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Return to Castle Wolfenstein: Enemy Territory
A Guide for Soldiers - Version: 1.0
Copyright ® 2004 Adam LaBrecque (a.k.a. VashandWolfwood)
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Table of Contents:
1. Legal Information
2. Soldier-Specific Information
3. Sidearm Weapon(Hotkey 2)
a. Colt/Luger
b. Akimbo Colt/Luger
c. Thompson/MP-40
4. Main Weapon(Hotkey 3)
a. Mortar
b. Flamethrower
c. Panzerfaust
d. Mobile MG-42
e. Thompson/MP-40
5. Leveling Up Areas That Will Help Soldiers, and the Rewards from those areas.
a. Heavy Weapons
b. Light Weapons
c. Battle Sense
d. First Aid
6. Strategies for the Six Stock Maps
A. Europe
a. Fuel Dump
b. Wurzberg Radar
c. Rail Gun
B. North Africa
a. Gold Rush
b. Siwa Oasis
c. Seawall Battery
7. Soldier Tips and Tricks
8. Recognition and Anything Else I Forgot
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1. Legal Information
This file is allowed only on GameFAQs(gamefaqs.com),
http://getsuei-anime.com,
Crazy Toledo(crazytoledo.com), and Clan Legacy's website(marko3xl3.com/legacy).
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
website or as a part of any public display is strictly prohibited, and a
violation of copyright.
No part of this FAQ may be changed or re-formatted without my permission.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
You can contact by E-Mail at
[email protected].
2. Soldier-Specific Information
The Soldier is the Enemy Territory class whose purpose is to frag, or kill the
enemy vehicles, provide heavy covering fire on specific areas, and protect
specific points on maps. Most of their weapons deal out heavy damage where ever
they hit on the body. This class is so you can take out most anyone in a jiffy,
and if you do it right, a good group of people all at the same time. You
should also stop people from entering areas that will cause you tolose the map,
or stall enemy tanks or trucks. The class is one of the two classes that
aren't necessary(Covert Ops is the other), but can prove to be very useful,
sometimes downright critical.
3. Sidearm Weapons(Hotkey 2)
a. Colt/Luger
The Colt .45 Pistol is the standard sidearm for the Allies, where the Luger is
the Axis' standard firearm. They both hold 8 rounds, and you can hold a max of
32 rounds for the single pistol. It isn't too strong, but will do the job for
finishing off an enemy who you have weakened with another weapon, but ran out
of ammo. You start off with a max of 24 rounds, but
when you achieve Level 1 Light Weapons, you can carry up to 32 rounds of ammo.
Once you achieve Level 4 Light Weapons, you can select Akimbo(Duel) Colts or
Lugers from the Limbo menu. This only allows you to carry 24 rounds for each
pistol then. A very nice weapon indeed.
b. Akimbo Colt/Luger
You can get the Akimbo Pistols when you achieve Level 4 Light Weapons, which
you get from 140 XP from Light Weapons(SMGs, Grenades, Knife). It keeps you
alive, when you run out of ammo in your main weapon. Your rate of fire
doubles, and the amount of damage you do also increases. The only drawback from
these Akimbo Pistols is that your reload time increases, which could mean
the difference between living and dying in a firefight. Much better than the
single pistol, but no where near as good as a SMG or any other weapon in the
game.
c. Thompson/MP-40
The only class that can carry a Sub-Machine Gun in Hotkey 2. Once you get Lvl
4 Heavy Weapons, you can select the MP-40 from Limbo. It has the same ammo
amount that can be held in reserve. Very effective, and many steps above the
single or Akimbo pistols. You now get to carry a heavy weapon and an MP-40.
4. Main Weapon(Hotkey 3)
a. Mortar
A very useful heavy weapon, but has a huge learning curve. Takes a while to
learn how to use, due to learning how to aim. Once you learn though, it is a
deadly weapon that can attack from the far ends of the battle field with out
being in combat. Here is a tip on how to aim better with this things: when
you are aiming, press the "G" key on your keyboard to bring up the command map.
Whenever a Field Ops (f-ops) throws an air strike or artillery strike, you will
see it marked in your map so you can attack with your mortars in the same spot.
