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Retro Game Walkthroughs For
"Return to Castle Wolfenstein: Enemy Territory"
(PC Games)

Retro Game Walkthroughs for Return to Castle Wolfenstein: Enemy Territory (PC Games)
Submitted By: oooooooooo
This walkthrough is my own work. Copyright Machie.
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Carrying on from my previous walkthrough I am going into more detail about the game, focusing mainly on the weapons and more.

***WEAPONS***

Learning the weapons in the game is very important and will give you a great advantage against your enemy. Below is a run down of all the weapons in the game and tips on using each. A reminder that you should always try adn reload your weapon whenever possible, even if you're short one shell, each one will count.

Knife - You won't use it so much but can be very useful. You can damage guns and objects like chairs without wasting ammo, it's also used by medics if a teammate is also dead so they can teamkill the player and then revive him without firing. The best use of the knife is attacking the enemy from behind, especially if they are crouching or lying down. A few stabs will kill the enemy hopefully before they realise you're behind them. And as the knife is silent you won't warn others of your presence.

Pistols - Not such a powerful weapon but can still be very useful when you run out of ammo on your main weapon. Sometimes like with the knife are used as an alternative to destroying objects or for tking and reviving if you're a medic. However when you reach level 4 for light weapon stats, you will have two pistols. This is more damaging and can be just as good as your main weapon. Covert ops have the option of using silencers which will allow them to attack without making too much noise.

Submachine Guns - This is the main weapon of the game. The magazines hold 30 bullets and you should start off with atleast 2 magazines except the medic who starts with 1 so will need more ammo. Both the allies and axis guns sound very different so listen out for the sound of the guns being fired around you. These are the guns that are dropped when you die and can be picked up by anyone else, on either side.

Hand Grenade - A great weapon if used properly. After arming the grenade it will explode after 4 seconds. You can throw this at the enemy or through a door or window and will cause a small explosion. You can even prime the grenade for several seconds before throwing it. This gives the enemy less time to react. Don't waste your grenades and use them if the enemy are group together or hiding behind walls or corners.

Rifles & Grenade launchers - These are used by the engineer and the grenade launcher can be just as good as a Panzerfaust. Load a grenade and fire it into groups of enemy, through windows and doors and is great for quick kills. Apart from some heavy weapons a grenade launcher is a good weapon against a level 4 medic. Whenever you fire the grenade and the enemy is still alive, carry on firing the rifle and hopefully finish off your enemy. When aiming, always fire above your target so if you're aiming for a window aim the crosshair just above the window.

Sten - Used by the covert ops this weapon is very accurate but has a limited firing burst before the gun over heats. Try to avoid prolonged firing and only use if you're fairly use to headshots which would make this weapon extremely deadly. One of the more quieter weapons of the covert op.

Scope Rifle - Used by the covert op, this weapon is great for snipering from a great distance. It's also good if stuck in close combat but you'll need to get some good shots in. When using the scope, aim the crosshair just below your target. Always try and aim for the head and try to fire as many shots as possible.

FG42 - Used by the covert op, this weapon has low accuracy, but can fire a good burst of ammo which will spray into your enemy and so is great for close combat even against some medics. This weapon can also be used for snipering but now as good as the rifle. Use this weapon if you plan to do both close and long distance shooting.

Panzerfaust - Used by the soldier, this is a very powerful rocket launcher that can kill large numbers of grouped enemy or seriosuly damage level 4 medics. However the firing can be slow and it gives off a 'whining' sound just before it fires which gives the enemy a slight chance to react in time before they're hit. Also reloading time is very slow so use it wisely otherwise you may miss and be killed as a sitting target. Best used at a distance and target at areas where enemies are grouped like doorways etc. Try to avoid killing teammates as well.

Flamethrower - Used by the soldier this can be a very good weapon when used correctly. In close range this can cause many problems for the enemy especially in small areas and doorways. You can fire bursts of flames will linger in the air for a second or two and if anyone steps into the flame will receive a fair bit of damage. It can be extremely damaging if a flamer is to charge at a group of enemies and although will likely die, will seriously damage or kill a few of the enemy. Try and use wisely, avoid flaming your teammates and use to keep the enemy away.

