Return To Castle Wolfenstein: Enemy Territory Made By: Don Matta E-Mail: West_side_Thug_style@hotmail.com Strategy Guide. Version. 0.1
========================================= + Introduction + Get Started NOW ! + Weapons + Classes + Map Tactics + Frequently Asked Questions + Ending =========================================
Part One: The Introduction.
Well, here it is the very first FAQ of the FREE multiplayer game: Return To Castle wolfenstein Enemy Territory This game has been released a couple of months back. And it became a great success But i can become more succesfull i you read this strategy guide right here. It will give you all the right information to kick some serious butt on the battlefield, and that's just what you need right ? Well enough with all this nonsense and let's get started Soldier. :)
So you can't wait huh. You must PLAY that's all you can think of. Well oke let me help you out here with this quik guide to start fraggin'
++++++++++++++ Your Game Profile ++++++++++++++
When you run Wolfenstein: Enemy Territory for the first time you will be prompted to provide some basic information such as your player name, game resolution, connection speed and more. Once you "Create" your profile you will be taken to the Main Menu where you will be just moments away from stepping on to the battlefield! If more than one player uses your computer, multiple Profiles may be created from the "Profile" section of the Main Menu.
++++++++++++ The Main Menu ++++++++++++
===Play Online:===
The in-game server browser will assist you in finding an Enemy Territory server to suit your needs. Be sure that the "Source" option at the top of the screen is set to "Internet" or you will not see any servers unless you are running your own "Local" server, or you have "Favorite" servers saved. The "Source" can be toggled by clicking on it. "Game Type" may also be toggled to choose between the various available game modes, which include: All game types, Objective, Stopwatch, Campaign and Last Man Standing. Servers listed in the game browser can be sorted by Map Name, # of Players, Game Type, Ping, Applied Filters and Favorites by clicking on each column heading. Enable PunkBuster (anti-cheat software), select the server of your choice and then click "Join Server". You're off to the races!
===Host Game:=== Through this menu you may choose to run either a "Listen Server" or a "Dedicated Server". A Listen Server will allow you play in the game while also hosting the game. While running a Dedicated Server you will only host a game. Before running either server type, you should be sure that you have the available bandwidth to support the number of players you set your server to allow in the game.
===Replays:=== This is where you will play back any "demos" or "replays" which you have recorded while playing Enemy Territory. Simply select a demo from the scrolling menu and click on the "View" option to watch your replay. You may configure a key to record your replays in the "Options -> Controls" menu.
===Options:=== Through this menu you are able to set up and configure the game, your view, controls and system settings.
===Profile:=== Add and delete game profiles. This is where you can set up multiple gaming handles if more than one player uses your computer.
===Credits:=== See the names of the fine folks whom are responsible for making Wolfenstein: Enemy Territory a reality!
+++++++++++++++++++ Playing Enemy Territory ++++++++++++++++++
===Joining A Server=== This is where things start to get good! Upon joining a server you will arrive at the "Limbo Menu" where you can read the level objectives, select a player class, select a team (or choose to spectate the action in progress), and customize your weapon choice. Once you've joined a team, if you've forgotten any of the level objectives you can check them on the "Command Map" (the "G" key on your keyboard). The Command Map can also be used to locate teammates and check the status of objectives.
===Game Modes===
The various available game modes will determine how the game will be played, and depending on which type of server you joined you will be faced with one of the following mission types:
***Objective:*** Instead of playing an entire Campaign, teams will fight and accomplish objectives on single maps. The first team to complete all of their objectives within the time limit wins.
***Stopwatch:*** Race against the clock to complete objectives in the shortest time possible. At the end of the round the teams switch sides and must attempt to beat their opponent's time from the previous round.
***Campaign:*** Teams compete throughout a series of maps, with Skills and Ranks being carried over to each level of the Campaign. This is the game mode where you get to really watch those hard earned Skills and Ranks build up!
***Last Man Standing:*** Deathmatch! In LMS your only objective is to fight to the death. You only have one life, so you may want to stay in healing range of your team's Medics! Once you die you will be able to watch the rest of your team in action
This is what you need baby, to frag all those pesky opponents. But do you know how to use the right gun for the right situation?
===Sidearms=== When your Panzer is reloading, your sniper position is revealed and you have to encounter close combat, or your SMG is out of ammo, what do you do? You whip out your trusty sidearm and humiliate your opponent with a weapon that is smaller than his!
***Knife:*** All players in Enemy Territory are equipped with one standard issue WW2 army knife. The Knife is mostly a last alternative for players running out of ammunition, but also the assassins' potential best friend. If you can successfully sneak up on an enemy player, you will find that a quick stab in the back can instantly kill an opponent without alerting his teamates of your presence.
***Pistol:*** The Allies have the Colt1911 as their spare gun and the Axis have the Luger. Pistols are typically only needed when you've got no other choice, but should not be underestimated because when they are used right they are extremely deadly to your foe. Pistols have slower rate of fire than the SMG's but this can be helped by pressing the fire button rapidly instead of holding it in. The $10,000 tip when you are armed with only a pistol to defend yourself is to keep cool and aim for the opponent's head before firing you weapon. With a little practice you will see those helmets popping off in no time, which greatly increases the weapon's usefulness and does wonders for your survival rate. The Covert Ops class can also fit the pistols with a silencer. Also, with a high enough Light Weapons skill you'll find that you get to wield two pistols akimbo style. It's double the rate of fire, double the deadliness and umpteen times the fun.
===Submachine Guns (SMGs)=== The most commonly used weapons in Enemy Territory are the SMGs. It's the only choice for Field Ops and Medics, and obviously you'll also see many Engineers using these. Maybe even the occasional Soldier. Each SMG has its own characteristics but in general there are a few tips you always should keep in mind when using one of these babies. As often as possible you should crouch or prone when firing. This greatly increases your accuracy and thus saves ammo by taking down your opponent faster than it otherwise would. Also, you should aim for the head. Headshots are wicked, and if you can land one or two of those your opponent will be calling for a medic before he knew what hit him.
Another useful thing to remember is to fire in bursts, make it a habit to fire like 5 shots, stop, and fire another 5 round. Also if you can avoid it, don't go anywhere without a full clip of ammo, after a fire fight reload so that your clip is full. If you have to reload in the middle of a hand to hand fight it might very well be the end of you. So the main thing to remember is: fire in burst, duck, reload and repeat.
***Sten:*** The Sten is a silenced SMG available to the Covert Ops class, offering great accuracy and stealth. The weapon can overheat so you should be careful unless you want it to temporarily jam, but if you follow the tip of firing in burst this is a problem you will not notice! The Sten's great accuracy gives it an edge over most other weapons on medium to long distance range. Take your time and fire short rapid bursts to your enemy's head. Remember to crouch to increase the accuracy even further.
***FG42:*** The FG42 is a weapon available to the Covert Ops. It's a sort of mix between a rifle and an SMG. It's a powerful gun with a slightly smaller clip size and a slightly slower fire rate compared to SMG's. This is however more than outweighed by the fact that it comes equipped with a scope for taking care of those enemies that pester you from afar. As always the clue is to crouch before you fire, and this is actually more crucial because you will use this weapon at long distances, and stray bullets are bound to happen unless you crouch or prone.
***MP40 & Thompson:*** The Axis Standard Issue SMG available to Field Ops, Medics, Engineers and Soldiers is the MP40 and its Allied counterpart is the Thompson. These two weapons behave nearly identical when used. The MP40 is slightly more accurate than the Thompson but the Thompson compensates by delivering slightly more damage per bullet. Again; crouching, bursting and headshots are the key to success.
