Return To Castle Wolfenstein:
Made By: Don Matta
+ Get Started NOW !
+ Map Tactics
+ Frequently Asked Questions
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
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. :)
Part Two: Get Started NOW !
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
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
Ping, Applied Filters and Favorites by clicking on each column heading.
Enable PunkBuster (anti-cheat software), select the server of your choice and
click "Join Server". You're off to the races!
Through this menu you may choose to run either a "Listen Server" or a "Dedicated
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.
This is where you will play back any "demos" or "replays" which you have
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.
Through this menu you are able to set up and configure the game,
your view, controls and system settings.
Add and delete game profiles. This is where you can set up multiple
gaming handles if more than one player uses your computer.
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
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.
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:
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.
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.
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
***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
Part Three: The Weapons!
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?
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!
All players in Enemy Territory are equipped with one standard issue WW2 army
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.
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
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
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.
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.
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
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
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
per bullet. Again; crouching, bursting and headshots are the key to success.
***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
"a rifle grenade", on the muzzle of the gun and lob it over a great distance for
hefty impact damage. This requires some practice though but with a good aim this
nasty instant kill feature that should be looked out for. Tip: the rifle
need to travel some distance to blow up on impact, so it's not the best choice
close combat since they can be easily dodged before they detonate. Think of this
Part Four: The classes
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.
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.
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
distance on the command map. The mortar begins with 12 shots, and each drains
a full power bar.
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
allowing your team to advance before reinforcements can arrive. At middle ranges
actually fairly affective against lone soldiers, due to the sheer speed of the
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.
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
The most important thing to remember is that the flamethrower is a short-ranged
suitable for ambushes because your victim will be blinded by the flames and
unable to retaliate before they're dead. The flames burn for a few more moments
hit someone, and do an additional 25 damage or thereabouts. The flamethrower is
with short passages and blind corners where you can get the first shot on people
they run by; even a short burst can kill someone at full health. It can also be
offensively, but there are a few things you can't forget. First, your speed is
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
teammates and lose friends. Furthermore, even though tight quarters are your
careful about firing at walls. The flames will rebound, and you aren't immune to
yourself on fire. Finally, forget about using the flamethrower on large outdoor
maps - it
just isn't up to par.
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
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
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
outside of a heavily trafficked area and "defend" it against the people that
be there keeping you out. A well-placed soldier using the MG42 can pin down a
of the map by themselves for some time, and with good support from field ops and
there's little they can't survive.
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
(if you want to read the entire thing, check the Wolfenstein: Enemy Territory
group in the start menu)
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
***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:***
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.
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
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
mention - it gives you 10 seconds of adrenaline, during which your stamina bar
not decrease and you take only half damage from all attacks. Obviously, being
run into and out of heavily defended positions can be incredibly useful at the
times. Battle sense and light weapons are the other areas medics are likely to
in, and all of the light weapon abilities are useful... especially the extra
at level 1. Battle sense gives great benefits at level 2 by recharging your
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
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:***
Medics receive an extra ammunition clip and grenade with their
basic weapon load-out.
***First Aid Level 2:***
2 syringes extra max ammo, 2 extra on spawn
plus Medic pack only takes 15% Power Bar instead of 25%
***First Aid Level 3:***
Syringes now return fallen team-mates to
***First Aid Level 4:***
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.
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
the aid of an engineer - on every other map, each team needs at least one to
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
or (ideally) go prone. For the middle ranges, the pistol is probably a better
However, if you want access to the rifle grenades you will, of course, need to
rifle. The rifle grenades are nearly equal to the Panzerfaust in destructive
in the hands of a practiced user, and the ability to lob grenades over 100 yards
pinpoint accuracy can consistantly result in one-hit kills. Level 1 engineering
access to 8 of them, which should keep you in explosives for a long time. Just
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
of your power bar, so keep a close eye on it when charging a demolition point.
is it possible to drain all of your power and be forced to rely on the rifle
but that's the same power bar you use to plant dynamite or lay land mines.
