Initially designed to blow up police breathalyzers (and police), the breechloading Cyclops shoots "EMP grenades": little metal eyeballs, each packed with a tiny mail-order electrostatic generator and about a kilogram of mail-order wet fertilizer. When an EMP grenade explodes, any of your Stickybombs, Mines, or Dynamite Packs in its blast radius will short circuit and detonate early — and enemy Demomen's explosives will fizzle out uselessly. (There will also be a normal explosion.)
Without a timed fuse, Cyclops grenades will only explode once you release the fire button. Perfect for pragmatic control freaks, eager to put hard-working grenades out of work and replace them with obedient robot grenades that never complain or call in sick.
Every capture point of this Domination map is connected by a sensible, straightforward hallway — a foolish choice, since straight hallways are like catnip for freight trains, and you can expect one to come screaming through all three points every 30 seconds or so. Stick to the normal mess of catwalks and winding side paths (which confuse freight trains), or take a shortcut through the gates that briefly open to let them through. Either way, don't get hit by the trains. Especially not during mating season.
Company, fall in. (That includes you, ten-penny! You cannot buy your way out of morning drill!) Today's exercise is "we are all going to sit here until someone tells me why I found my anchor ditched in the seabed this morning."
Listen, you fifth-columnists: I personally liberated this U.S. Navy-issue anchor from the forsaken underground tomb of a false god. It was too heavy to bring to the surface, but did I retreat? Does a marine retreat? Boys, I was in that pyramid eating scarabs for five days before the Cairo Police heard my screams and arrested me for trespassing.
This is the president's anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies' faces as we climb a building and throw this anchor from the roof at them. We will not "use a real gun." I have dropped many a real gun, and none of them do what this does.
The seabed was not a good place to hide my anchor! That is the first place I looked!
This mountaintop lumber mill may seem picturesque and innocent, but don't get taken in; it's a front for an unauthorized sawdust factory, eager to muscle in on the lucrative "lung irritant" market alongside sand, glass shavings, and Jenkins Select Coal Powder. Hold down all three points, and watch your step, unless you want to get wrapped up in the illegal sawdust operation (as the sawdust!).
Domination mode has long suffered from some critical flaws: for one, all things being equal, a losing team has so little hope of catching up to the winning team that they usually don't bother trying. For another, even if an inspiring sports-movie recovery does occur, the comeback kids have to hold all points for several entire minutes just to consolidate the win. Rather than write this off as "mad because bad", which is always tempting, we've added some new mechanics to Domination.
1. As the point gap between the teams gets wider, the losing team's respawn time gets shorter. This keeps matches tense even when they're not close, and makes spontaneous comebacks and "pub pushes" more likely to happen.
2. If the losing team mounts a massive recovery and captures every single point, their score rapidly increases, until they're more or less tied with the other team. Even a team trailing by 99 points will be competitive again if they achieve Total Domination.
Some would say "too little, too late", but people are going to be voting for Railway and Sawtooth non-stop for the next 2 months anyway, so I think you'll find it in your heart to appreciate that we made the mode more fun.