===Rifles===
***K43 & M1 Garand:*** Rifles pretty much behave the same regardless of whether you pick up the Axis K43 or the Allied M1 Garand. Rifles are available to each side's Covert Ops and Engineer class. The Covert Ops use these rifles as a sniper rifle with a powerful scope and a silencer. As a sniper weapon both rifles deliver a high damage output per round and gives the Covert Ops the ability to take out enemy players from far away. When you snipe you should try to stay behind as much cover as possible to minimize chance of detection by enemy snipers or others with long range weaponry. Going prone might be a good idea in order to get the best possible aim and smallest possible silhouette. Beware of the rather heavy recoil as it tends to mess up your aim after each shot. Due to the long distance, moving personnel will not be at the same spot when the bullet hits. Therefore, try to predict where they will be at the time of impact... usually just a little to the side of their head.
If equipped by an Engineer the rifles are no longer sniper rifles just ordinary rifles but with a rather interesting alternate fire. The Engineer can attach a grenade, "a rifle grenade", on the muzzle of the gun and lob it over a great distance for some hefty impact damage. This requires some practice though but with a good aim this is a nasty instant kill feature that should be looked out for. Tip: the rifle grenades need to travel some distance to blow up on impact, so it's not the best choice in close combat since they can be easily dodged before they detonate. Think of this as a mortar-light!
Need some tips to play at your full effectiveness? Whether you need a beginner's guide to the classes or advanced strategies for winning, this is the place. Complete info on the class-specific skills and advice that's guaranteed to boost your score.
===Soldier===
Unlike the other classes, the soldier is defined entirely by the weapon they choose to carry. No special abilities, no mission-specific goals, and little use for the power bar. So, this guide will be a discussion of the pros and cons of the various weapons available, and how best to use them.
***Mortar:*** Not a terribly easy weapon to use. Carrying it drastically slows your speed, like all heavy weapons, and it's utterly useless in a firefight. However, it's the only weapon that allows you to attack the front lines not just from a distance, but from complete safety behind walls. The mortar must be deployed before it can be fired, and then the elevation (range) and azimuth (horizontal facing) are adjusted with the mouse. Hitting the primary fire key drops in a round, which is then lobbed through the air. Fortunately, the command map (G) can be used to display the target of shells that fall outside of your field of view. Any artillery strikes called by Field Ops will also appear on your map and in your sights, so you can sit back and let others pick your targets for you. Note that, assuming equal elevation and no intervening barriers, each 5 degrees of elevation below 90 will lob a mortar round almost exactly 1 square's distance on the command map. The mortar begins with 12 shots, and each drains 1/2 of a full power bar.
***Panzerfaust:*** The "other" explosive weapon. You start with only 4 shots, and each consumes a full power bar. The Panzerfaust will slow your running to a brisk walk when the weapon is equipped, and it cannot be fired while prone. The best uses for it are clearing out bunkers and entrenched defenders from a distance, allowing your team to advance before reinforcements can arrive. At middle ranges it's actually fairly affective against lone soldiers, due to the sheer speed of the projectile. It's less suitable for short-range combat, due to the one-second charge time before firing and the huge blast radius, but it can be used as a last-ditch kamikaze attack. A rocket is a guaranteed kill if it hits within 10 feet, but the damage drops off sharply after that and at as little as 16 feet the damage is nonexistent.
***Flamethrower:*** The flamethrower can be immensely powerful when used correctly. When used incorrectly, it's more of a menace to your own team than to your enemies. The most important thing to remember is that the flamethrower is a short-ranged weapon, suitable for ambushes because your victim will be blinded by the flames and generally unable to retaliate before they're dead. The flames burn for a few more moments after you hit someone, and do an additional 25 damage or thereabouts. The flamethrower is best used with short passages and blind corners where you can get the first shot on people while they run by; even a short burst can kill someone at full health. It can also be used well offensively, but there are a few things you can't forget. First, your speed is drastically lessened while firing. That means it's more difficult to set yourself on fire... but also means enemies will be able to retreat and take you out with grenades or by blindly firing through your impressive-looking but ineffective wall of flames. Second, never, never, NEVER take the second rank in a charge when you have a flamethrower. Firing into a melee is a good way to kill teammates and lose friends. Furthermore, even though tight quarters are your friend be careful about firing at walls. The flames will rebound, and you aren't immune to setting yourself on fire. Finally, forget about using the flamethrower on large outdoor maps - it just isn't up to par.
***MG42:*** The only way to use the MG42 effectively outside of point-blank range is to lie prone and engage the tripod (alt-fire). This zooms in slightly but prevents you from moving the gun more than about 20 degrees in any direction. In other words, make sure you have someone to watch your back when you're using the MG42 because you're incredibly vulnerable from every direction but one. In many ways, the MG42 is the opposite of the flamethrower. It works best, unsurprisingly, facing into long corridors and choke points. It's also a long-range weapon, and depends on sheer rate of fire to make up for the inaccuracy. Finally, it's almost entirely a defensive weapon. Note that this doesn't mean it can't be used on the attack - in fact, one of the best ways to use it is to set up outside of a heavily trafficked area and "defend" it against the people that should be there keeping you out. A well-placed soldier using the MG42 can pin down a section of the map by themselves for some time, and with good support from field ops and medics there's little they can't survive.
***Thompson/MP40:*** Honestly, there's not much to say about the sub-machinegun. There's little use for a soldier with one, because any class (other than Covert Ops) can carry one and perform other useful functions. If you want a Thompson and ammo, it's really best to pick Field Ops so you can contribute something else to your team.
Soldiers have semi-exclusive access to the Heavy Weapons skill, while other classes can gain experience by using the mounted MG42s found in the levels, but aren't likely to come by it as quickly or easily as a true soldier. So here's everything you need to know about the Heavy Weapons skill, taken from the manual. (if you want to read the entire thing, check the Wolfenstein: Enemy Territory group in the start menu)
^^^Heavy Weapons^^^
This rewards players for kills with Heavy Weapons. Players of any class will earn 3XP for a kill using an Emplaced or Mounted MG. Soldiers earn 3XP for kills with the Mobile MG42, Panzerfaust, Flamethrower or Mortar. You earn 3XP whether the kill is due to explosive splash damage or a direct hit.
***Heavy Weapons Level 1:*** Improved Projectile Resources Your combat experience allows you to use your projectile weapons with greater ease. Firing a Panzerfaust or Mortar will now take 1/3rd less Power Bar than previously.
***Heavy Weapons Level 2:*** Heavy Weapon Proficiency Your technical know-how means that your overheating Emplaced or Mobile MG will cool at twice the normal rate.
***Heavy Weapons Level 3:*** Improved Dexterity You've been lugging heavy chunks of metal around the battlefield for so long, your speed penalty is now decreased. You will still be slowed when firing the Flamethrower, but when carrying it or your other weapons - your speed is now faster.
***Heavy Weapons Level 4:*** Improved Weapon Handling Such is your skill at toting weaponry, you are now able to handle a Light Weapon in one handed slot, freeing up the two handed slot for an alternate Heavy Weapon. This means you can now carry an SMG and a Mortar, for instance.
===Medic===
Starting out, the medic is probably the least-flexible and least-equipped of all the classes in Enemy Territory. You start with a Thompson (MP40 if Axis) with a single clip of ammo, a grenade, 8 syringes, and the health pack. So it should be fairly obvious that at least initially, a medic is not a front-line fighter. Their primary strength lies with keeping the rest of their team combat-ready, and their syringes even allow them to revive the recently-killed on the field of battle.