want to have to camp a heavily-guarded objective by yourself for 20 seconds with
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
going to be planting dynamite very often, and the ten bullets you get is enough
take out any attacker at close range. For the Allies it's a harder question. The
grenades ARE excellent for clearing out clusters of Axis defenders, but the
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
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
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
In "multi-goal" maps such as Wьrtzburg Radar that require either building or
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
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
Keep a careful eye on the death messages if you do this, and run back to check
mines. Don't use the exact same places, though... shuffle them around a few feet
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
masse. With a good medic at your side you're far more likely to survive and
your goals, and that's what the game is all about. Stay out of the first wave,
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
possible. With a little luck the defenders will all be on the front lines, and
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
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
You'll defuse the landmine, gain some XP, and be on your way. If you can achieve
engineering you'll have even less to fear, because you'll be issued a flak
protects against half the damage from all explosions.
Here's the lowdown on the Engineering skill,
This is an Engineer-specific skill that rewards players for
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
like repairing a tank and up to 10XP for destroying an Objective. Engineers also
for a Rifle Grenade kill, 4XP for a Land Mine or Dynamite kill, 4XP for defusing
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:***
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.
That's right you're now the man! The only class that can not only call in air
artillery strikes with your trusty smoke canister and binoculars, but you're a
ammo cache to boot! You'll be carrying a standard weapons loadout of a knife, a
(single handed weapon) and a sub machine gun (two handed weapon) into battle,
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
normal circumstances is with someone who is going to be doing little else than
decimate as much of the enemy forces as possible, the Soldier Class. The Soldier
heavy weapons expert and packs the biggest punch, so naturally he'll be chewing
faster than any other class. Either in a support postion of defense or helping
way on the attack, a Field Ops is a vital part of keeping the big guns booming
Now let's talk a bit about the pros and cons of calling in strikes. Since the
Strike is ordered with the binoculars as opposed to the Air Strike, which
throwing of a smoke canister to mark the strike location, the Artillery Strike
more of a long distance weapon. Both strikes must be used outdoors only as a
long distance gun battery could not possibly get their shots indoors, and
Enemy Territory are indestructable. Having to take the fight indoors basically
Field Ops options in half, leaving him a lightly armed ammo supply. This class
still be teamed up with a Soldier to keep them happily mowing down enemies both
In general, with the ability to call in major, damaging strikes that can destroy
or groups of enemies, the Field Ops is best used outdoors. Both Air and
require a full power bar to be executed, so you must make your shots count. As
in rank, the Field Ops specific skill, "Signals", will allow you to progressivly
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
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
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
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
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:***
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:***
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.
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
With the standard loadout, the Covert Ops would be little more than a glorified
except for his special abilities that take the class to a new level that becomes
valuable to a team with proper use. You've also been given the ability to take
up a notch or two, offering access to bases that normally your team could not
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
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
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:
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:***
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:***
Your expertise with the knife allows you an
instant kill with any backstab
Part Five: Map Tactics
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---
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.
will need to arm dynamite on each gun, and protect it for 30 seconds until it
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,
you don't want to find yourself making time-consuming runs from your initial
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
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
instead, there's a ladder underneath a mounted MG42 in the yard that leads to
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
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---
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.
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
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
without having to retake the beachhead.
The more stealthy approach is to use the alternate spawn point and send in a
class in the back door. First, you'll need to steal an enemy uniform and
make it to the back door -- no simple task if any Axis are paying attention at
bunker. Once inside, you can blow up the generator with a satchel charge. You
up the cannon with your satchel, but you can guard the generator in case an Axis
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
just watch out for the mounted MG42 near the entrance. Have a Medic nearby to
fallen teammates, and you should you should be able to sneak in an Engineer
a lull in the fighting.
