Return to Castle Wolfenstein: Enemy Territory FAQ
for PC
by acidslayer57(
[email protected])
Version 1.0
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THIS FAQ CONTAINS SPOLIERS!
This means that if you want to get through the game without any help for
whatever reason do not read this FAQ as it will undoubtable spoil the
game for you.
You have been warned.
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Table of Contents
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1) Introduction/Version History
2) Basics
3) Character Classes
3.1) Soldier
3.2) Medic
3.3) Engineer
3.4) Feild Ops
3.5) Covert Ops
4) Weapons
4.1) General
4.2) Allied
4.3) Axis
5) Map Strategies
5.1) Official Maps
5.1.1)
5.1.2)
5.1.3)
5.1.4)
5.1.5)
5.1.6)
5.2) Player-Made Maps
5.2.7)
5.2.8)
5.2.9)
6) FAQ
7) Closing, Disclaimer, and Credits
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1) Introduction/Version History
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Wolfenstein was a classic shoot-em-up game and one of the most popular
way back when it was fresh and brand new. ID software were the geniuses
behind the game. They are also responsible for such games such as DOOM
and Quake. They know what it takes to make a good first person shooter.
Return to Castle Wolfenstein is their latest attempt to revive an old
game with a ton of improvements. RTCW did fairly well sales-wise and so
they decided to make an expansion for the game.
The expansion named Enemy Territory was to be released a short time ago,
but for one reason or another, was never released as a commercial game
that you can buy in a store, but as a free game you can download on the
internet.
If you don't have the game already you're probably thinking "I don't want
a stupid demo that I'll play for about fifteen minutes and get bored of."
Well hold on there for a minute. Enemy Territory(ET) is it's own game
based on the Quake 3 engine. It is a Full, Free, Multiplayer game that
will actually offer you a lot of gameplay before you decide to call it
quits. I am still very entertained by it. Be sure you have a good
connection when you dowenload it because it is a steep download.
If you are interested you can find it at a great many sites, but I found
mine at fileplanet. (www.fileplanet.com)
Okay, now without further a-do let the games begin.
Version History
---------------
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Version 1.0
-----------
Date:
Notes:
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2) Basics
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If you're at this section, I'm assuming you have just downloaded it and
played a game, yet you were totally lost and were being harassed by your
teammates for sucking. Good job, you've come to the right place. Here I
am going to teach you things like the controls and how the game works. As
well as things like expirience and a look at character classes. First
we should review a very important aspect of the game: the controls.
RTCW:ET CONTROLS:
W - Move Forward
----------------
Makes you move forward
S - Move Backward
-----------------
Maked you go backward.
A - Strafe Left
---------------
Strafing is side stepping. It makes you side-step left.
D - Strafe Right
----------------
Enough said.
R - Reload
----------
Allows you to reload your current weapon you have out. Always reload when
you get a chance, as to not run out os ammunition in a heated firefight.
F - Action Button
-----------------
Use this key whenever you want to perfom a basic action such as manning a
gun, opening a door, going into a tank...all that good stuff.
C - Crouch
----------
Lets you get down on one knee and makes you harder to hit and your aim
more accurate. It does make you a lot slower though.
X - Prone
---------
Prone is laying down on your stomach and being able to shoot like that.
This makes your aim very good and slows you to a crawl. You have very
limited turning when you go prone and cant move to far.So only do this if
your sniping or something. It again makes, you difficult to hit.
Left Mouse Button - Shoot
-------------------------
Shoots the primary fire of your weapon.
Right Mouse Button - Secondary Mode
-----------------------------------
Switches your gun to secondary fire if it has one.
Mouse Wheel - Weapon Selector
-----------------------------
Moving the wheel up and down changes the weapon you are currently using.
Doing so is not recommended because it is slow and if you pick the wrong
weapon, you might end up getting yourself killed. There is a better way
to choose your weapon...
Number Keys 1-6 - Switch Weapon
-------------------------------
This switched the weapon according to what key you press. Every key has
an assigned weapon that are as follows:
1 - Knife
2 - Secondary Weapon
3 - Primary Weapon
4 - Grenade
5 - Primary Special Weapon
6 - Secondary Special Weapon
7 - This in yet another special weapon that only engineers use.
The Weapons and Special Weapons change depending on which class you are.
Lucky for you, that is what I plan to cover next.
RTCW:ET CLASSES AND EXPIRIENCE SYSTEM:
In ET there are five different classes that have very special and varied
things about them. In order to play you must pick a class and do what
that class does best. Here I will tell you all of them and just a
sentance or two of what they do.
Soldier - Bulk of the players in normal instances. They are all-around
players that have access to a lot of weapons.
Medic - Heals the army through use of med-kits and can revive.
Engineers - Builds a lot of different things, plants land-mines.
Feild Ops - Weapons guy. Has Support Fire and can supply other classes
with ammunition.
Covert Ops - Stealthy guy that can get other's uniforms. Also has access
to a few cool weapons.
The expirence system is when you gain expirence in war whenever you do
certain actions. These actions can be general or class specific. A very
general example is killing an enemy soldier. This gives you 3 XP or 5 XP
if you hit him in the head. A class specific thing could be giving
someone a med-kit as a medic or repairing something as an engineer.
When you rack up enough expirience good things happen, such as promotions
and abilites you wouldn't have if you didn't have enough expirience.
An example is getting additional grenades when you spawn, or having a bit
more life whenever you spawn.
The default game allows you to lose all of your expirience after every
campaign. There is a six map campain a three map campaign and single
map objectives in which you will restart your expirience with every map.
HOW TO PLAY THE GAME:
We have gone over the very basics, but that is not going to help you if
you don't really know what you're doing. First of all, in every map there
is an objective that The Allied (Mostely) have to complete. The Axis
are trying to stop the Allied from meeting that objective in the time it
takes for the map to end. In most maps, the time is 30 minutes, but there
is an exception. Also The Axis have one mission where they need to do
something and the Allied have to stop it.