The two unique abilities of the medic are the health pack and syringe. The health pack drops a kit which provides 20 points of health, and initially requires a quarter of the medic's power bar to use. When level 2 first aid is reached the health packs require only 15% of the power bar, allowing the medic to heal a much larger amount in the same amount of time.
The syringe, on the other hand, can actually be used to revive the dead. When a comrade is killed, a red icon will appear above their body. While the syringe icon is there, they can be revived by selecting the syringe, standing over the teammate, and pressing fire. Note that the icon will disappear if the player enters the respawn queue or takes too much damage, so get to them as quickly as you can. You can also see the syringe icon on the compass in the corner of the screen if you're close enough, so you can use it to locate fallen allies quickly.
A good medic will find themselves in the line of fire quite often, but they should never be the first line of an assault. Instead, it's better to hang back, wait for the first wave of soldiers to engage the enemy, and then run in with a needle to raise the fallen and health packs to revitalize the wounded. Charging into the middle of a firefight with nothing but a syringe in hand is risky, but can easily turn the tide of a close battle while earning valuable experience. Just remember that a medic is no good to their team dead, so don't hesitate to heal yourself when you need it.
A medic can expect to gain experience, and thus ranks, very quickly on the front lines of combat. First aid is probably the first improvement you'll see, and one of the most important. The benefits are another clip and grenade, decreased power cost for health packs, full revive for teammates, and finally the adrenaline syringe. These will greatly decrease your dependence on lieutenants, and allow you to heal your team much faster. The last bears special mention - it gives you 10 seconds of adrenaline, during which your stamina bar will not decrease and you take only half damage from all attacks. Obviously, being able to run into and out of heavily defended positions can be incredibly useful at the right times. Battle sense and light weapons are the other areas medics are likely to improve in, and all of the light weapon abilities are useful... especially the extra clip given at level 1. Battle sense gives great benefits at level 2 by recharging your stamina bar faster, and at level 3 by increasing your health by an additional 15.
Finally, remember that the power of a lone medic should not be overlooked. Their ability to heal themselves, when coupled with their innate regeneration, makes them excellent for defending a position by themselves when necessary. A medic behind the barrel of an MG42 can often hold off an entire team for some time by healing themselves when necessary.
So here's the lowdown on first aid, the medic's special ability
^^^First Aid^^^
This is a Medic-specific skill that rewards players for reviving team-mates and healing them with Health Packs. Medics earn 1XP each time they heal someone with a Health Pack and 4XP every time they revive another player with their Syringe.
***First Aid Level 1:*** Medic Ammo Medics receive an extra ammunition clip and grenade with their basic weapon load-out.
***First Aid Level 2:*** Improved Resources 2 syringes extra max ammo, 2 extra on spawn plus Medic pack only takes 15% Power Bar instead of 25%
***First Aid Level 3:*** Full Revive Syringes now return fallen team-mates to full health.
***First Aid Level 4:*** Adrenalin Self To equip the adrenalin shot press the Special Weapon 1 key (5 by default) twice and then press the primary fire key to inject the Adrenaline syringe. Doing so will impart a temporary bonus in Health and Stamina. For 10 seconds you will only suffer half damage from any attack and your Stamina Bar will not decrease at all, even if you are sprinting. This will give you the ability to rush into and out of strongly defended areas which may prove of critical tactical importance.
===Engineer===
In many ways, the engineer is the most important class in Enemy Territory. They are, of course, the only class that can build structures, repair vehicles, and dynamite objectives. In fact, Rail Gun is the only map that can be won without the aid of an engineer - on every other map, each team needs at least one to achieve victory.
The first decision to be made as an engineer is which weapon to choose. The Thompson/MP40 is a good all-around choice, with a good balance between accuracy, power, and firing rate. You really can't go wrong with a good submachinegun, after all. The rifle is the only other choice for an engineer - K43 for the Axis, and the M1 Garand for the Allies. Each shot packs more than double the punch of the SMGs, but the clip is limited and you're stuck with semi-automatic fire. The rifle is also extremely inaccurate when you're running around and jumping, making it a close-range weapon unless you have time to crouch or (ideally) go prone. For the middle ranges, the pistol is probably a better choice.
However, if you want access to the rifle grenades you will, of course, need to choose a rifle. The rifle grenades are nearly equal to the Panzerfaust in destructive capability in the hands of a practiced user, and the ability to lob grenades over 100 yards with pinpoint accuracy can consistantly result in one-hit kills. Level 1 engineering gives access to 8 of them, which should keep you in explosives for a long time. Just remember that the grenades are fast, but not jet-propelled; they will drop due to gravity, so aim 5 to 20 degrees above your target as well as leading them. Each grenade also drains half of your power bar, so keep a close eye on it when charging a demolition point. Not only is it possible to drain all of your power and be forced to rely on the rifle itself, but that's the same power bar you use to plant dynamite or lay land mines. Wouldn't want to have to camp a heavily-guarded objective by yourself for 20 seconds with a pistol before you can even stick a bundle of explosive love on it, would you?
So rifle vs SMG, which is better? For the Axis it's a pretty clear-cut decision - the K43 has a 10-shot clip, the rifle grenades are too good to pass up, you're not going to be planting dynamite very often, and the ten bullets you get is enough to take out any attacker at close range. For the Allies it's a harder question. The rifle grenades ARE excellent for clearing out clusters of Axis defenders, but the rifle itself is decidedly subpar. You get the same poor accuracy as the K43, but each clip has only 8 bullets and must be completely emptied before you can reload. That means most battles will drain a full clip, because you can't afford to start a battle with just two bullets in the gun. If you expect to engage mostly in long-range combat go for the rifle, otherwise you might be better off with the Thompson.
All weapons aside, how the engineer should be played primarily depends on which side of the assault they're on. The Axis find themselves defending on most maps - when there are objectives for the Allies to demolish, it's vital that at least one engineer remains within at most a 15 second run of the objective. Nothing will annoy the Allies more than the sound of "dynamite defused," and nothing will annoy your team more than losing a match within the first 10 minutes. In the early moments of the map you're free to roam and build stationary fortifications, so take advantage of it. Not only will you gain quite a bit of experience, but you'll have them standing before they're needed rather than trying to build a barrier (for instance) while under fire from tanks and airstrikes.
In "multi-goal" maps such as Wьrtzburg Radar that require either building or demolitions before the Allies can achieve their primary objective, however, a quick engineer can usually slip in to defuse dynamite, destroy a bridge with a quick plant, and so forth. The longer you can delay the Allies from getting to their real goal, the less time you'll need to defend it. So on maps like Siwa Oasis and Radar, for instance, guarding the destroyable walls can buy your team at least a minute per unsuccessful attempt. If you can keep a secondary entrance closed, you'll also make it that much harder to get past your team's defenses. Remember, an engineer taking time to plant is a nice, juicy target.
And finally, use the land mines! The engineer's other specialty, each team can have up to 10 land mines placed at any time. Each depletes half of your power bar to drop, and they must then be manually armed with the pliers like dynamite - in other words, setting up a comprehensive landmine defense takes some time. They're best placed at the choke points or near goals as a last-ditch tactic against opponents who have gunned down (or bypassed) all of your defenders. Keep a careful eye on the death messages if you do this, and run back to check and re-plant mines. Don't use the exact same places, though... shuffle them around a few feet each time to keep defenders guessing.
On the Allied side, you're more than likely going to find yourself on the attack the majority of the time. When you can, stick with your team and try to invade en masse. With a good medic at your side you're far more likely to survive and accomplish your goals, and that's what the game is all about. Stay out of the first wave, shooting rifle grenades past your teammates to hit likely ambush points and camping spots. When the coast is clear, make a run for the objective and do the deed!