Mortar - Used by the soldier and can cause a lot of damage. Find a good place, in good view of field ops so they can continue to give you ammo, perhaps even close to your spawn. Try and fire into areas where the enemy appear most on the command map. If there is a truck, tank or boat that needs moving, then firing a mortar around it can not only damage the vehicle but also kill anyone trying to fix it. You're pretty much a sitting duck and so it's a good idea to have a field op feeding you ammo as often as possible. Good mortars users can cause a lot of trouble and if there is good defence, it can be difficult to stop them.

MG42 - Used by the soldier this weapon can only be used lying down which does leave you open. In close combat the enemy is likely to jump over you or to one side. The advantage of this weapon is that the magazines can hold a great number of shells and just a small burst can kill an enemy quite easily. Try to keep a distance and far eneough to avoid grenades being thrown at you. Use this in doorways or pathways, try to keep moving as it's likely your position will be reported to all the enemy.

Mine - Used by the engineers, these can be a great way to slow down the enemy. Place them in pathways, doorways, stairways, anywhere that the enemy might run through. Unfortunately players with level 4 battle sense will be able to see the mines but if placed well they can still be deterred from proceeding. If there is any grass then try and plant them near there as they could hide the mines even if the enemy has level 4 battle sense. Grouping mines together can kill someone instantly however if they are all spotted and removed with a grenade then it's a complete waste. Try and spread out your mines and not put them in the most predictable of places.

Dynamite - Used by the engineer the dynamite can be used as a weapon. Place and arm them on vehicles or objectives or even pathways and doorways where the enemy might appear. If you are lucky by the time they go off they may take one or more enemies with it. I've seen this used many times.

Satchel - Used by the covert op, this explosive pack can be used for moer than destroying objectives. Placed in doorways or pathways, a covert op can wait for the enemy to run by and detonate the satchel and hopefully kill the enemy or enemies. If an enemey is using a constructed MG or there are a group of enemy nearby, then just run through and throw the satchel and detonate it straight away. If you're lucky you can kill or seriously damage the enemy and if need be, turn around and attack them.

***COLOUR NAMES***

One thing you will notice while playing ET is that there are many players with coloured names. The default colour for names is white however you can change it in your profile settings or by pressing L to go into the Limbo window and selecting your player name. To change the colour you must type in a code starting with ^ followed by a key this could be 0-9 or a-z and other symbols. So for instance if you typed in ^8killer your name will appear as 'killer' but now in orange and not white. You can use as many colours as you want and even choose a different colour for each letter. So this will give you a chance to look different and have a style of your own. Try to avoid colours like black (^0) because this will not show up that well in game.

***HINTS AND TIPS***

Pick up weapons - Whenever you see a team gun lying on the floor, run over to it and pick it up. You will need to get use to doing this so you will never run out of ammo. Also if you are need ammo packs yuo might want to use an enemy weapon. The advantage to this is if you do a suprise attack the enemy won't realise straight away because your weapon doesnt sound like the enemy weapon. They wouldn't expect the team gone firing behind them is being held by the enemy. Also by doing this once you kill the enemy you can steal their gun too.

Headshots - Practice headshots as much as possible, dont just aim anywhere, aim right for the head, you'll do far more damage that way and you'll kill your enemy even faster.

Killing order - If you're defending an objective and you see a covert op and an engineer running towards you, avoid the covert op and just focus on killing the engineer. With the engineer gone the covert op can't complete the objective. Thus making him useless. However if you're not defending an objective and you see a field op with a medic, try and kill the medic first, because if you kill the field op first, the medic will just revive him and they'll both be back to full health and you'll be dead for nothing.

Piggy in the middle - If you're confronted by 2 or more enemies try and hide behind one of them, hopefully the teammate will try and kill you by shooting through his teammate, which happens a lot. Use them as a shield, if they are both on different sides then that's two lots of magazines being fired at you. With a "piggy in the middle" he's likely to die first and so there's a chance you can atleast kill one of them if not both of them in the confusion.
Submitted By: oooooooooo
This walkthrough is my own work. Copyright Machie.
---

Carrying on from my previous walkthrough I am going into more detail about the game, focusing mainly on the maps of the game and more.

**MAPS***

When Enemy Territory was released to the public it came with 6 maps. Almost all of them have been extremely popular, so to start with my guides for all the good maps on Enemy Territory I'll start with the 6 you'll most likely play.