Now To find where the time of the match is look to the right side of the
screen. In white text there is a countdown timer that has the time in the
match left in the box. To the left of that there is a timer in blue. That
is the time for the next spawn.
Everytime you and other players die, they have to wait until the blue
timer runs out and everyone is spawned again. In order to spawn at the
next time the timer runs out, you have to press the spacebar after you
die. You know if you pressed it already because if you didn't the camera
will hover over your body and you will see what is going on around you.
If you do press space, then you will be following other team-mates around
by their view. It's a little hard to explain, but you will understand if
you check it out. Now if you don't press space and the blue timer runs
out you will be dead and not revived.
This doesn't mean you always press space right when you die because there
is another way to be revived: by a medic. BUT in order to be revived by
a medic you cannot press space or you will not be able to revive because
you will be considered dead.
This is another thing. When you lose all of your life and are killed you
are only wounded(sounds like an excuse to make it a little more humane
hehe) and a medic cannot revive the dead, only the wounded. So if you
press space while wounded then you are considered dead and will enter the
"spawn queue" which is just a term to say that you will be revived next
time the spawn timer runs out.
Okay, now you can effectively kill a wounded person by just shooting them
on the ground or knifing them. Easy enough. Even if these seems a bit
strange, you'll understand if you play it.
I'm not going to have anybody worry you about how to get command posts
yet, but let's just say they are a great thing to have around because
when you get a command post you revive ten seconds faster then normal.
That is the spawn time is adjusted to twenty seconds instead of thirty.
Okay, now the object is to do your objective.
I will add any other basic I think is a little complicated,yet
essential to know about in this section.
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3) Character Classes
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This section will go into detail about every character class and how to
generally use them effectively. If you want a more detailed way to use
them according to the map, then that's what the map section is for.
This section will also tell you what bonus you get when you are promoted
with the classes.
3.1) Soldier
------------
The all-around class.
Promotion Charts:
Notes:
The soldier is an all-around class that can do a lot of fighting and
cause destruction with a arsenal it has, but it cannot really do anything
else except that. It has access to a lot of weapons such as the
flamethrower and the Panzerfaust. This class is ussually the bulk of most
armies in a lot of instances because they have a good amount of life and
don't really have a lot of responsibilites except to kill the other team.
Altough they can be very powerful in the hand's of experts, this class is
probably optimal for a newbie to have simply because it allows anyone to
get a good feel for the game while not being inclined to do other things.
When a soldier starts, he will usually have a sub-machine gun which is
most likely what you will want in a lot of instances. He starts out with
lots of ammunition and a good amount of genades too.
Being a soldier, you should focus on getting the objective or defending
it depending on which team you happen to be on. When defending a crucial
position for your team, you might want to consider switching weapons to
the rifle that you can go prone with. This is because it is a powerful
and accurate way to make people fear going into your area. The only thing
you should watch out for is if someone greades you.
The Flamethrower and Panzerfaust are good anti-camping weapons. Shoot a
rocket into where a camper is...um...camping and he will either stop
the camping or say goodbye. With the Flamethorwer you can just rush in
and spray away.
The morter is a very good yet annoying way to get people from a distance.
If you focus on the objective, you will easily become a respectd soldier
in no time.
Pros:
-Handles many weapons prefessionally
-Has fewer responsibilites then other classes
-Newb-friendly
Cons:
-Aside form killing, can't really do much else.
3.2) Medic
----------
The healer.
Promotion Chart:
Notes:
The Medic is my personal favorite class because it teaches you to be
resourceful due to the small amount of weapons and ammo you get and
because they are always needed in the heat of the battle reviving and
healing other players.
For one thing you only get one choice of gun with the medic: The
basic submachine gun that your side starts with. You will only get 30
rounds of ammunition and no spare clips when you play as the medic too.
This means you have to shoot when you must and try to rely on you ally's
bullets at the beginning.
If you happen to be with a feild ops, you can try to get some ammuniton
off of him too. This will help you out. Command posts are yet another
additional way to get some ammo. Enough of this lack-of-weapons talk
though.
The main reason for having a medic on your side is to heal other players
when they need it. To heal press "6" or secondary special weapon then
press the left mouse button to put it on the ground. At this point you
or anyone else playing (yes, including the other team) can take the
med-pack. It will restore 20 health right when you collect it. You will
also get a measily 1 Expirience point whenever someone takes a med-pack.
This is okay though because you should be giving out health like crazy.
Lastly, you will notice that after you give out four med-packs or so, you
can't seem to place anymore. This is okay, you did not run out. See the
bar on the lower right of the screen? This is called a power meter. If it
runs out, then you can't use your special weapons because it would be
very unbalanced if you could put down hundreds of health packs without
any control.
The other thing important to the medic class is revival. Now some
team-mates will be very insistant in entering the spawn queue. This is
bad for both you and them unless there is some important reason why he
needed to revive.
You can only revive people that have red signs over their body that need
reviving. If they don't then they were either executed by the enemy, or
went into the queue. If your team-mates go into the queue very fast, you
might want to tell them that you are a medic because if you don't they
might not realize this and you will be left with no one to revive.
Lastly, if you go into a firefight and win, then what is stopping you
from healing yourself up? You deserve the health too. This and the fact
that medics have more health then any other class alone can be deadly.
If you find yourself going to die when you and an opponent are fighting
I suggest take the cowardly way out. Run away, take out your med-packs,
and place them in front of you and use them while you run away. More then
likely the dueler will follow you, but that is a mistake. With full
health, you can take him out easily now.(or you should be able to)
The medic's upgrades are very important, not only for the medic, but for
the team. For one thing, at Health level-4 you can get adrenaline
injections that help the speed of fellow team-mates. Also, you have access to
another clip of ammo if you get light weapons usage level-1. This comes in
handy, as you can imagine.
Pros:
-Handy on or off the battlefeild
-Heals and Revives
-Versatile
-Most health out of any class
Cons:
-Little ammunition starting out
-No other weapons aside form the pistol
3.3) Engineer
-------------
The builder.