Another viable tactic is the "commando run." Head for the back entrance (most maps have one) while your team distracts the enemy. Avoid conflict and head to the goal by the safest route possible. With a little luck the defenders will all be on the front lines, and by approaching from an unusual entrance you may be able to get the drop on any stragglers. Avoid using your power bar on the approach if possible; your first plant should draw the attention of the entire Axis team if they're paying attention, but you should have time to place a second stick before the defenders arrive. If you can buy even a few more seconds defending the goal, a single engineer should run out of time trying to defuse a pair of dynamites. I've seen this done successfully once with a pair of engineers.... the sight of a lone Axis engineer trying to defuse 5 bundles of explosives made me laugh until my sides hurt.
One of the biggest problems with the lone engineer is landmines; if you're significantly ahead of your allies, odds are no Covert Ops will have scouted the area. On the other hand, engineers have the least to fear from landmines as long as you remember a few simple tips. First, the mines are triggered when stepped on, but only explode when you step off of them. If you aren't actively engaged in a firefight, stop as soon as you hear the distinctive "click - hiss..." Pull out your pliers and get to work. You'll defuse the landmine, gain some XP, and be on your way. If you can achieve rank 4 engineering you'll have even less to fear, because you'll be issued a flak jacket that protects against half the damage from all explosions.
Here's the lowdown on the Engineering skill,
^^^Engineering^^^
This is an Engineer-specific skill that rewards players for constructing/demolishing objectives and the use of explosives. Engineers earn 3 XP for repairing a vehicle or MG. They also earn XP for constructing or destroying constructible objectives: 5XP for a 50% of Power Bar objective such as repairing an MG nest, 7.5 for a 100% Power Bar objective like repairing a tank and up to 10XP for destroying an Objective. Engineers also earn 3XP for a Rifle Grenade kill, 4XP for a Land Mine or Dynamite kill, 4XP for defusing an enemy Land Mine and 6 points for defusing enemy Dynamite.
***Engineering Level 1:*** Improved use of Explosive Ammunition Inventory includes four extra Rifle Grenade rounds and four extra Hand Grenades.
***Engineering Level 2:*** Improved Dexterity The experience of handling explosives in combat allows Engineers to arm and defuse Land Mines and Dynamite in half the time.
***Engineering Level 3:*** Improved Construction and Destruction The expertise of the veteran Engineer means that constructing and repairing objects and setting Dynamite or Land Mines uses 1/3rd less Power Bar charge than normal.
***Engineering Level 4:*** Issued Flak Jacket Only the most expert Engineers who have proven their ability to survive on the battlefield are issued with these expensive Flak Jackets which provides the player with 50% damage deflection from explosive weapons.
===Field Ops===
That's right you're now the man! The only class that can not only call in air and artillery strikes with your trusty smoke canister and binoculars, but you're a walking ammo cache to boot! You'll be carrying a standard weapons loadout of a knife, a pistol (single handed weapon) and a sub machine gun (two handed weapon) into battle, but you're packing much more punch than that with your special abilities, so let's learn how to best use this power without blowing up our own troops.
Since the Field Ops class is a weapon based class, the best spot for a Field Ops under normal circumstances is with someone who is going to be doing little else than trying to decimate as much of the enemy forces as possible, the Soldier Class. The Soldier is the heavy weapons expert and packs the biggest punch, so naturally he'll be chewing up ammo faster than any other class. Either in a support postion of defense or helping pave the way on the attack, a Field Ops is a vital part of keeping the big guns booming with ammo packs-o-plenty.
Now let's talk a bit about the pros and cons of calling in strikes. Since the Artillery Strike is ordered with the binoculars as opposed to the Air Strike, which requires the throwing of a smoke canister to mark the strike location, the Artillery Strike is much more of a long distance weapon. Both strikes must be used outdoors only as a plane or long distance gun battery could not possibly get their shots indoors, and buildings in Enemy Territory are indestructable. Having to take the fight indoors basically cuts the Field Ops options in half, leaving him a lightly armed ammo supply. This class should still be teamed up with a Soldier to keep them happily mowing down enemies both indoors and out.
In general, with the ability to call in major, damaging strikes that can destroy vehicles or groups of enemies, the Field Ops is best used outdoors. Both Air and Artillery strikes require a full power bar to be executed, so you must make your shots count. As you progress in rank, the Field Ops specific skill, "Signals", will allow you to progressivly give more ammo per pack, double the intesity of Strikes and even take less power per strike as well as adding the ability to spot disguised foes. This all stacks up to one class that is best used on the larger areas and possible bottle necks where the enemy must travel in groups.
All of these improvements are used since with great power, the Field Ops also becomes a popular target for Snipers and Covert Ops looking to remove an enemy that can cause such open devastation. Bear this in mind when surveying the area with the limited view area of the binoculars. More than one Artillery Strike has been denied via the sniper's bullet, and this is where his partner the Soldier comes in. When finding positions to cover and hold, the Soldier should be providing support while a strike marker or call is being made. Nobody on the other team is going to want a strike called in, trust me. Pick a safe spot to work your magic from if at all possible.
A big area of interest with a few goals to accomplish will be to cover and support, or cover and destroy an engineer that has something to construct for your team to progress. Using the bridge in the Fuel Dump level as an example, an Allied Field Ops and Soldier combo can provide vital cover to an exposed Engineer who's constructing the bridge, while an Axis Field Ops and Soldier team would be trying to keep the build site under constant fire. A heavy barrage of Artillery fire will pretty much take care of anything in the Wolfenstein world, and I just love simple solutions to life's little problems.
Now go forth and cause mass destruction. Wipe out a machine gun nest with a glance. Detroy thundering tanks with a puff of smoke, but don't forget to keep your buddies stocked with ammo. A bang is better than a click anyday of the week.
Here's how the Field Ops progresses with the class specific "Signals" reward system
^^^Signals^^^
This is a Field Ops-specific skill that rewards players for killing enemy players or destroying objectives with Artillery or Air Strikes, and supplying team-mates with ammo packs. Field Ops earn 1XP for giving one of your team's players an Ammo Pack. You'll earn 3XP for every enemy player you kill with an Air Strike, 4XP for killing them with an Artillery Strike and 5XP for destroying an Objective with either.
***Signals Level 1:*** Improved Resources Your proven logistical efficiency is rewarded by access to Improved Resources. Every Ammo Pack you distribute will contain an extra magazine clip and issuing the Ammo Pack will only deplete your Power Bar by 15% instead of 25%.
***Signals Level 2:*** Improved Signals Your experience as a fire support observer gains you improved efficiency. Calling in an Artillery or Air Strike uses up only 2/3 of your Power Bar, allowing you to call in fire support more frequently than before.
***Signals Level 3:*** Improved Air and Ground Support Your expertise in identifying key enemy targets is rewarded by diverting more fire support resources to your designated targets. Each Air Strike now has two aircraft incoming and each Artillery Strike lasts twice as long.
***Signals Level 4:*** Enemy Recognition Your observational skill and battlefield experience now means that you can identify disguised enemy Covert Ops. Placing your cross-hairs over an Enemy infiltrator will result in a Disguised Enemy prompt and their location will be highlighted on your team's Command Map.
===Covert Ops===
Playing as Covert Ops, the newest total Wolfenstein class born in Wolfenstein: Enemy Territory, you must get a new mind set in place. You are the best-equipped class to run the lone wolf tactic. Running on your own, outside a supported fire team, you'll progress through rank by undermining the enemy efforts whether defense, or offense. You are swift, silent and deadly. You are the night.
