building because the Concheror Soldiers will instantly shoot it. As soon as the Soldierbots spawn, wrangle your Sentry and shoot them. Then, you'll have the Giant GateBot Scout following them, so make sure to kill it faster before it tries to jump over your Sentry and avoid the blocking.




Once the Giant GateBot Scout and the Conch Soldiers are destroyed, place the Sentry on bottom and that's it. The rest of the wave is simple to beat, just keep your buildings working and apply sentry-blocking with the Giant Jumping Sandman Scouts at the end if it's required.

Screenshot taken from a different match. Blocking close to the crate in front of the ramp is a good posibility if your teammates aren't killing the Giant Scouts fast enough.

Everything's done here. But before we continue to the next wave, don't forget about the Sniperbots coming from top; you can ask a teammate to kill them or just let the Sentry handle it.
Wave 4

A wave that can be harder to complete if you don't apply sentry-block and change your building placements.

In this wave, your main objectives will be:
  • 1) Sentry-block the 4 Giant GateBot Force-A-Nature Scouts at the top balcony
  • 2) Place the Sentry on balcony and help killing the 36 Crit Scouts
  • 3) Move and place the Dispenser and Teleporter exit on top for the team and help them dealing with the last 3 Giant Crit Soldiers
  • Optional: Take out the Support Engineerbots when they spawn on top

Upgrades


  • Equip The Widowmaker and buy its 4 points of +10% Firing Speed and Projectile Penetatrion: This is going to be used against the 4 Giant GateBot Force-A-Nature Scouts on top
  • (Optional) Buy 2 points of +20% Jump Height in case you want to reach the top balcony quickly by crouch-jumping on the white barrel close to the ramp and then jumping to the upper platform close to the top stairways. This can be used at the end of the wave or if you want to deal with the Support Engineerbots on the catwalk before they try to setup their Sentries

How to play
- Wave 4 starts with a boss spawning on bottom, the Major Crits. It's an easy robot the beat as long as your team is playing properly.
Approximately 37 seconds after this boss spawns, you'll have 4 Giant GateBot Force-A-Nature Scouts comming from the top balcony. Before the game starts, place your Sentry in the middle of the catwalk door and just wait for the Giant Scouts to come and sentry-block them. While the Scouts are blocked, use The Widowmaker and shoot them. Using The Wrangler isn't recommended for this task because the Sentry will run out of ammo very quickly even before you can kill the Giant Scouts.



As soon as you kill the 4 giants on top, move the Sentry and place it on bottom to keep defending the ramp area. Now, you'll have groups of GateBot Concheror Soldiers and GateBot Pyros being pocketed by Quick-Fix Medics. Just keep the Sentry on bottom and help your team destroying this robots. It's worth mentioning that the 10 GateBot Pyros can reflect projectiles, so watch out if you have a teammate Soldier shooting at them.

- After your team killed the Soldiers, Pyros and Medicbots, place your Sentry at the top balcony in order to kill the 36 Crit Scouts, which will be divided in 2 groups.
You're going to need extra help (from a Soldier, Heavy or Pyro most likely) with the Scouts, since there will be lots of them and your Sentry won't be able to clean the entire balcony. If you don't have crit resistances at this moment, try stay away from the Scouts until they're gone.

When the 36 Crit Scouts are gone, place your Sentry on bottom and take your Teleporter and buy some Building canteens because you're going to need them in case of emergency. 2 Giant GateBot Heater Heavies, 2 Giant Medics and 6 Extended Backup Soldierbots will spawn on bottom divided in 2 groups. Since these robots can be tough in teams with no Medics or just inexperienced players, you can help them by attacking the giants with The Widowmaker. Try placing on the back of the robots before they spawn and focus on shooting the Extended Backup Soldiers in the first place, because they use the Battalion's Backup and it will give the giant Heavies and Medics extra resistance.

It's recommended to use the Widow only with the first group of giants and leave the last one to the rest of your team. As soon as the first Heavy and Medic are destroyed, take your Teleporter once again and buy extra upgrades that you might see as useful (maybe some extra Metal Cappacity or more Building canteens) and prepare to move all of your buildings to the top area.