Also, never fire a mortar 90 degrees up, it will come back down and kill you.
b. Flamethrower
The greatest room clearer in the game. Just charge ahead and spray and pray
while torching everything in site. Don't use this weapon while facing a medic.
Trust me, you can't kill a medic with a flamethrower, because they regain
health constantly, and they will give themselves healthpacks, and run away from
you. Another tip: Don't flame a room while behind a teammate. You will kill
them and anyone else in front of you. A decent weapon, but you will slow down
while moving with it. You carry 200 "shots" and there are no clips, so you can
depleet your ammo is one stint. Mmm....Toasty
c. Panzerfaust
The Panzerfaust, the N00bt00b, the weapon that is the favorite of the newbies,
and most players will complain about this weapon. Carries 4 shots, and will
take up your entire charge bar at first. When you go to fire, there is a one
second charge, and then the round will fire. You can cancel the shot by leaning
(default q and e) during the charge time. This weapon will kill anyone in a
specific radius, and will wound anyone in a radius outside of the kill-zone.
The perfect weapon for spawnkilling, taking out groups, and destroying vehicles.
d. Mobile Mg-42
The mobile version of the mounted machine guns that are all around the level,
and on the tank in Gold Rush. Best used when mounted, otherwise the gun will
fly up, and you won't be able to hit anything. Go prone(default X) and then
hit your secondary fire button(default mouse button 2), and your soldier will
flip out the bipod, spread it apart, and set the MG down, and it's ready for
use. Carries 150 rounds at start, but can carry around 450 rounds in all. Like
other MG-42s in this game, this gun will overheat if fired too much in a period
of time.
e. Thompson/MP-40
The SMG that either side carries when you select most classes. Holds 30
rounds, and at most, you can carry 120 rounds in backup. Pretty good gun, will
do job most of the time. Won't overheat, and won't let you down. A good
strategy is to aim for the head, as that will do the most damage when fighting
an enemy. The weakest weapon that Soldiers can carry around and use while
moving.
5. Leveling Up Areas That Will Benefit the Soldier, and the Benifits From Those
Areas.
NOTE: Hit ALT during gameplay to bring up a box in-game that says how much XP
you need to level up.
How to Level Up: Obtain Experience in Specific Areas. If you kill somebody
with a Panzerfaust, then you will get Heavy Weapons EXP. Kill somebody with a
grenade or SMG or pistol, you get Light Weapons EXP. Got it? Good.
XP needed to level up:
20 XP to go to Level 1
50 XP to go to Level 2
90 XP to go to Level 3
140 XP to go to Level 4
How to obtain Heavy Weapons XP: Kill somebody with a Heavy Weapon, which is all
the Soldier-only weapons you can select from Limbo, or use a mounted machine
gun.
How to obtain Light Weapons XP: Kill with a pistol, SMG, grenade, or a knife.
How to obtain Battle Sense XP: Kill enemies and receive damage.
How to obtain First Aid XP: Revive fallen allies, and hand out health packs.
REWARDS FOR LEVELING UP:
Light Weapons:
Level 1: Extra clip of ammo can be held
Level 2: Reload time is increased
Level 3: SMG accuracy goes up, and pistol has less recoil
Level 4: Akimbo Pistols
Heavy Weapons:
Level 1: Panzers and mortars take up less power bar.
Level 2: Heavy MGs take less time to cool after overheating
Level 3: Speed is increased when running around with Panzers and Flamers
Level 4: Can select MP-40 as your sidearm from Limbo.
Battle Sense:
Level 1: Get Binoculars
Level 2: Charge Bar increases faster
Level 3: Get 15 more HP
Level 4: Can see where landmines are when you get near them without using
binoculars, or them being spotted.
First Aid:
Level 1: Increased Ammo if Medic (1 clip and 1 'nade)
Level 2: More Medic Supplies and some more ammo
Level 3: Full Heal
Level 4(Only Level that will benefit a soldier who has Medid Level Ups):
Adrenaline. Can inject into self, and your charge bar will not decrease for 30
seconds, and you will take half damage.
All of these rewards you get are pretty nice when you go to fight. But also be
a team player. Don't XP Whore so you can level up really fast, because then
your team won't help you as much, and you may lose maps, since ET is a team
game.