Your weapons loadout when starting as a Covert Ops class player is based on stealth and accuracy. Your silenced pistol (single handed weapon) and choice of a silenced M1S Garand or K43 for sniping joy, or the scoped automatic FG42, or even the accurate and automatic Sten MkII S make up an arsenal of deadly, ghost like power. Combine this with the class specific smoke grenade and satchel charges, season with the standard grenade and you've got yourself a walking hazard.
With the standard loadout, the Covert Ops would be little more than a glorified sniper, except for his special abilities that take the class to a new level that becomes more valuable to a team with proper use. You've also been given the ability to take stealth up a notch or two, offering access to bases that normally your team could not enter without high explosives, or a tank!
One of the first things to learn as a Covert Ops is your value to the team's intel gathering. A Covert Ops player will display all enemies that he sees, onto the command map for his team. What he sees, they can see just by pulling up the command map. Also, using his Covert Ops binoculars, the player can mark (using the crosshair) enemy landmines for his entire team to either avoid, or detroy with explosives. The Covert Ops spots the landmine with his binoculars, keeping the crosshair on it until the mine is marked and shows up on his team's command map. A team radio announcement will automatically go out letting everyone know the map is updated with this valuable info. Now that's handy and definitely going to put a frown on the face of the enemy Engineer who just planted the little trap.
That's far from the only way for the Covert Ops to cause grief to the enemy, there's also the power of "Disguise". When you kill, or come across a dead foe, you have the abilty to take his clothes so that the enemy will see you as one of his own, with some minor changes. To take an enemy uniform, you must stand over the body of a dead enemy to activate the Uniform icon. Keep Activate/Use pressed to take the uniform and put it on. The enemy's body will now be without pants and remain as a warning to his team that they have a spy in their ranks. While wearing an enemy uniform (Disguise), the Covert Ops can use enemy Team Doors that were normally locked against any intrusion. These doors are normally marked and show a lock and chain icon when being attempted by an undisguised Covert Ops, or any other class. While disguised, you will show up at a distance as the player you took the uniform from if someone has player identify on, but up close it won't show, alerting them that you're a fraud. Now that you can slip into enemy strong holds without all those nasty explosives, it's time toss another wrench into the gears of your enemy's plans.
Once inside the defenses, a Covert Ops can use his satchel charges with great effect. A satchel will destroy the inner Axis defences on the Fuel Dump level, as well as blow the generator on the Seawall Battery level so his team can slip through the back door for a two pronged attack. The options are vast and a well trained Covert Ops is a deadly menace to the opposition while being an invaluable intelligence tool for his team.
Here's how the rewards are given:
^^^Covert Operations^^^
This is a Covert Ops-specific skill group, which rewards players for reconnaissance, reporting battlefield intelligence, sabotage and Scoped Weapon skills. ANY player earns 5XP for kills with a headshot, 3XP for kills with a bodyshot, armshot or legshot. A Covert Ops will earn 3XP for each Land Mine spotted and 5XP for disguising themselves using an enemy uniform. You'll earn 5XP for every kill with a Satchel Charge and 7XP every time you use a Satchel Charge to destroy an Objective.
***Covert Operations Level 1:*** Improved Use of Scoped Weapon Ammunition Each Ammo Pack you get from a Field Ops or Ammo Cabinet includes one extra clip of ammunition for your Scoped Weapon
***Covert Operations Level 2:*** Improved use of Sabotage and Misdirection Your expertise allows you to use your Satchel Charges and Smoke Grenades more often: your Power Bar usage will be reduced by 1/3rd.
***Covert Operations Level 3:*** Breath Control Your mastery of the Sniper's art results in a 50% reduction in both recoil jump and weapon sway with Scoped Weapons.
***Covert Operations Level 4:*** Assassin Your expertise with the knife allows you an instant kill with any backstab
Feeling a little lost? Or maybe you know you way around now but you're looking for a few new tips to win. Either way, we've got what you need with an in-depth look at all the offical maps for Wolfenstein: Enemy Territory!
---North Africa Campaign---
***Siwa Oasis***
The first map in the North Africa campaign is set near an old desert city, and tasks the Allies with blowing up two anti-tank guns deep within an Axis stronghold. The Allies can go in by force, blowing up a wall in the old city, or take a stealthier route, using tunnels under the city that must first be drained using water pumps.
A central spawn point can be found in the Old City, next to the second water pump and a room with health and ammo. Once through the wall, the two anti-tank guns can be found on the second floor at the very rear of the Axis post. Engineers will need to arm dynamite on each gun, and protect it for 30 seconds until it detonates.
+++Allies:+++
The Axis initially spawn in the Old City, so you want to take this point as fast as possible. You'll need as much time as possible to attack the Axis post, so you don't want to find yourself making time-consuming runs from your initial camp to the Old City. Don't worry about the command post; don't worry about the water pumps; just take the Old City spawn point first, hold it for 30 seconds, and you' ll be free do build everything else without distraction.
- In some cases, you might get lucky and a team of Axis newbies may leave the Old City relatively unguarded; otherwise, you can hug the route to the left, which eventually leads to the roof of the bunker. Chuck in a few grenades, and try to time your rush so that you reach the flag just as the respawn timer kicks in. With any luck, your team will spawn in right after you touch the flag, before any remaining Axis enemies can reclaim the room. Wipe them out, and the true assault can commence.
Once you've breached the wall, the Axis will usually fall back and begin protecting the rear area of the compound. You should make sure the tunnels are drained, forcing the Axis to split their focus on two possible entryways. Axis Engineers will usually start planting mines in the rear yard, but you can avoid many of them by not taking the staircases directly in front of the anti-tank guns; instead, there's a ladder underneath a mounted MG42 in the yard that leads to the second floor.
+++Axis:+++
One of the most common mistakes I've seen is for Axis teams to immediately scatter and leave the Old City spawn point unguarded. STOOOOPID!! It's a relatively easy room to defend, and the longer you hold this room, the longer you can stave off the full Allied assault. There's a health and ammo room right next door, and I've managed to hold down this room for extended periods single-handedly. Don't give it up without a fight!
- Once the Allies have breached the wall, your defenses should revolve around the rear compound area. Mine the rear yard like crazy, especially the areas in front of the staircases leading up to the two guns. Make use of the mounted MG42, as well as several prime camping spots near the anti-tank guns.
It's to your advantage to have the Allies spend as much time running back and forth before sending them back to limbo, so don't worry about moving forward to the Old City so you can shoot them the second they respawn -- hang back and play defense, and you should be able to fight the Allies off.
---North Africa Campaign---
***Seawall Battery***
The second North Africa map is an uphill beachhead assault, and requires the Allies to destory a set of gun controls inside an Axis stronghold. The Allies have two routes they can take: the main one up the beachhead requires an Engineer to build an access ramp, and a secondary path leads to the back of the bunker, where a disguised Covert Ops player can sneak in through a back door.
Either route is a rough one: a west bunker with mounted MG42s overlooks the main hill, and the Axis will often call in airstrikes to keep the Allies from getting out of the water. The secondary side path is also watched over by a rear bunker, and a narrow path that can be easily mined.
Towards the back of the bunker, a generator can be destroyed by either an Engineer's dynamite or Covert Ops' satchel charge. Once the generator is destroyed, numerous doors within the stronghold will open, including a rear door that allows access to the rest of the Allied squad. The interior of the base can be a maze; follow the blue signs to get to the Seawall Gun.
+++Allies:+++
There are a few approaches that can be used for your initial attack. The first is to build the access ramp and gain control of the West bunker as quickly as possible. This is easier said than done: there are mounted MG42s overlooking the beachhead, and if the Axis are using air support, it can sometimes be hard to even get out of the water.