- And finally, after your team killed the last Giant Heavy and Medic and the Extended Backup Soldierbots, you'll have infinite hordes of Support Scouts and Engineerbots followed by 3 Giant Crit Soldiers aka Colonel Barrage spawning at the top balcony. We strongly suggest you to move all of your buildings (except the Teleporter entrance, of course) and place them close to the top area and just defend with your team from that spot until you win the wave.
You can place your Sentry, Dispenser and Teleporter exit next to the catwalk or top stairways - As we explained before, this will depend on your team and its skill level coming from your teammates.
Defending from the catwalk.

Defending from the top stairways.

As soon as the Giant Soldiers start shooting at you or your team, use the Short Circuit and shoot the energy balls so you can destroy their rockets.
Example if you're close to the catwalk.

Example if you're playing next to the stairways.

The wave is now pretty much over, just keep your buildings working, use the Short Circuit to counter the crit spam from the giants and try to stay alive. Once the last Colonel Barrage is destroyed, you'll win the wave.
Wave 5
A little bit more aggressive and "spammy" wave compared to the previous one; having full crit resistance is more than recommended. They only things you should really worry about as Engineer are the GateBots.

In this wave, your main objectives will be:
  • 1) Equip The Widowmaker + full Firing Speed and Projectile Penetration and use it against the first Giant Soldier boss
  • 2) Kill the 8 GateBot Fists of Steel Heavies at the top balcony with The Widowmaker
  • Optional: Take out the Support Sniperbots when they spawn on top and watch out for Support Engineerbots coming from bottom at the end of the wave

Upgrades


  • Buy 3 Crits canteens. You'll have to use them with the 8 Fist of Steel Heavies on top
  • Buy 3 points of +30% Crit Resistance in order to increase your chances of staying alive during the whole wave, since you'll have lots of crit spam on this wave

How to play
- Firstly, Wave 5 starts very similar compared to the previous wave we covered; starts with a boss, this time being the Chief Blast Soldier.
Due to the fact that this boss will have more health compared to the Major Crits from Wave 4 and also its rockets will knockback enemies (your team), you might want to help your partners with The Widowmaker once again. Same strat as we explained before, stay behind the giant and shoot it from its back while is targeting on another player. Make sure to place your Sentry looking at the bottom and keep it with ammo so it helps you and your team dealing with this giant.

The Sentry will attack the Chief Blast Soldier from the front.


And you can use its back to do extra damage with the Widow.

- As soon as the Chief Blast Soldier gets destroyed, you'll have 8 GateBot Fists of Steel Heavies coming from the top balcony; you'll have to take them out with your primary too. Keep a distance between these Heavies and just shoot them with your Widowmaker. If you decided to buy Crits canteens, this is the time to use them in case you want to kill these robots quickly. There are chances that a teammate will try to help you, so if that's happening, it will be better for you.


- After that, everything would be done for you. The entire rest of the robots will come from bottom, so place your Sentry down there and try keeping an aggressive defense by using your Widowmaker against the Giant Demomen and Giant Medics. As important as using your primary, you can also use the Short Circuit and shoot the energy balls to destroy any upcoming enemy projectile.
This is obvious: Shoot the Giant Medic first and then continue with the Giant Demoman.

As usual, don't forget about Sniperbots coming from top. They are not shown on the Wave status bar, but they'll do at the moment they spawn; you can try asking for a teammate to kill them for you too. It's also recommended to focus on killing the Support Engineerbots spawning on bottom almost at the end of the wave with the last groups of Giant Demomen and Medics.
Wave 6
The last wave. It's by far, the best and the easiest one from the entire mission, specially for the fact that if you're playing Engineer, there aren't a lot of things to do, just one main task we're going to explain next.

On last wave, your main and only objective will be:
  • Destroy 8 of the 22 Fists of Steel Heavies (GateBots) and the 2 Giant Crit Pyros at the top balcony with The Widowmaker

Upgrades

  • Buy 3 Crits canteens if you're going to solo top. At this part of the mission and if you didn't waste credits on very unnecessary upgrades (like metal/health regeneration or 4 points of Metal Cappacity as some examples), you should have enough to buy these canteens.

How to play
- The last wave starts with Giant GateBot Crit Soldiers spawning on bottom, while on top you'll have 8 GateBot Fist of Steel Heavies and 2 Giant Crit Pyros. The easiest way to have a solid control on top is by having a teammate Sniper on the balcony headshooting the Heavies and Pyros...