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
from building the access ramp as long as possible. Using air support, mortars
mounted guns, it's possible to hold off the Allies for the entire match; the
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
Ops sneak in the back. If you get killed on the beachhead, it should be at the
top where players won't have time to steal your uniform. And there's absolutely
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
chokepoint, watched over by the MG42. Have Medics nearby to keep your guards
and you should be able to keep the Allies out for a while. You'll also want to
least a few soldiers near the gun controls, in case someone gets close enough to
---North Africa Campaign---
Maybe the best map of the group, "Gold Rush" is a tense affair set in the narrow
of a North Africa village. The Allies need to first commandeer a tank and drive
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
repairs before either can continue moving. The courtyard where the truck is
to be right outside an Axis spawn point, so the task of getting the gold out to
and driving off to victory is no mean feat.
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
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
your own to soften Axis defenses, and then rush your Engineers in to fix the
and get it moving ... which will claim that spawn point for the Allies. If it
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
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
Breaking into the bank in 10 minutes is a good sign; 15 means you're in for a
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
and getting in and out with the gold will not be easy. Take control of the MG42
the courtyard to take care of any Axis that may wander out, and then send in a
soldiers to fight for the bank. A Panzerfaust blast and a few grenades may
up enough to steal a crate, and having a medic or two nearby isn't a bad idea,
When you've secured both crates on the truck, send in an Engineer to repair it
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
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
for as long as possible. As long as everyone stays in the tank area, you should
able to keep Engineers at bay for a while. Call in airstrikes, build your
and hold your position for as long as you can.
One exception: one Engineer should build the two tank barricades ASAP; the first
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.
MG42s overlooking the area, and mining both barricades will slow the Allies
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
the Axis need to OWN this area, especially right behind the tank. Protect this
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
get to the rear entrance ASAP, and once the bank is open, the entire Axis team
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
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---
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
made easier once the Allies have claimed a forward bunker. There's also a side
to the east with a command post that can be blown open by an Engineer, which
slightly sneakier approach.
Once a circuit board has been taken, the Allies need to secure it to a truck
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
First things first: take the forward bunker immediately. You'll need all the
got to retrieve both sets of radar parts, so don't waste time fighting over the
take it forcefully and decisively.
The only exception: you might want to send one or two Engineers to the side
so they can blow up the door before any Axis arrive there. If you time things
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
at least one mobile MG42, and continued airstrikes should help keep things
Your first objective is to hold the forward base, including the junction outside
leads to the side base. Holding this area can keep the Allies off balance
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
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
maintain your defensive positions. There are only two ways in and out of the
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
to secure the part to the truck.
---Central Europe Campaign---
Another excellent map, "Rail Gun" is set in a snowy train yard, and the only map
the group that casts the Axis in an offensive role. Arranged in a triangular
with a bunker in the center, the Axis must guide a train along a track to a
load it with ammo, guide it back to their starting point, and then load the ammo
a massive railgun and fire it.
Like the tank from "Gold Rush," the train will move on its own once a player
inside it ... except it will change directions depending on what team the player
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
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
by either team, and the central bunker contains health kits, ammo, and a command
At the start, it's all about the track switch. Build the MG42 nest ASAP and
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
but you need to OWN the train depot. Your entire team should immediately
the train depot and take the spawn point; from here, you can respawn right in
of the train and set up another solid defense. There's an MG42 nest to cover the
paths from the north, and planting mines will also help. there's also a catwalk
southeast that can be used to ambush Axis that may try to go through the bunker
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
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
firing the rail gun. It's not easy, but if you can get your entire team to the
gun, you may be able to delay things for a few minutes until time runs out.
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
core spawn point.
As in "Gold Rush," it's essential that you move as a team and focus on one
at a time; it will be very hard for your team to get the train around the track
group is fighting in the bunker, another is trying to take the train depot, and
are off doing who-knows-what. (Hey, we've seen guys camping at the Axis base
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,
requires a combined effort, as the Allied spawn point is pretty close by. There
a few things you can do to help: destroy the hilltop MG42 nest with a rocket;
bunker's MG42 to clear Allied soldiers from the stairs; have another soldier
the main entrance to the bunker. Everyone else should escort the train; with
of an escort, you should be able to raise the switch just as the train
Once you're through the track switch, lower it ASAP. You haven't really achieved
on this map until you've loaded the ammo onto the tug, so make the train gets to
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
so don't get sidetracked worrying about anything else. Watch the train and make
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
load it into the railgun, and fire it. If the gun controls are busted, THIS is
to fix them. Send everyone you have to the controls -- if the Allies have
themselves, there's a tower in front of your base that you can use to snipe at
Fix the controls, fire the gun and you win!