Once you have access to the West bunker, it's imperative that someone stays behind to guard it it will allow you to send wave after wave of soldiers into the heart of the Axis installation without having to retake the beachhead.
The more stealthy approach is to use the alternate spawn point and send in a Covert Ops class in the back door. First, you'll need to steal an enemy uniform and successfully make it to the back door -- no simple task if any Axis are paying attention at the rear bunker. Once inside, you can blow up the generator with a satchel charge. You can't blow up the cannon with your satchel, but you can guard the generator in case an Axis engineer comes up to fix it. If you manage to succeed, signal to your team immeditately it's a lot easier to attack from the rear bunker than the West.
If you're unable to get a Covert Ops player in the back door, you'll have to go in by force. A Soldier with a flamethrower is useful for clearing out the front rooms just watch out for the mounted MG42 near the entrance. Have a Medic nearby to heal fallen teammates, and you should you should be able to sneak in an Engineer during a lull in the fighting.
+++Axis:+++
The best starting strategy is to send one, maybe two Engineers to patrol the back pathway, mining the area and shooting anyone who comes down the narrow passageway. Everyone else should focus on the front beachhead and keep the Allies from building the access ramp as long as possible. Using air support, mortars and mounted guns, it's possible to hold off the Allies for the entire match; the longer you can keep them at bay, the less time they have to make their real assault.
At the beginning of the match, the worst thing you can do is to let an Allied Covert Ops sneak in the back. If you get killed on the beachhead, it should be at the very top where players won't have time to steal your uniform. And there's absolutely no reason to open the back door -- don't do it!
If the Allies have taken the front bunker, protect the hallway which acts as a nice chokepoint, watched over by the MG42. Have Medics nearby to keep your guards healthy, and you should be able to keep the Allies out for a while. You'll also want to have at least a few soldiers near the gun controls, in case someone gets close enough to plant dynamite.
---North Africa Campaign---
***Gold Rush***
Maybe the best map of the group, "Gold Rush" is a tense affair set in the narrow streets of a North Africa village. The Allies need to first commandeer a tank and drive it along a preset path, using Engineers to blow up any barricades that may be in their way. You don't actually "drive" the tank; it will move on its own whenever an Allied player stands next to it.
Once the tank has arrived at its final destination in a lower courtyard, it will blow a hole in a side of a bank, where the Allies need to steal two crates of gold, load them onto a truck, and drive it back to their initial spawn point.
Adding to the difficulty: at any point, the Axis can damage the tank or the truck, requiring repairs before either can continue moving. The courtyard where the truck is located happens to be right outside an Axis spawn point, so the task of getting the gold out to the truck and driving off to victory is no mean feat.
+++Allies:+++
There's no complex strategy to this map; you simply need to work as a team. Don't get sidetracked fixing the truck or blowing up truck barricades until you've taken control of the tank and gotten it down to the lower courtyard.
Stealing the tank can be tough, as the Axis initially spawn in right next to the tank and will often call in airstrikes to the approaching area. Use airstrikes of your own to soften Axis defenses, and then rush your Engineers in to fix the tank and get it moving ... which will claim that spawn point for the Allies. If it takes longer than five minutes to take the tank, you're in trouble.
Once you have the area under control, have an Engineer take control of the command post. Since it's right outside the Allied spawn point, you should be able to easily control this post for the remainder of the map.
As you first begin moving the tank, send in a few Engineers to blow the first tank barricade (assuming it has been built by the Axis). You should be able to provide solid cover with the Jagdpanther's assault gun.
The escort down to the lower courtyard only gets tougher as you get further away from your spawn point. If you can get a hold of the two mounted MG42s in the lower courtyards, you'll be in good shape, as they overlook most of the exits from the Axis spawn point.
A key moment is when the tank arrives at the location of the second barricade. If it has been built, the Jagdpanther's gun is fantastic for clearing out Axis players, and combined with the MG42, should provide cover for your engineer to plant dynamite and destroy the barricade. I've noticed that you can often tell how a match is going by how much time is left when the Allies break into the bank. Breaking into the bank in 10 minutes is a good sign; 15 means you're in for a fight, and 20 minutes means you're in trouble.
Once you've broken into the bank, odds are the entire Axis team will set up shop inside, and getting in and out with the gold will not be easy. Take control of the MG42 overlooking the courtyard to take care of any Axis that may wander out, and then send in a few other soldiers to fight for the bank. A Panzerfaust blast and a few grenades may soften things up enough to steal a crate, and having a medic or two nearby isn't a bad idea, either.
When you've secured both crates on the truck, send in an Engineer to repair it and get it moving. Odds are, Axis players will come rushing out and straight up the hill; a Soldier camping near the first truck barricade with a mobile MG42 can rack up tons of kills in no time. After this, it should be relatively smooth sailing the rest of the way to the exit.
+++Axis:+++
Like the Allies, the worst thing you can do on this map is scramble around. Concentrate all your energy on defending one spot at a time.
The initial goal should be to retain control of the tank and the forward spawn point for as long as possible. As long as everyone stays in the tank area, you should be able to keep Engineers at bay for a while. Call in airstrikes, build your command post and hold your position for as long as you can.
One exception: one Engineer should build the two tank barricades ASAP; the first barricade is especially hard to build once the Allies have the tank and rush the area.
After the Allies have taken the tank, the Axis respawn in a lower courtyard. Control both MG42s overlooking the area, and mining both barricades will slow the Allies down. Use airstrikes and Panzerfaust blasts to damage the tank, and then rush in to protect it so no Engineers can fix it.
A crucial moment in this map occurs when the tank arrives at the lower barricade. the Axis need to OWN this area, especially right behind the tank. Protect this area vigorously so the Allies can't blow up the barricade or fix the tank.
Once the tank passes the second barricade, don't wait for the tank to blow open the bank get to the rear entrance ASAP, and once the bank is open, the entire Axis team should collapse around it. You should have soldiers in every corner of the room, and definitely a few mobile MG42s. If the Allies get both gold crates more than 5 minutes left, you're basically screwed.
If time is winding down and the Allies are driving away with the gold, you may be able to steal a few seconds by hitting the truck with a rocket, and then send in a few players with flamethrowers to protect it. But let's be honest: if the Allies have gotten this far, they're eventually going to get the truck moving again. Your only hope is that time will run out ... or you'll have to try and do better on the Central Europe maps.
---Central Europe Campaign---
***Wьrzburg Radar***
Set in the mountains, the Allies' task here is to break into an Axis base and steal the circuit boards from two new radar dishes for analysis. Each of the boards sits underneath a radar dish in plain sight in the Axis courtyard.
The main entrance to the Axis base will need to be demolished by an Engineer, a task made easier once the Allies have claimed a forward bunker. There's also a side bunker to the east with a command post that can be blown open by an Engineer, which allows a slightly sneakier approach.
Once a circuit board has been taken, the Allies need to secure it to a truck waiting just outside the Axis base (near the forward bunker). This is no mean feat, as the Axis yard is fairly open and loaded with sniping spots, and escape can be extremely difficult.
+++Allies:+++
First things first: take the forward bunker immediately. You'll need all the time you've got to retrieve both sets of radar parts, so don't waste time fighting over the forward bunker take it forcefully and decisively.
The only exception: you might want to send one or two Engineers to the side bunker ASAP, so they can blow up the door before any Axis arrive there. If you time things correctly, you could potentially steal a set of radar parts and arrive at the front entrance just as the rest of your team is blowing it open.
Once the forward bunker is taken, the Allies' best chance of success is to split the Axis defenses. The Axis can protect the front entrance all day, so make sure you maintain a hold on the side bunker. From here, it's a lot easier to get to the East parts if you go around the back of the garage; you'll often find Axis soldiers waiting in the grass with their backs turned to you.