Sniper handling top. A properly ugpraded rifle featuring Explosive Headshot and Ammo refill canteens are good enough to do this job.

... but since you might find inexperienced players in your team and/or not having a Sniper to do this task, you can help by taking care of these robots on top with The Widowmaker.


Keep a distance between you and the 2 giant Pyros and use the Crits canteens you bought in order to kill them quickly. Don't try to ask help from a teammate Soldier or Grenade Launcher Demomen because Giant Pyros will reflect the projectiles; try asking for a Heavy instead.


In case you're inexperienced by soloing certain groups of robots on top, we suggest you to place your Sentry on the platform close to the top stairways in case you get wasted; your Sentry attacking the Heavies will work as a backup plan until a teammate tries to help.


- Once you destroyed all the Heavies and giant Pyros on top, most part of the wave is practically done for you; it's going to be an easy game until the end. No more tasks for you to do, just keep your Sentry defending on bottom and watch out for Spybots, since they'll keep spawning until the team kills the last robot. If you want to have some extra performance, you can try applying an aggressive playstyle with The Widowmaker too, especially with the last giants.
Sentry Busters: How to deal with them
Engineer's most common enemy in MvM.
There are plenty of ways to "trigger" (detonate) Sentry Busters and here you'll learn all of them, so you can have different options to take in case you need to deal with these robots.

Passive triggering
Passive triggering refers to a way to detonate Busters without having to attack them. It can be done by 3 possible ways:
  • Using the Rescue Ranger: The most simple method. If the Buster is about to explode next to your Sentry by using the detonation animation with its beeping sound, point at your main building with the Rescue Ranger and press right-click so you can pick it up away from the robot and the big explosion it will make. Rescue Ranger's alt-firing costs 100 of metal, so make sure you have enough of it before trying to rescue your building.

  • Detonation baiting: Another variation of passive triggering but this time it doesn't require the use of the Rescue Ranger. In case you want to trigger a Buster quickly, just pick your Sentry and walk towards the robot or you can wait for it to come to you. Once the Buster collides with you, it will make the animation to detonate itself, so you'll have to walk away from it in order to avoid the explosion.
    This can be very obvious but in case you're asking, do this baiting away from your team and the rest of your buildings.

  • Destroy-Rebuild: Another possibility in case you don't like to deal with multiple Busters if your Sentry is doing a considerable amount of damage. Some players will find easier and more simple to just let the Buster destroy the Sentry and then rebuild another one instantly by using a Building canteen.

Aggressive triggering (Damage farming)
Attacking the Buster before it reaches the Engineer's Sentry is also another way to deal with this robot. Stickybomb traps, blast and bullet damage and also assisting by milking and slowing the Buster (only if the Scout has the -35% Speed on Target upgrade of The Mad Milk), all of them can be applied if teammates want to give the Engineer a little break from these enemies. Attacking Busters is also a good way to farm damage.
One important thing to follow here is that attacking and killing Busters is ok as long as you don't destroy them close to any building, so make sure that your Dispenser and Teleporter exit are in safe spots from detonations. Buildings can resist rockets, bullets and pipes but one single explosion from a Buster will instantly destroy them.

Special trick: Sentry Buster glitch
It's possible to insta-detonate the Sentry Buster before it reaches the Sentry and it's also possible to lock it into one place without triggering, working as a helpful "Übercharge "dispenser" in case you're playing with a teammate Medic.
If you want to learn more about this special trick, check this guide. All credits go to its creator:
https://steamproxy.net/sharedfiles/filedetails/?id=1680114554
Dealing with Spybots
There's not really a special way to kill Spies, just be aware of where they're spawning and take them out quickly before they try to backstab you.
On this mission, Spybots spawn on Waves 1, 2 and 6.
  • On Wave 1, Spybots spawn in groups of 4 behind the team as soon as the last Giant Crit Soldier with 12 Über Medics spawn. They can spawn on both top and bottom if a teammate is standing on the stairways close to the balcony.


  • On Wave 2, 8 Spybots will spawn behind the team on bottom as soon as the wave starts. We already and explained how to deal with this robots on the "Wave 2" chapter. Although, another possibility that you might see on some games is that a teammate Heavy or Soldier will be killing the Spybots on the upper platform in front of the red containers outside of the frontline.