---Central Europe Campaign---
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.
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's no easier to get across than the main bridge, and taking this route will
weaken your main attack.
- Once you've reached the main Axis base, concentrate on keeping the two MG42
and the connecting catwalk clear, and you'll save yourself a lot of grief. Drive
tank around to open up the secondary entrance, which does two things: it forces
Axis to concentrate on two different entrances, and the tank's MG42 also has a
view of the area from here, including rooftops that may have snipers. This is
you'll want to concentrate your assault.
- One underhanded bit of strategy: it's possible for an Engineer and Covert Ops
together and infiltrate the Axis base without the tank ever reaching the Axis
the side grate is blown open, simply (a) send the two through the side entrance;
an Axis soldier and have the Covert Ops guy steal his uniform; (c) have the
Covert Ops player open the door to the Axis base and let the Engineer inside. If
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.
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
The most important is to completely mine the areas in front of the fuel depot,
at least one soldier and Engineer someone watching over the area at all times.
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
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
and you just might achieve eternal glory!
Part Six: Frequently Asked Questions
+++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
8 players total; broadband players should be able to handle up to 32 depending
their connection with the server on which they're playing.
The following video cards were fully tested with Wolfenstein: Enemy Territory:
GeForce 4 Ti 4600
GeForce 4 MX
GeForce 2 Ultra
GeForce 2 MX
Radeon 9700 Pro/128
+++Is it true that Wolfenstein: Enemy Territory is a FREE game?
YES! It's true! Wolfenstein: Enemy Territory is a free game. Thank you Splash
id Software and Activision!
+++Are there be bots for Enemy Territory?
Sorry, there are NO bots for 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
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)
+++I'm LAGGING in ET, how can I get rid of it?
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
Be sure to press Apply.
+++Enemy Territory crashes or freezes!
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
Before joining a server press the Tilde " ~ " key to bring the console down,
then type in the
following: /pb_system 1
+++How do I take a screenshot?
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
+++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
+++Medic: How do I use 'adrenaline'?
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
through the "Controls" menu), and then press your fire key to inject yourself
+++There aren't any servers listed in the in-game browser!
Make sure you have your "Source" set to "Internet"
(upper left hand corner of the in-game browser).
+++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
+++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.
will automatically update your PunkBuster files.
+++How do I play a demo or a "replay"?
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
What should I do?
Upgrade to broadband, next question. But seriously, you can get a playable
using a modem is you do some basic stuff. It may not always work, but often it
First, set your rate to 3500 to 4000 max. Do this by entering /rate 3500 in the
or putting seta rate 3500 in your config file. Next, you may need to cap your
Some people cap it as low as 25, but that will get you booted from PB servers if
administrator is using the recommended PB cvar settings, so cap it to 43. Do
typing /com_maxfps “43”, or entering seta com_maxfps “43” in your config. 43 has
double benefit. Not only may it help your connection, but it is also one of the
numbers that allows you to jump higher due to the way the game engine handles
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
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
Rule of thumb is to take your upstream bandwidth and divide it by the number of
you want to serve. That will give you the rough BW required for each client, in
second (b/s). Then, just set your sv_maxrate accordingly.
The sv_maxrate represents the bandwidth in bytes per second (B/s), so just
the bandwidth required (b/s) by 10 to get B/s. Yes, a byte has 8 bits, but just
it’s easier to calculate and it accounts for the header and footer information
the TCP/IP (and UDP) protocol.
So, if for example you have 500kb/s upstream bandwidth and want to host for 10
each client will use 50kb/s, or 50,000. 50,000 divided by 10 is 5000, so 5000 is
Part Seven: Ending
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
Name: Don Matta