Similarly, you'll probably encounter less resistance getting to the West parts if you go the long way behind the garage and the main Axis building. Use your sprint ability only where you need to, and rest a few seconds before grabbing the part; odds are, a few soldiers are fighting it out at the front entrance, and when the moment is right, you can grab the part and make a burst for the main entrance and the truck.
Of course, you don't want to leave the main entrance completely empty; two or three soldiers, at least one mobile MG42, and continued airstrikes should help keep things clear.
+++Axis:+++
Your first objective is to hold the forward base, including the junction outside that leads to the side base. Holding this area can keep the Allies off balance indefinitely ... and keep them from going after the radar parts.
Even if you lose the forward base, you can put a major crimp in the Allied assault by maintaining control of the side base. Send an Engineer and a few soldiers to watch over the entrance to make sure the Allies don't blow it open. Unless the Allies send an entire squad of Engineers, laying a few landmines should stall their progress on the side base greatly. Retaining this base allows the rest of your team to concentrate on guarding the main entrance -- and you can defend that entrance all day if necessary.
Once the main entrance is blown open, playing defense comes down to positioning. The three key points you want to defend are the main entrance, and the two radar parts. Thankfully, the yard offers a few prime spots to cover multiple areas at once, including a guard tower and a window overlooking the yard.
If someone manages to grab a set of parts, don't panic and start scrambling around; maintain your defensive positions. There are only two ways in and out of the Axis base, and by now, you should have them well-covered. If you were watching over a stolen part, get to the front entrance and try to ambush the thief when he attempts to secure the part to the truck.
---Central Europe Campaign---
***Rail Gun***
Another excellent map, "Rail Gun" is set in a snowy train yard, and the only map in the group that casts the Axis in an offensive role. Arranged in a triangular layout with a bunker in the center, the Axis must guide a train along a track to a depot, load it with ammo, guide it back to their starting point, and then load the ammo into a massive railgun and fire it.
Like the tank from "Gold Rush," the train will move on its own once a player stands inside it ... except it will change directions depending on what team the player is on. As a result, the map plays out like a huge game of football, with both teams constantly pushing the train back and forth.
An MG42 nest overlooks the midpoint of the track, which also has a track switch that can raised or lowered by any player, either allowing the train to pass through ... or preventing its progress. The train depot features a spawn point that can be controlled by either team, and the central bunker contains health kits, ammo, and a command post.
+++Allies:+++
At the start, it's all about the track switch. Build the MG42 nest ASAP and don't let that train through, no matter what.
Mine the track switch. If someone drives the train up to the switch, kill them and drive it back. With enough soldiers, you should be able to cover this area pretty well and block Axis progress indefinitely.
If the Axis somehow get through and load up the train, you're still in good shape … but you need to OWN the train depot. Your entire team should immediately collapse on the train depot and take the spawn point; from here, you can respawn right in front of the train and set up another solid defense. There's an MG42 nest to cover the two paths from the north, and planting mines will also help. there's also a catwalk to the southeast that can be used to ambush Axis that may try to go through the bunker to get to the train depot.
And if the Axis somehow load up the train and take the train depot spawn point … just collapse back to the center point and don't let the Axis through. If you can hold each of these three positions for 10 minutes, you'll be OK.
If all else fails, you can still destroy the gun controls and prevent the Axis from firing the rail gun. It's not easy, but if you can get your entire team to the rail gun, you may be able to delay things for a few minutes until time runs out.
+++Axis:+++
You've got your work cut out for you. It can be very, very hard to break through the Allied defenses, and if they're strong enough, they may even collapse around your core spawn point.
As in "Gold Rush," it's essential that you move as a team and focus on one objective at a time; it will be very hard for your team to get the train around the track if one group is fighting in the bunker, another is trying to take the train depot, and others are off doing who-knows-what. (Hey, we've seen guys camping at the Axis base protecting the gun controls; we're not sure what they're thinking.)
Your first task should be to get to get the train through the track switch, which requires a combined effort, as the Allied spawn point is pretty close by. There are a few things you can do to help: destroy the hilltop MG42 nest with a rocket; use the bunker's MG42 to clear Allied soldiers from the stairs; have another soldier protect the main entrance to the bunker. Everyone else should escort the train; with enough of an escort, you should be able to raise the switch just as the train approaches.
Once you're through the track switch, lower it ASAP. You haven't really achieved anything on this map until you've loaded the ammo onto the tug, so make the train gets to the depot OK. Half the Axis team should stick with the train, and the other half should set out to capture the train depot.
After the ammo is loaded on the tug, it's time to head back. Repeat your initial assault on the track switch -- it will take everything you've got to break through, so don't get sidetracked worrying about anything else. Watch the train and make sure someone is there to raise the switch when it approaches.
Once the train gets back to your yard, you'll need to load the ammo onto a second tug, load it into the railgun, and fire it. If the gun controls are busted, THIS is the time to fix them. Send everyone you have to the controls -- if the Allies have entrenched themselves, there's a tower in front of your base that you can use to snipe at them. Fix the controls, fire the gun and you win!
---Central Europe Campaign---
***Fuel Dump***
The last map in the group is also one of the toughest for the Allies. Set in the snowy mountains, the Allies need to use a tank to blast their way into an Axis camp, and then blow up their fuel depot. Before that, however, the Allies need to build a bridge over a frozen river, which will be heavily defended by the Axis.
Once through the first wall, the Allies assume control of the forward spawn point, and can drive the tank through a series of caves before reaching the Axis base, which is watched over by two MG42s. Once the main entrance is blown up, the tank can be driven around back to open up a second entrance to the base. The fuel depot is located all the way at the rear of the Axis installation, and cannot be accessed until one of two gates is blown up.
+++Allies:+++
This can be a tough map for the Allies. If the Axis are strong, they can set up tons of defenses and rip your team to shreds before you can even get near the bridge construction area. In this case, you'll need some snipers to take out the long-range gunners, and Engineers who can work quickly.
There's a side route where the Allies can build a footbridge. My advice: ignore it. It's no easier to get across than the main bridge, and taking this route will only weaken your main attack.
- Once you've reached the main Axis base, concentrate on keeping the two MG42 nests and the connecting catwalk clear, and you'll save yourself a lot of grief. Drive the tank around to open up the secondary entrance, which does two things: it forces the Axis to concentrate on two different entrances, and the tank's MG42 also has a nice view of the area from here, including rooftops that may have snipers. This is where you'll want to concentrate your assault.
- One underhanded bit of strategy: it's possible for an Engineer and Covert Ops to work together and infiltrate the Axis base without the tank ever reaching the Axis base. Once the side grate is blown open, simply (a) send the two through the side entrance; (b) kill an Axis soldier and have the Covert Ops guy steal his uniform; (c) have the disguised Covert Ops player open the door to the Axis base and let the Engineer inside. If the Axis are totally focused on stopping the tank -- which they usually are early on they may leave their rear base totally unguarded, making it child's play at this point to blow up the fuel depot for an easy win.
+++Axis:+++ It is more than possible for the Axis to defend this map and never let the tank cross the bridge. Build your guard tower, set up a few mobile MG42s, bring in a sniper, and call in constant airstrikes. The tunnel down by the river makes a nice camping spot -- it has a nice view of the bridge construction point.
Once the Allies have reached the front entrance, you have lots of defensive options. The most important is to completely mine the areas in front of the fuel depot, and have at least one soldier and Engineer someone watching over the area at all times. The roof of the Axis base is a good place for this.