Promotion Chart:
Notes:
The engineer is a good choice of class. It should be generally left alone
by newbies until you have a better feel for what it is a engineer must
do.
Engneers generally can do any objective single-handedly and can build
a vareity of structure and repair things as well. Their power is immense
in the game and almost every map requires at least one of these for the
team to succeed.
Lets go over the engineer's special weapons shall we? At a press of #5
you will bring up the pliers. These pliers are what the engineer uses to
build bridges and other structures, repair tanks and guns, and to plant
land mines and more. They are a the most useful aspect of this useful
class. To use them plant a mine on the floor or and then the game will
automatically switch you to the pliers where you will left click on the
mine. A blue bar will appear to indicate how much of the process is
complete. This is just one of the things the plier is good for. A similar
bar will appear when building structure and repairing things as well.
The Dynamite(#6) is used like anything with the pliers. You place it on
the ground and then the game will swicth you to pliers. Use them on the
dynamite until the blue bar is all the way to the right and the bomb
becomes armed. Now run away or camp and protect the explosive. It takes
a good thirty seconds for the bomb to blow up in that tyime period an
enemy engineer can go to the bomb and use his pliers to defuse it. If you
are blowing up a barrier, wall or something essential to the mission, you
will want the bomb to explode.
Land mines, hotkey number 7, are an effective way to protect paths and
imprtant structures. To plant them put a mine on the ground, and then
plier them. Easy enough. Each team can only have a certain amount of
mines on each level. You should place mines on commonly used paths and
around strcutures that you wouldn't want the enemy to get to. You can use
them near doorways too. This is effective. Try to place them
unpredictably as to catch the enmy off guard.
Before the enemy steps on a mine they have about a second warning before
it explodes. You will know if you step on one because of the psssssssttt fizz
it makes before exploding...that's your warning. If you run off of
it a little so you get a small amount of the blast and your a medic you
have a good chance of surviving your encounter. Never-the-less mines
are still deadly and vicious weapons.
Now Engineers have access to some unique weapons, for instance the rifle.
It's name is different depending on which side you are on but they are
the same. The rifle can shoot bullets and grenades which I will get more
into during the weapon's section.
Also if you get promoted enough you can use two pistols at the same time.
This is yet another perk at playing th engineer.
Pros:
-Great Guns
-Pliers which are very useful in a myriad of situations
Cons:
-You have lots of things to do all at once if you are the only engineer.
-Not too much health.
-Hard to master.
3.4) Feild Ops
--------------
The Ammo Guy
Promotion Chart:
Notes:
Feild Ops are kind of a little twist to the soldier class. They do not
have many things different from the soldier with the exception of fewer
weapons and more special abilities.
One gleaming awsome ability of the feild ops is the support fire, which
is really kind of an air strike. You throw a grenade type thing wherever
you want and then red or blue smoke comes out and a few seconds later,
the place will be carpet bombed.
This ability is pricless and should be used effectively in smaller areas
and in large wars. If used correctly, you can theoretically get loads of
kills off of one of these grenades. If you don't, making your enemy run
away from the area where you put the grenade is never bad thing.
The secondary special of the covert ops is the ammo package that will
give you and your team-mates ammunition if they collect the box. This
should be put out on the floor asap even at the spawn points so everyone
will know where to get a quick ammo refill. Also it will help medics who
get little ammo at the beginning.
Something to remember about the feild ops is that you're a feild ops.....
not a covert ops. We want you in the feild not sneaking up on an enemy.
We will need you for support fires, ammunition, and old fashioned gunning
down the other team. Not for knifing a single guy in the back. Please
keep that in mind.
There is not much else to say about the feild ops because as compared to
other classes, there is not much to do with him.
Pros:
Decent amount of life
Versatile on the feild
Never run out of ammunition due to spare ammo packs
Support Fire
Cons:
No weapon variety
To be effective,you should help yout other players in the battlefeild.
3.5) Covert Ops
---------------
The stealth class
Promotion Chart:
Notes:
Covert Ops can be very, very useful if put in the right hands, or
downright useless if someone is one that doesn't know what he/she is
doing. With that in mind, newbies should steer clear of this until they
can realize the power and potenial the covert ops class has.
One more noticable thing about the Covert ops is that they can steal
uniforms and pose as a player on the other team. To do so, go to a
dead or wounded body and press the action button.Depending on how you
do this will the other team be fooled. Sure you can steal a uniform
and run into the other team shooting your Sten, but what good will
that do? The other team will surely know that you are just in disguise.
The object is to be sneaky when you obtain a uniform. When you kill
somebody to get the uniform off of, you have to get it from them, but you
do not want them to know at all. This mean you should knife their
body until they are completely gone and then take the uniform. Do not
shoot them with your Sten because if they are watching what happens
from their body and you take out a sten to kill them, they will know you
are going to be in their clothes.
Now, after you get the uniform you want to look like the opposite team.
The number one rulle in doing so is to not let the guy you stole the
uniform from see you because if he sees someone with his name, well let's
give him the benefit of the doubt and hope the guy will realize that it's
a covert ops.
Rule number 2 is to enter their base from a side path not the main choke
point because if your are at the choke, well someone is bound to see you
and it is VERY suspicious to see you friend coming unharmed from the
enemy's territory. So take a back route and like it. Something else to
keep in mind is that it is blatently obvious when you are disquised as a
medic and you have a sten out that you are a covert ops. Switch to
grenades or something to help you there.
Now if you are in their base then you can either go for the objective
and attempt to satchel charge the thing. (It's an explosive of the covert
ops') or you can go to the spawn point and at the next spawn run out
behind the main enemy lines as to make them think you just spawned with
them. After the invincibility wares off you can just shoot as many as you
can if you feel like it. This is not recommended though.
The Covert Ops is capable of a lot more if already behind the lines. For
example you can use the binoculars to find crucial land mines that are
near the objective. Or you can follow one person and take them out
quickly. Try to avoid large confrontations because the covert ops has a
very small amount of health and will die quickly.