6. Strategies for the Six Stock Maps
a. Europe
A. Fuel Dump
Allies before Fuel Dump wall are breached:
This class isn't needed as much at the beginning. Your only job right now is
to keep the Engineers and tank safe from the Axis, who is across bridge. Use
the Panzerfaust, or Mortar to kill enemies that are causing problems.
Allies after Fuel Dump is breached:
Used a little more, can be pretty helpful in this part. Hide in the corner in
front of the entrance, opposite the door. When you see Axis move out in the
open, fire on them if your weapon can reach them. Panzers and Flamethrowers
will help the most. Once the dyna is planted at Fuel Dump, switch to a
flamethrower and just sweep back and forth while at or near the dyna.
If you do this, you will kill off most of the engineers that go towards the
dynamite (dyna).
Axis before Fuel Dump wall is breached:
Use a panzer, mortar. Anything that will damage the tank, use it. A good
spot is near the wall where the tunnel doors are, and it's on the right side of
tank if you are Axis. You're main objective is to kill the tank, and also keep
Engineers from building the Bridge.
No Bridge and No Tank= Victory(most of the time)
Axis after Fuel Dump walls are breached:
Not nearly as much. Just frag the enemies Engineers so they can't plant dyna.
B. Wurzburg Radar
Axis
Before both entrances are destroyed:
Soldiers don't have too much of a role. A few good places to stay are above
the side entrance with a Panzerfaust, or Mobile MG-42, just exit out of the
axis only door, and stay on that ledge, and frag away!!! Another good postion
is to hide just outside the forward bunker, so when the Allies come out, torch
them with the flame thrower.
After both entrances are destroyed:
To protect the main entrance, get a Mobile MG-42 and go prone under the bridge
while still in the grass. Flip out the bipod, and you are set to go. There is
no real way to defend the side entrance, so what you do is up to you for that.
A Panzerfaust or Flamethrower does the job pretty good.
Allies
Before both entrances are destroyed:
Go for the forward bunker. If you get that, you will help your team immensly.
Once that has happened, and an engineer has planted some dynamite at the Main
Entrance, get a Flamethrower and pulse the dynamite. If an Engineer goes to
revive it, and he doesn't do anything about you and your Flamer, then he's as
good as dead.
After both entrances are destroyed:
I wouldn't recommend going for Radar Parts as an Allied Soldier. You should,
though, stay back at the truck. That way when either the Axis go to the truck
to stop any parts from being secured, you can kill them. Also, when an Allied
person gets a part and comes through the Main Entrance, you should go out and
provide covering fire to kill any of his assailants.
C. Rail Gun
Allies
Since there really isn't two dividing parts for this map, I'll just give it to
you in one helping.
KILL ANY THING THAT MOVES THAT IS AN AXIS!!!!
If you do this, you should help prevent the Tugs from getting the ammo on
them. The two key points to defend before the Rail Gun is loaded are: The
Track Switch, because if the Tug can't get past the Track Switch, the Axis
can't fire the gun. And the Depot Yard, due to the Rail Gun ammo is there.
Hold those two areas successfully, using Heavy Weapons, and you should help
your team to a victory.
Axis
I'd recommend that you use a Flamethrower for this map, due to the majority of
this map is Close Quarters. Get on the tug, and you can torch anybody that is
harrassing you. Do this well, and you'll win the map.
b. North Africa
A. Gold Rush
Axis
Before Tank destroys Bank Doors:
Take a Panzerfaust, and attack the Tank whenever you it is working. Stall the
Tank, and defend the broken Tank in the beginning fiercly using a Flamethrower,
and hiding in the area that the open door makes. When an Allied enemy comes
through, you can light them up. Once Tank is stolen, switch to a Panzerfaust,
and shoot the tank and any Enginners that try to plant dynamite at tank or
truck barriers. Also disable the truck before the gold is stolen.
After Tank destroys Bank Doors:
Grab a Mobile MG-42, get to the bank, go prone and cover the Gold.
Alternatives are stand just out of sight when somebody enters Bank, and Flame
them to death, or Panzer from the Gold.