The rest of your defenses should be concentrated on the two main entrances. It takes a LONG time for the Allies to make the run from the forward base to yours, so there's no excuse for not having a solid defense. You don't have to run through the caves -- just have soldiers lurking next to the exits.
Whatever you do, don't get caught by the Allies' Covert Ops/Engineer strategy. If someone sets the dynamite at your fuel depot while you're still defending the bridge, do whatever it takes to get back there ASAP -- even if that means sitting on your own grenade and respawning as an Engineer.
That's it! Remember, the best teams are the ones that work together, and you can always check the objectives for each map in the Limbo menu. Work hard enough, and you just might achieve eternal glory!
+++Do I need to own or have RtCW installed to play Enemy Territory?
No, you do not need to own or have Return to Castle Wolfenstein installed in order to play Wolfenstein: Enemy Territory. You will however be required to download the game and meet the following system requirements:
Windows® 98/ME/2000/XP OS (Windows NT 4.0 not recommended for clients) 100% Windows® 98/ME/2000/XP compatible system (including all 32bit drivers) Intel Pentium® III 600Mhz processor or equivalent 128 MB RAM 32 MB 100% fully OpenGL® compliant 3-D video card Microsoft® Direct X® 8.1 or higher (not included) 271 MB total disk space for game files 500 MB free disk space for swap file 100% Microsoft® Windows® compatible keyboard 100% Microsoft® Windows® compatible mouse 100% Microsoft® Windows® compatible sound card For internet play, 100% Windows® 98/ME/2000/XP compatible 56.6k modem or better internet connection. 56.6k modem play is not recommended for games with more than 8 players total; broadband players should be able to handle up to 32 depending on their connection with the server on which they're playing. The following video cards were fully tested with Wolfenstein: Enemy Territory:
+++Where can I find out about classes, weapons, objects and map strategies?
Be sure to read the Player Guide that comes with Wolfenstein: Enemy Territory. You can access the Guide through your Start Menu or find it located in your Wolfenstein Enemy Territory\Docs directory.
+++Why do I get a "Cannot load OpenGL subsystem error" when starting the game?
Your video drivers need to be updated. Download and install the latest driver from your video card manufacturer's website. The most popular ones are nVidia and ATI. Please note that the drivers that came with Windows XP and Win2k do NOT support OpenGL. Replace them with the drivers you download.
+++How can I boost my system performance for Enemy Territory?
Wolfenstein: Enemy Territory allows you to customize your settings so that you can improve the visuals or decrease them. Some of them have a greater impact on performance than others. Below are some settings that will improve your performance, but at the expense of the visuals: Set the system options to 'Fastest' \com_maxfps (set to a high number i.e 400) \cg_atmosphericeffects 0 \cg_wolfparticles 0 \r_fastsky 1 \r_picmip 3 \cg_drawgun 0
From Activision: Problems with choppy gameplay may be the result of not setting your connection speed when you create your profile. The connection defaults to ISDN, which is a rate of 5000. If your rate is set to something not appropriate for your connection, you'll get lag. If you're playing over a LAN or a DSL or cable modem, your rate should be set to 25000. To set your rate, pull down the console (~) and type "/rate (number)" without the quotes. You can also do this by choosing the "Options" button in the main menu, then choosing "System" and checking the connection speed (near the bottom of the screen). Be sure to press Apply.
First be sure that your system meets the minimum system requirements.. Make sure that you have the latest video and sound card drivers available for your hardware from the manufacturer's websites. Close down any other programs you may have running prior to running the game.
If ET locks up shortly after joining a server you can try the following solution:
Before joining a server press the Tilde " ~ " key to bring the console down, then type in the following: /pb_system 1
From the Enemy Territory Main Menu go to "Options", then "Controls", in the "Miscellaneous" section you will see a place to bind a key to "Take Screenshot". You'll find the screenshot files in the Wolfenstein - Enemy Territory\etmain\screenshots\ directory.
+++Why can't I zoom in when using the sniper rifle?
You have to press the "Switch to Alternate" key first to get a zoomed view. To find out which key to press, go to the "Controls" menu where you can also choose to assign a different key if you want. After you press that button in the game, use the mouse wheel to zoom (or the keys listed in the Controls screen).
As a Medic, once you have gained enough Experience you will receive the special ability to give yourself "Adrenaline" shots. In order to use adrenaline you must bring up the syringe (5), then "Switch to Alternate" (bind Switch to Alternate key through the "Controls" menu), and then press your fire key to inject yourself with the adrenaline.
+++I'm connecting to a server and it says I have to install and enable PunkBuster to connect. However, I just installed it! What should I do?
As the message says. You have to install AND enable it. Enable your PunkBuster client by clicking on the Enable PunkBuster button on the in-game browser screen.
+++I have another PunkBuster question/problem. What do I do?
Check the PunkBuster Frequently Asked Questions. Make sure you have the latest PunkBuster files. The easiest way to make sure you are up to date is to download PBWEB. Place the program in your "pb" folder and run it from that location. PBWEB will automatically update your PunkBuster files.
To play a demo (or replays as they are called in ET) you must first record a demo. You may configure a key to record your replays in the "Options - Controls" menu. Once you have recorded your replay you can view it back by going to the "Replays" section off of the Enemy Territory Main Menu. Simply select a demo from the scrolling menu and click on the "View" option to watch your replay.
+++My modem connection is craptastic, and I keep getting 'connection interrupted'. What should I do?
Upgrade to broadband, next question. But seriously, you can get a playable connection using a modem is you do some basic stuff. It may not always work, but often it will. First, set your rate to 3500 to 4000 max. Do this by entering /rate 3500 in the console, or putting seta rate 3500 in your config file. Next, you may need to cap your fps. Some people cap it as low as 25, but that will get you booted from PB servers if the administrator is using the recommended PB cvar settings, so cap it to 43. Do that by typing /com_maxfps “43”, or entering seta com_maxfps “43” in your config. 43 has a double benefit. Not only may it help your connection, but it is also one of the magic numbers that allows you to jump higher due to the way the game engine handles physics, providing of course that your system can maintain 43 fps. Do that by typing /com_maxfps “43” in the console.
The last thing to do is to tweak your modem, and you can find info about it here: The PHHortress and UpsetChaps Gaming Connection Guide.
How many players can I host on my cable/DSL connection?
Most consumer cable/DSL connections are capped at 128kb/s upload. With that little bandwidth you can host for around 2 or 3 people, plus yourself locally.
How much bandwidth is required to host a real server, and what sv_maxrate setting should I use?
Note: The following was taken directly from the PW RtCW FAQ, the same information may not apply to Enemy Territory, stay tuned for more information as things become more clear.
Rule of thumb is to take your upstream bandwidth and divide it by the number of clients you want to serve. That will give you the rough BW required for each client, in bits per second (b/s). Then, just set your sv_maxrate accordingly.
The sv_maxrate represents the bandwidth in bytes per second (B/s), so just divide the bandwidth required (b/s) by 10 to get B/s. Yes, a byte has 8 bits, but just use 10… it’s easier to calculate and it accounts for the header and footer information used in the TCP/IP (and UDP) protocol.
So, if for example you have 500kb/s upstream bandwidth and want to host for 10 people, each client will use 50kb/s, or 50,000. 50,000 divided by 10 is 5000, so 5000 is your sv_maxrate.
Well that's about it for this FAQ. I have covered nearlly everything of the game and put it all togethere in this FAQ. It's not much but i hope you found this FAQ very helpfull or atleast a little.
Good Bye, and see you soon
Info: Name: Don Matta e-mail: West_side_thug_style@hotmail.com ICQ: 305563773