  • And finally, on Wave 6, Spybots will spawn behind the team, usually trying to attack your teammate Sniper (in case you have one and is shooting on the area close to the top stairways or close to Gate A) or going straight to your buildings to sap them. They'll keep spawning until you win the wave, so just be aware of were they're spawning and kill them. Using The Widowmaker with full firing speed should do the trick, but you can also ask your teammate to help you.
Additional tips?
Don't be scared of using multiple canteens on a single wave
Especially if you're using Building canteens. They only cost 50 credits each and are an excellent option to insta-repair deploy your buildings in case they're getting a lot of damage or got destroyed.

Move your buildings!
Use the Sentry to watch and secure the bomb if the robots dropped it far away from the frontline.
Place the Dispenser on the area where the team is defending; you have plenty of possible placements around the map.
Be reactive to building relocation requests, especially when they come from experienced players; don't be unteachable

Don't ignore Spybots
They can be very annoying for you and the whole team if you don't kill them quickly. When you hear the Spybot alert by the Administrator, watch your back and be aware.
If the team has a Soldier or Pyro, try asking them for help to deal with Spies because they're good classes for this task in particular, or you can also do it by yourself by playing aggressively (hitting them with your primary or your wrench).

Don't place your Sentry at the top if the team already has top takers
If one of your teammates is on the top balcony killing some of the robots marked in your things to do, then placing the Sentry on the catwalk won't be necessary. Place it on bottom instead and think about moving it if the top taker gets killed, so you can keep with the crowd control at the balcony with your Sentry as a backup plan.
In conclusion
  • Learning how to properly play this and any mission as Engineer will require map knowledge and wave memorization
  • Know which robots will and won't be your priorities on each wave. Having or not having a good Demoman or Sniper on your team can make a big difference at the time of playing
  • The Rescue Ranger is the best primary for new players. If you're good enough, try using the Widowmaker for a different game experience
  • Know how to Sentry-block; this shows the difference between a good and a bad Engineer
  • On wave 1, use the Wrangler to not pop Über Medics and leave them to the Medic pickers of your team. From wave 2 to last, using this secondary won't be really necessary
  • Apply aggressive or passive building placements according to your teammates playstyles
  • If you want a solid and easy-going game, buy and make use of the 2-Way Teleporters
  • Know how to deal with Sentry Busters
  • Request your teammates to kill Spybots when they spawn or try doing it by yourself; don't ignore them
  • This mission tends to be more demanding and "difficult", especially for the fact that requires players to apply different positioning at very specific times. Some examples of this that we already covered are taking out the 8 Fists GateBot Heavies and 38 Battalion's Soldierbots at the top before they try to capture a gate on wave 2 and destroy the last Giant Crit Soldiers on top at the end of wave 4
We hope this guide can benefit the plethora of beginner Engineer players in MvM, and we hope to see you using our tips and tricks in a future game!
If you have questions related to this mission, we'll be more than happy to answer them on the comment section down below, cheers.
More guides available
For those who are interested in maining Engineer in the Two Cities operation, check the rest of our guides:
https://steamproxy.net/sharedfiles/filedetails/?id=2785801375
https://steamproxy.net/sharedfiles/filedetails/?id=2822139543
https://steamproxy.net/sharedfiles/filedetails/?id=2822140061
-- We appreciate any kind of feedback or comments related to the guide. Off-topic comments will be ignored/deleted/blocked. --
3 Comments
Burrito Fingas!  [author] 27 Aug, 2022 @ 3:10am 
@Kigo Oops, you're right. I'll make sure to fix that paragraph. Thank you for noticing!
Kigo 26 Aug, 2022 @ 11:16pm 
On Wave 4. This line is misleading :-

- Wave 4 starts with a boss spawning on bottom, the Major Crits. It's an easy robot the beat as long as your team is playing properly.
Approximately 37 seconds before this boss spawns, you'll have 4 Giant GateBot Force-A-Nature Scouts comming from the top balcony.


I assume you mean 37 seconds after this boss spawns.

Other than that , its a very good guide. Very very helpful!
[MARI] Kurumesu 1 Aug, 2022 @ 4:54pm 
Like the Empire guide, 10/10 as always!