A last thing to note about the covert ops is the cool weapons it has.
Silenced weapons such as the sten, but also a sniper rifle and another
cool one to be explained in the weapons section as well.
Remember a covert ops is potentially you're most valuable team-mate. If
that team-mate is not, then it's the execution that has the issues, not
the class itself.
Pros:
-Stealking Uniforms
-Great Weapons
-Trick a whole team into thinking your one of them.
Cons:
-Ubertough to master
-Weak
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4) Weapons
---===================================================================---
This section will explain the uses, purpose, and overall effectivness of
every weapon in the game. Keep in mind some weapons can be used by
everyone and some are class specific or require some form of promotion to
obtain.
4.1) General Weapons
--------------------
This section is the section where I will explain the functions of
the weapons that both sides can use. I made this section so I can list
weapons one time is they are used eqaully by both sides.
--4.1.1) Combat Knife--
The knife is a silent weapon that does very little damage to your enemy
and it can only be effective at close ranges. It's a knife so I think you
have the power to figure out how to use it. To a covert ops with the
assassin skill, the knife is quite deadly. This type of covert ops can
sneak up behind victims and stab them once in the back to instantly kill
them. This should be used often because covert ops should only be
focusing on killing one person at a time anyways. Another use for the
knife is finishing off wounded bodies so a medic is unable to revive
them. If you are not a covert ops, the knife should only be used in times
of lack of ammunition.
--4.1.2) Panzerfaust--
The Panzerfaust is a large rocket launcher weapon that can be used only
by soldiers. It has immense power, yet it takes a large portion of the
power meter to use and you have little ammunition for it. The gun is in
all cases an effective weapon. It has such large splash damage and it
is quick as compared to rocket launchers in other games. It is no wonder
that pros and newbies use it alike.
The rocket has a slight bit of pause from when you press the trigger to
when it actually shoots. It seems to have to get some sort of charge up
which you will note when you first hear the strange noise before the
rocket goes. Take this into consideration because it mean you should lead
opponents a little and keep your reticlue over them even after you press
the trigger until it shoots.
Using this weapon effectively is harder then actually using the weapon.
You will normally catch players killing one person with this cannon of
a weapon when it has the power to take down four people with one blast!
That is a lot. So try to aim for large groups of people before letting
her rip. Also, it is effectie when trying to stop campers. One rocket in
his spot is ussually enough of a hint for him to steer clear of that area
for awhile.
One last thing to note about the 'faust is that the thing slows you to
a crawl when you take it out. The best thing to do is to equip your
pistol while walking long distances and when you get to the action to
bring out the rocket launcher and use it, then switch back to the pistol
as your power meter recharges. This way you get the benefits of faster
walking, and you don't have to wait for the power meter to recharge while
you shoot your pistol. Also, grenades can also make you walk faster if
you choose to bring out grenades over the pistol.
--4.1.3) Flamethrower--
Flamethrowers are a a vicious and effective weapon if utilized correctly.
Here is the wrong way to use them:
Run into the battle constantly flaming from the left to the right and
hoping to catch the enemy on fire is bad. For one thing you will
probably succeed in killing more of your own team instead the enemy.
Running and flaming will also result in lighting yourself on fire which
is a common mistake, and the enemy can move faster then you when you have
the flamethrower out and so they will probably run away and shoot you
because they know exactly where you are due to the large glowing flames.
The correct way would be to switch to the grenade or pistol and run so
your speed is faster then what you would have if you just had the
flamwthrower out. When you come across a group of enemies or an objective
then you should bring out the flames and attempt to mow poeple down. Be
sure to be careful when using the flame and runnin because it just
downright sucks when you light yourself up.
This weapon is effective when you gaurd a point on the map such as when
you are axis and you don't want anyone to get into a certain spot. Use
the flamethrower and then light them on fire and watch them burn.
--4.1.4) Morter--
The morter is effective at taking people out with a large bullet that
causes a small explosion from far away. The gun is undoubtably a useful
weapon that can be used well or not depending on where you deploy it.
You will want to be relatively far away from everybody else, yet close
enough to hit people. If you are behind some sort of wall or something,
this can be a great place to hide because no one will be able to find you
or it will be hard to get to you.
You will want to aim where enemies are most likely to group up mainly
choke points.
Something cool about this gun is that it aims very differently from other
guns. you get two planes of degrees to make your shot count. Lastly, you
should note the considerable loss of speed when useing the morter.
--4.1.5) Sten--
Even though the Sten is only available to the covert ops class, it is
still a general weapon that both sides use. The Sten is similar to other
SMG's similar to itself but is unique in the way that it is silenced and
can easily heat up. For the heating up reason only you should make
yourself fire in burst shots.
--4.1.6) FG42--
The F42 is yet another cool covert ops weapon. (Why do covert ops get all
the cool stuff?!) It is technically a rifle but acts like an SMG. You
only get 20 rounds per clip and the gun is slower. Why would you use this
gun at all? The addition of a scope attached really makes it worth it.
Although snipers are on the whole, not as useful in ET then in most other
games, they can be good in certain situations. For instance, you might
consider on Radar Station to gaurd the West radar parts through use of a
person sniping. The sniper can warn whenever someone is near the radar
parts and he can take a few shots at him to soften him up for his
downfall later. A sniper should keep in mind that it is not really going
to help an Allied team to triumph when they snipe. Sniping is mainly an
Axis job only.
The FG42 is surprisingly accurate by iteself, but crouching or going
prone will do nothing to hurt you.
--4.1.7) MG42--
This is a full scale machine gun that is considered heavy weaponry. It
is also a dangerous weapon with a lot of cons that make it a little
risky to use without backup.
It packs a lot of power and has a blazing rate of fire that makes it so
inaccurate that virtually nothing, not even bursts, will help. This is
ok because this gun is not made for running into the middle of battle
with, not only because it is inaccurate, but because it slows you down
as well.