Once Gold is Stolen on Truck, and Truck starts moving:
Frag the Truck with Panzerfausts, and frag the Allies once the truck is
damaged. If the truck gets past the first barrier, your job gets really hard.
Keep the frag-fest going, and don't let the truck move.
Allies
Before Tank destroys Bank Doors:
Cover your allied Engineers as they go for the tank. When they put dyna down,
keep a pepper of fire on it, so engineers can't defuse it. Also frag anyone
who gets close to tank that isn't an ally.
Once Tank destroys Bank Doors:
Switch to a panzer and clear out bank room of Axis, so medics can go get the
Gold, and escape with the Gold. Then get to the truck and provide covering
fire so the guys with the gold can get to the truck. If the Gold is dropped,
then get the dropped Gold, and get the Gold to the Truck.
Once Gold is Stolen on Truck, and Truck starts moving:
Provide heavy covering fire for the Truck, taking out anyone who gets even
close to the truck. Better yet, frag anyone you see that is Axis. A Good spot
to cover the truck is the balcony that is over Truck Barrier #1.
B. Siwa Oasis
Axis
Before the Old City is captured and Wall is destroyed:
There is a ladder next to an Allied machine gun. Go up that ladder, and you
have a good view of everything that concerns you right now. Just make sure the
Allies don't get near the Old City Wall, or the Old City Spawn Flag. Keep
those two areas cleared of Allies.
After Old City Wall is breached:
Right before the wall is blown, set up a Mobile MG-42 in the lower passage way
that leads to the Anti-Tank Gun region. Also recommened is a panzer in the
room above the Old City Water Pump. Soldiers should provide cover for
Engineers, and other classes who need support for now. After a gun is blown,
you should go into the remaining gun's room, and set down a Moible MG42.
Allies
Before Old City is captured and Wall is destroyed.
Frag, Frag, and Frag some more. Get the Old City, and when dyna is planted,
put covering fire down on the dyna. Capture the Old City Flag, which is very
useful.
After Old City Wall is breached:
Do what soldiers do best. Frag. You need to give the engineers a clean pass
to the Anti Tank Guns, so they can destroy them with dynamite. Not much of a
Soldier-Class map.
C. Seawall Battery:
SpawnCampers Will Be Shot On Spot with A Herring
Axis
Use either a panzer or morter to put heavy fire down on the beach. And when
anyone starts constructing the Allied Assualt Ramp, put a round in that area.
Watch out for snipers on the far end of the beach, as they are a pain in the
butt when they know what they are doing. And STAY OFF THE BEACH ALL COSTS!!!!
If you go on the beach, chances are you will be killed, an Allied Covert Ops
will steal your uniform, and get in back door with an Engineer. If the Assualt
Ramp is constructed, and the Forward Bunker has been captured by Allies, then
switch to a Flamethrower.
Allies
Use a mortar to the right of the little raft near the original spawn point.
This is an excellent spot to place a mortar, and you can provide hell for the
Axis. Or if you want, you can take a panzer and clear off the ledge near the
Beach or the Forward Bunker. Once you get inside the Axis' Building, a
Flamethrower is most recommeneded.
7. Soldier Tips and Tricks
-If using a flamethrower, make sure you are the spearhead of a group going into
area.
-On Gold Rush, use the flame thrower in back of gold room. Hide behind a
pillar and wait for them to come.
-If you need to put fire down on a narrow space, set down a Mobile MG42.
-You can cancel the Panzerfaust shooting by leaning one way or the other.
8. Recognition and Anything Else I Forgot
Thanks to:
My Parents, as they have to put up with me and my games everyday.
My little Sister, as she has to put up with me also everyday.
GameFAQs, for showing me this game.
CjayC, for having the boards, and allowing this FAQ to be on his site.
ID Software, Activision, Splash Damage, for making this game.
(now dead)Monona Mafia, first clan I was in, made ET a lot more fun.
Jaime, he provided me with some good Soldier Tips and Tricks and made this
guide possible by editing the margins to make the guide acceptable under
GameFAQs's width size limits.
Marko and Webon, for allowing me to join there clan, which kept me playing ET.
Me, for finally convincing myself to get off my butt and finish this guide.
This wraps up my Soldier-Class Guide. I hope you become a better soldier by
reading this. I had some fun writing this.