What this gun can do set up a small bi-ped when you go prone with it
which makes it a valuable defensive tool when you want to keep a spot
under fire. Popular places for this include the bank in Gold Rush and
the old city in the Siwa Oasis.
The Axis will probably find more use for this gun then the Allied.
--4.1.8) Grenade--
Grenades are a useful tool for spamming, harassing, and killing all at
the same time. They can be effective in such a load of situations that
every class has access to at least one grenade.
For one thing grenades can be used to put the enemy out of a good
postion. Let's say there is an annoying Axis sniper that keeps taking
out some of yout men, be the first to lob a grenade up where he is
sitting to successfully make him move and maybe finish him off.
Another thing grenades can be used for is to make the enemy get into a
position you want him in, but that he would never want to be. An example
is if an opponent is pooping his head out from a structure and taking
a few burst shots at you here and there. Lob a grenade at his hiding
spot to lure him out of there and finish him off with some nice
old-fashioned gunfire.
Grenades are valuable in a lot of situations and unless you are a medic,
you will always want one on hand.
4.2) Allied Weapons
-------------------
This part of weapons is all about Alied guns. Allied everything.
--4.2.1) Colt1911--
This gun is a sidearm that is made to be used only if you have the bad
luck to run out of ammo while you are shooting enemies in the middle of a
fight. This gun is fairly accurate over medium distance, but shouldn't be
be tried over large distance because it most-likely won't hit.
To use it to it's full effectiveness you should shoot in rapid succession
by not holding the left mouse button down, but keep clicking it.
Obviously, this gun is a semi-auto pistol because it can shoot really
fast when used in this manner. Shooting this fast lowers accuracy to
almost nil, so if you use it in this manner, aim for the chest and you
might actually have a great chance of killing the guy.
Another way is to relax and aim for the head and shoot sparingly, making
sure you get a nice clean headshot with every bullet. Although you need
to be quick, this manner can effectively neutralize an enemy very
quickly. Either way this gun should only be used when you run out of
better weapon's ammunition because even if you're the best player in the
universe, it is more then likely that people with better guns will kill
you if faced one on one.
--4.2.2) Thompson--
You just have to love the Sub Machine guns in this game. They are widely
used, and very good weapons. The Thompson is the main Allied SMG that
will be used more often then most other guns.
When using this gun firing in bursts can be a very effective way to
improve your accuracy without any side problems except the fact that you
will be shooting less bullets at a time. Tell me what is better though...
10 bullets that miss, or 5 bullets of which 3 hit.
This gun has more power then the Axis MP40, yet the difference is hardly
noticable.
--4.2.3) M1 Garand--
The Garand is an Allied rifle that has only ten very powerful bullets in
it. These bullets are semi-automatic, yet are deadly when hit with a few
of them. This can take a little time to get used to, but in the hands of
an expert, it becomes a deadly weapon.
Another interesting aspect of the Garand is the fact that the secondary
function of it allows the engineer to put a grenade on the end. This
will then be shot useing primary fire in a lobbing way.
This take a degree of skill to use correctly and should be practiced if
you like the way the rifle is as oppossed to an SMG.
You can use the same rifle with the Sniper, only it becomes a sniper
rifle instead. The Covert Ops' version is hard to use because when you
take aim and fire, a uber-powerful bullet pops out and, if your aim is
true, will most likely kill the target, but the recoil puts you all out
of line and you will have to steady it after taking aim again.
4.3) Axis Weapons
-----------------
--4.3.1) Luger Pistol--
This gun is a sidearm that is made to be used only if you have the bad
luck to run out of ammo while you are shooting enemies in the middle of a
fight. This gun is fairly accurate over medium distance, but shouldn't be
be tried over large distance because it most-likely won't hit.
To use it to it's full effectiveness you should shoot in rapid succession
by not holding the left mouse button down, but keep clicking it.
Obviously, this gun is a semi-auto pistol because it can shoot really
fast when used in this manner. Shooting this fast lowers accuracy to
almost nil, so if you use it in this manner, aim for the chest and you
might actually have a great chance of killing the guy.
Another way is to relax and aim for the head and shoot sparingly, making
sure you get a nice clean headshot with every bullet. Although you need
to be quick, this manner can effectively neutralize an enemy very
quickly. Either way this gun should only be used when you run out of
better weapon's ammunition because even if you're the best player in the
universe, it is more then likely that people with better guns will kill
you if faced one on one.
--4.3.2) MP40--
You just have to love the Sub Machine guns in this game. They are widely
used, and very good weapons. The MP 40 is the main Axis SMG that will be
used more often then most other guns.
When using this gun firing in bursts can be a very effective way to
improve your accuracy without any side problems except the fact that you
will be shooting less bullets at a time. Tell me what is better though...
10 bullets that miss, or 5 bullets of which 3 hit.
This gun has more accuracy then the Allied Thompson, but the difference
is so minute I doubt it will cause trouble to anyone. If you asked me
which Sub-Machine gun I prefer however, it would be the MP40.
--4.3.3) K43--
The K43 is an Axis rifle that has only ten very powerful bullets in
it. These bullets are semi-automatic, yet are deadly when hit with a few
of them. This can take a little time to get used to, but in the hands of
an expert, it becomes a deadly weapon.
Another interesting aspect of the K43 is the fact that the secondary
function of it allows the engineer to put a grenade on the end. This
will then be shot useing primary fire in a lobbing way.
This take a degree of skill to use correctly and should be practiced if
you like the way the rifle is as oppossed to an SMG.
You can use the same rifle with the Sniper, only it becomes a sniper
rifle instead. The Covert Ops' version is hard to use because when you
take aim and fire, a uber-powerful bullet pops out and, if your aim is
true, will most likely kill the target, but the recoil puts you all out
of line and you will have to steady it after taking aim again.
---===================================================================---
5) Map Strategies
---===================================================================---
In this section I will tell you about every official map in the game and
some player made maps that are very popular. Along with telling you your
objective I will give you tips for each map for every class and tips for
being Axis and Allied. As well as the so-called historical information on
each map.
5.1) Official Maps
------------------
5.1.1) Fuel Dump
Overveiw:
---------
Fuel Dump is a level where the Allies have to escort a tank
over a bridge, into some caves, and eventually to an Axis structure where
they will blow up a wall and try to blow up a fuel depot inside the Axis
base.
The axis have to defend against the Allied assault.
History:
--------
ALLIED STRATEGY:
----------------
It is important to focus on y our objective in this mission. If you don't
the Axis will very easily hold you off until time runs out. Always try
to push the tank as far as it can go and never stop.
Along with the bridge to the front, there is also a smaller foot-bridge
to the left that can be built. You might want to consider that bridge
as an alternate route because if you are having trouble getting the
tank over the main bridge then taking out a few Axis in this way could
prove to help you. Focus on the main bridge more, but in certain
situations, this bridge could help.
When you get into the cave areas you are going to want to be as sneaky as
possible. After you get the tank out to the light try different
approaches to the Allied base just to see if they cover everything, if
they didn't take the oppurtunity.
Now, although you can beat the mission without lugging the tank along, I
realy do not recommend it because blowing a hole through the Axis base
really helps because then they have to defend two areas with the same
amount of people.
Lastly, watch out for mines when you make a final run for the fuel depot
you have to destroy. The key is to work as a team.
Soldier:
--------
As a soldier, you should either use your Thompson and follow the tank
around or get a Panzerfaust and attept to rocket the Axis players from afar.
If you help escort the tank follow it with your life (literally)
the success of the mission can be changed by the tank. Try to shoot
every axis on the other side of the bridge and really watch out for
the guy in the MG42 nest.
If you rocket people, then be sure to go for the guy in the MG42 nest
because it is very annoying to be constantely shot at by him. After you
get the tank over the bridge, then it becomes a deal of getting in the
base and killing more people.
You are not gonna win the game because engineers have to ultimately
blow up the fuel depot, so just try to keep the Axis at bay while an
engineer sneaks in.
Overall, you don't really have to do too much, just shoot at any Axis
whenever possible and in general stay with the tank until you get into
the base.
Medic:
------
Medics should do there best at doing what they do best: heal. Medics will
be needed if the Axis put up any good defense to heal everyone in the
army. Follow around the other players and heal and revive whenever
possible. Once your team gets to the underground, healing becomes less
of an issue, but should still be administered.
When you get into the actual base area go in with other team-mates as
support, they will probably need medics. Thats really all.
Engineer:
---------
Engineer always have a multitude of things to do. This map is no
exception. It can be useful to have more then one on this map because
it can get tough to keep up with the tank and repair it.
Anyways, right when you start go to the turret near the place where you
get health and ammo. This will help push the Axis back if they come on
you side of the river. It also gives some nice defense in general.
After you do this focus on getting the tank over the bridge. I suggest
you go with the party of soldiers around the tank because if not then you
won't have any cover when building the bridge. After the tank gets as
far as it can to the bridge, go near the boxes near the bridge and use
your pliers to build it. This takes some time, so go prone behind the
boxes to get enough cover to survive.
After the bridge is constructed, do not let the axis destroy it with
dynamite because you will have to build it over again. You can always
attempt to diffuse any bombs the axis place near the bridge.
If you wan't some defense plant some mines near the footbridge on your
side and their after you build it. This way you can get across easily
and the Axis will be blown up. Only do this if your team has more then
one engineer because you will always need someone near the bridge.
After the bridge is constructed, you should repair the tank if needed
(this is mostely where the Axis can damage the tank) Then make a huge
push with everyone charging and get the thing over the bridge.
After this, it is likely again that the tank will be damaged. Keep
repairing. Once the tank gets close enough to destory the gates you
should be safe for awhile.
Getting thorogh the caves is most likely an easy task because Axis will
be easily killed because your whole team should be around the tank.
Once through, you might run into problems. Be sure to blow up the Axis
turret right outside after someone gets him. This is where you will
probably run into the most trouble. It will help you a lot to get the
command post in the warehouse-type place and open the doors with the
switches on the sides.
At this point, dynamiting the main entrace is a good idea, as if some of
your team focuses on that and the other half focuses on the tank, you
will probably confuse the Axis a little because they are really on the
defense now. If this doesn't work focus on the tank. Getting a large
hole in the Axis base is top priority.
Keep having your team go into the base and opening fire at enemies.
Eventually you will break their defense and get through. Plant dynamite
on the fuel depot sides to blow them up, then the final step. Actually
blowing up the depot.
Feild Ops
---------
This level is a teamwork level (not that any isn't, but tank levels are
especially so.) Feild Ops are needed to supply the team with mush needed
ammunition and definately using the support fire. Support fire will
surely distract the Axis for awhile in the river portion as well as in
the base.
Mainly the only tips are stay with the team and shoot at everything that
moves...no not your team...the enemy. Throw support fire inside the base
to probably get a few kills and again distract.
Covert Ops
----------
Okay, this class really isn't going to be all that useful at the river
portion of this level. Seriously because it is a fairly linear area of
the level and people will easily recognize you becase the two chokes will
be gaurded heavily. In general, Axis really don't go into the Axis base.
So one retreating especially with full health will be a bit suspicious.
If you want to try at the beginning of the level to blow up the depots,
you could in theory do it. By entering the base with the Covert Ops and
blowing it up with the engineer. I have never attempted this well enough
for it to let us win eaisly.
In the caves a covert ops' usefulness rockets up higher. The caves are
so maze-like that any Axis player that see you in there will probably be
fooled. Once you get out of the caves where it counts, It doesn't pay to
go with your allies because people will know your a Covert Ops.
Try to sneak into the base and pretend to gaurd something or other. This
is easier said then done because the Axis players are probably not that
guillible.
AXIS STRATEGY
-------------
Well, since the Allied are going to try and get the tank over the
bridge, natturally, you must stop them so they don't blow up your fuel
depots.
To Do so you will want to establish a series of solid defenses that the
Allies will have maximum dificulty getting by.
At the Beginning you will want to mine where the footbridge is and
concentrate on the tank alone. When the tank comes to a stop before the
bridge you will want to have your team throw grenades and and rocket
the tank as to destory it as fast as possible. This will damage the tank
and the engineer of the opposing team will spend precious time repairing
it.
Definately go for shooting Allied members from the tower overlooking the
river that you can construct. If you do so, then the Allies will have
yet a harder time trying to get to the tank. Just watch for rocket
soldiers though. One rocket in the nest is ussually enough to do you in.
When the Allies get in the caves there is reallt not to much you can do
to stop them in there. This doesn't mean you don't try though. Throw
grenades or smoke grenades whatever until they get blown up/confused. It
will help you gain some more time. Also, if yhou plan on doing some
harassing in the caves don't run in and shoot. Doing so will most likely
get you killed very fast because there are more of them then you. Try
to take out one guy from a hiding spot then run to a different one.
Repeat this process then destroy the tank when they are weakened.
You better have the second nest constructed by the time the Tank gets
through the caves. This cases some ruckus. Now all you need to do is
protect the fuel depots. Watch for covert ops and try to let the side of
your base survive so you don't have two choke points to protect. With
skill you will certainly overcome the allies because this map is probably
the hardest one for the Allies. They are the underdogs.
Soldier
-------
The soldier's of your team should probably get some special weapons
because everybody has sub-machine guns. Panerfausts will probably have
a huge impact in the game because they are fast and can kill the tank
as well as players in and around the tank. It will be very useful to do
so when they are approaching at the beginning.
Try to go after the tank and focus only on it. Engineers will focus on
other things, so that leaves you and other team members to do the
dirtywork.
Medic
-----
As, a medic your position should be with everyone else, and healing
as much as possible. Your minute amount of ammunition won't help as
much as other people. This means revive and heal, revive and heal.
At the base,you should do the same. Focus on healing and you will
prosper.
Engineer
--------
Right at the beginnin go down the the bridge, and plant a few mines.
After you do that build the large tower to the north. This will
help you and your team fend off the Allied attack. After that, focus
the tank, and planting a bomb on the bridge if it is constructed.
I recommend the M1-Rifle for this level because it has the option
to shoot grenades, and grenades can destroy the tank. Once the tank
gets in the cave, go all the way through to the main base and build
the next tower.
Be sure to land mine the base for a good defense, and also to build
the two barriers near the fuel dump so enemies can't get through.
Be sure to be aware of the bomb if it is planted to cautiously make
your way to it and defuse it. Cautiously, not because of the bomb
itself, but because there is more then likely someone watching and
shooting anyone who tries to defuse it.
Feild Ops
---------
Be near your team and let them stock up on ammunition from you.
Your really just soldier with ammunition, so really I would focus
on the tank and use your best ability...the support fire to make
your enemies run for their lives.
At the base try more support fire and then back it up with normal
fire to make sure the enemy is scattered. Just keep up the
defense and you will do great.
Covert Ops
----------
Well, this class should not really be used extensively here.
As Axis, it will not really serve a purpose. You could i guess
cause some havoc and unexpected surprise to kill a few enemies,
but really you won't to very much according to your special ops
skills.
5.1.2) Rail Gun
Rail gun is a very fun and enthralling map that requires not only skill,
but determination and you have to have guts. This is one of my favorite
maps.
History:
ALLIED STRATEGY:
Well, well, look who is on the defense on this map. The Allies. All you
are trying to do is make it so the Axis can't get the tug to the</pre><pre id="faqspan-2">
ammunition down by your side of the level. If they acheive that, then
try to make the Axis not get back to their side and fire the rail gun.
If they do, then the mission is over and you lose. With that it's time
to go into some general strategy.
The Allies spawn is directly above the mid-wat point of the level, and
they are there so you can bring the tug back to the Axis base if they
bring it here. Have someone plant a mine near the track switch because
at the mid-way point this track switch will be pressed by an Axis member
so the tug can continue on it's merry way. You have to prevent them
from switching it up and put it back down after it is raised.
Also, preventing the Axis from obtaining the spawn on the far end of
the track is essential to conquer this mission. Get the command post
and use stealthy, and surprising tactics to gain your ground.
Soldier
-------
In this mission, soldiers can do whatever they want. I would focus on the
tug and use the panzerfaust to get any soldier within the tug an
explosion in the face.
Also, defend the middle of the level where the command post is from
incoming opponents. The command post helps a lot on this level.
You should probably stick with your team and focus on killing an Axis
player that you see. The more times you kill them the more you will delay
them from getting the tug. When the Axis get the tug close to the middle
bring it back. If they however, raise the track switch, lower that first.
After returning the tug, spawn camping really isn't too bad an option.
Well, not really spawn camping, just um...tug camping. Staying near the
tug can be an excellent way of warding off the Axis' progress.
Consider doing this if you can ignore the various barrage of insults from
the other team.
Medic
-----
Medics in this map should really focus on the tug, as most classes should.
If you are near the tug and have a good position (i.e. you have the tug at
the rear bunker, and plan on keeping it there.) place loads of health out
for your allies. In general, you are gonna wanna just stay put and give
everyone some extra rifle fire and stuff. Revive when nessacary and you
will be a teammate that will earn respect, and do his duty.
Engineer
--------
As an engineer, the first and foremost thing you want to concentrate on
is the tug. In order to get the tug through the level, the Axis will have
to raise the track switch. Plant a few mines near the switch in order to
slow down their progress.
The second thing you are gonna want to focus to is the command post. The
reduced spawn times really help out in this level. The fight for the command
post can either be easy and passive or vicious and time consuming. Hopfully
it will be easy and you can build it once and forget about it. If the enemy
really want's it back, there is not much ou can do if you are fighting back
the tug too. You will have to time your runs so you don't let the tug through
while trying to get the command post back.
Lastly, you should go on offense. On the other side of the building in the
middle of the level, you could plant a mine there because nobody expects it
and it is a rather tricky and annoying move. Be sure not to block yourself in.
I reccommend getting the rifle in this level, because a well placed grenade
can decimate anyone inside the tug. It becomes very useful to stop the people
immediatly.
After you preform the preliminary mine-planting, stay with the team and focus
on the tug. Remember, don't pull back from the tug just because the enemy has
the command post. Keep on the offense.
Feild Ops
---------
In general just do what everybody else is doing. Protecting your side of the
level from the tug. Use that support fire to keep the enemy back and if you
get the tug back to their base, chuck one in for fun.
Just give you teammates ammunition as much as you can and play like a soldier
and keep the defense up.
Covert Ops
----------
A Covert Ops in this map should in generally stay clear of the action, unless
your team really needs backup. Try to get a uniform through killing the lone
enemy. This can be difficult, but if you can get a unitform, it will be easy
to say, destroy the command pos and claim it as your own(or wait for an engineer
to grab it.)
Another thing you can do is claim the bunker back, if the enemy captured it.
With the uniform you will easily sneak back and get 'em.
Sniping in this level is NOT recommended, but I will present the option to you
anyways.
AXIS STRATEGY
-------------
As Axis, it's your job to get the tug across to the other side, and let the ammo
get loaded onto the tug. At that point, you have to bring the tug back, let the
ammo switch tugs, load the ammo onto the gun and shoot the gun. Seem like a lot
to do? It kind of is, but really it involves just bringing the tug there and
back.
Once it's back the Allied rarely can put up a good fight and you've basically
won
the match.
Soldier
-------
Soldiers on this map should mainly stay with the group and concentrate on
getting
the tug across the track switch. This task can be unbeilevably difficult due to
the gun at the top of the river. With a panzerfaust the gun can be destroyed.
Don't bother if no one is using it. When you appraoch the firt turn that the tug
goes through, you should probably slow it down and check out where the enemy is.
There will undoubtably be mines near the track switch, so you better watch for
those. Early in the game it is basically impossible to detect these mines, so if
you see someone die near them by a mine, now is the best time to raise it
because
you are sure there will be no mines there.
As for the command post, you better try to get any engineers that go through
the bunker in the middle to try to repair it. That is the best way to deal with
it. If you do get the tug across the track switch concenrate on getting the
bunker
spawn point.
Medic
-----
You job is with the team. Getting the tug across will take pretty much all of
your
team's effort and determination. This means you too. Heal when needed and just
fight your way though. Near the track switch at the beginning is where your help
is especially wanted.
Engineer
--------
You could try to nab the command post in the bunker in the center of the
map, but it will be difficult and you will have to keep rebuilding it
because engineers on the other team will almost certainly try to take it
back.
A strange thing that works on this map is to plant mines in almost random
positions. There is not a lot of room to manuveer or anything, to
ussually mines will get targets eventually.
Really, other then that you are just going to help the team. This class
is not essential in this map(as it is in EVERY other official map)so, I
really don;t recommend this class on this map, unless you are really
god ar the rifle grenades. If you are always an engineer or something,
by all means, be one, but it's not really a MUST on this map.
Field Ops
---------
You are going to be needed on this map. I am certain. Aside from helping
the team make their assualts to get the tug across the map, the support
fire is going to come in handy here because of the small level width.
Aside from this, you just going to have to go as a team and push the tug
farther and farther.
Covert Ops
----------
Really, you have a myriad of options here. The least useful of which
is sniping. I know I said it CAN be useful occaisionally on some maps,
but not here. People spawn so fast on this map, that it's an uphill
battle to keep people at bay without revealing your favorite sniping
position. Just forget about it.
Stealing a uniform is the best thing you can do on this map. Try to get
one early and then pretend to be camping in the bunker, or attacking the
enemy. Eventually you will be alone, and you will be able to get to the
base spawn of the allied. Ussually once this is taken over, the round
is pretty much done. This spawn is essential and VERY challanging for the
Allied to get back once it's taken.
Your satchels will come in handy when destroying command posts, but
this should not be your main focus. Bottom line is to infiltrate the
enemy and get to the far spawn.
5.1.3) Seawall Battery
Overveiw:
---------
This level is similar to D-Day. The kind of beach-front level you see in
all WWII Shooters these days. Hey everyone knows its the coolest WWII
level out there.
Overall, this level is decent. I never liked it as much as others, but it
has it's moments. I recommend being Axis on this level because I find it
hilariously fun to take out Allied constantly swarming up the beach at
you
History:
--------
ALLIED STRATEGY:
----------------
AXIS STRATEGY:
--------------
This level will require teamplay more then anything else, covert op class
is not recommended here.
---===================================================================---
6) FAQ
---===================================================================---
This is the section where I think up any common questions you might have
about RTCW:ET. I'm not so great at inventing questions so if you have any
REAL questions drop me a line at:
[email protected]
Q: What Exactly IS Enemy Territory
A: You would know the answer to this if you read my introduction. It was
originally an expansion pack for Return to Castle Wolfenstien, but for
some reason it was cancelled and it was turned into a free, full,
multiplayer game that you can download of the internet.
Q: Where can I find a copy of ET?
A: I found mine at www.fileplanet.com. If you are having more trouble use
a good search engine such as google.
Q: How many official maps are there? Will they release any more?
A: There are currently 6 Official maps, and I am not quite sure if more
will be released. We can only hope that answer is yes. Also, If you want
more maps, there are player made maps that you can download from the
server when you go into a game that requires you have the map. If you
want to find out where you can get some modding tools where you can make
a map search for google for now. You can go to many ET websites and find
a good download. I'm warning you now that it does take some skill to make
a fun map that is fuctional.
Q: What does a command post do?
A: It lessens the time it takes for the team whose command post it is to
spawn.
Q: How do I take replays and veiw them after?
A: Replays are a very cool feature of this game. To take them press F12.