RAIL GUN
** Allies Team - Secure the depo yard as soon as possible and get an engineer to blow and then mine the area around the gun controls and the track switch. Use airsupport and heavy weapons to keep the axis away from the tram. Keep sending the tram back if they get it close to the track switch. Also mine the pathways between the axis spawn and the depo yard and defend it well to stop them gaining a footing. If you do all this you should be able to win the map quite easily.

** Axis Team - Have someone jump on the tram while others secure the depo yard. As soon as the tram reaches the track switch attack as hard as you can with grenades and airsupport to keep the allies back so you can get the tram threw. If the allies are being held back well then don't lower the track switch, if not then lower it to stop them from bringing the tram back. Load the ammo onto the tram and get it back. The depo yard is an important position that you should try and keep. Ignore the CP and only focus on the tram. Try to keep the gun controls working and if you need to, place mines to discourage allied engineers from blowing them.

OASIS
** Allies Team - Build the water pump and the CP and capture the flag as soon as possible. Using the first well will get you close but you must be careful of axis defending the exit or dropping grenades. There's likely to be air support on the two main entrances outside the CP, so get a covert op to smoke the area and allow the allies to run out. Try and spot any mines that have been planted near the flag, the wall and the second well pump. If you are close to the flag, try adn capture it a few seconds before your team spawn as this will allow you to defend it better. Defend the flag until dynamite has been planted and then defend that. Building the second well pump will split the axis into two as they defend the well exit. If the well pump is contructed rather quickly you may be able to get some engineers through the well before the axis notice. Keep both entrances free from axis and spread out over the court and spot any mines around the entrances and the staircases. If dynamite is planted at one of the guns defend it as much as possible. It's always best to blow the north one first as it's more difficult to defend if the south is blown first.

** Axis Team - Defend the flag for as long as possible. Place mines around the spawn, the wall and the pump controls as well as inside the first well. Make sure no allies try to jump over the wall or hide above the respawn. If they manage to capture the flag, keep them away from the wall with mortar and airsupport. To defend the well have heavy weapons such as MG and Panza keeping the allies back. Make sure new mines are palced around the guns to make sure no one has gotten past. There should always be engineers close to the guns should ever mines be spotted or dynamite planted, however medics are needed to keep them alive.

FUEL DUMP
** Allies Team - The best thing you can do at the beginning is getting the bridge built and the tank over it. So you must really help the engineers, this means having medics keep them alive and have covert ops provide smoke cover. Once the tank has blown the grate try and get an engineer and covert op through and to the fuel dump without being spotted. If they do, take care and try and avoid any mines placed. Go up onto the roof and blow the dump and hopefully you'll blow it. If the axis are defending too well then you'll have to focus on getting the tank over the bridge. Once the bridge is built, really push hard to keep it going to blow the door. Once it's gone, rush on to secure the CP and remove any mines that have been set. You can continue to sneak in a covert and engineer or if one or the other gets in, have them wait for reinforcement. If you manage to get both sides of the dump wall blown, focus on the west defenses. You'll need covert ops to blow the defenses and medics to keep healing everyone. Field ops will be very useful in keep the axis on the other side of the dump. Perfor you plant any dynamite make sure there are no axis on the roof and there are no more mines around the objective. Once the dynamite is planted you can throw airsupport or grenades or even smoke to confuse and deter axis from defusing it. If you can plant as many dynamites as you can, this will makes things even more confusing for the axis, especially if they don't know which one was planted first.

** Axis Team - Build the defences as soon as possible and leave mines in dump just incase any engieners and covert ops sneak in. Use heavy weapons such as panza and mortar to stop the tank and keep the axis from building the bridge. Air support will work really well so will snipers who can take out anyone running to fix the tank or bridge. Keep the allies from destroying the door. If they managed to get the tank over the bridge place mines around the tank so should it ever be fixed it'll just blow up again. Covert ops should stay near the rope bridge and destroy it whenever it's built. When the allies blow the main door and the axis are sent back to the dump, try and keep the tank back for as long as possible from blowing the dump gate. When they finally do you will have to defend even more and make sure to stop any allies especially covert ops and engineers from running in. Keep engineers close by and rebuild the defenses if they're blown. Having axis on the roof of the building will help should any allies try to sneak through the roof.

GOLD RUSH
** Allies Team - Get the tank fixed as soon as possible, try and ignore all the barriers except the first tank barrier, which you should try and keep from being constructed. Going through the main door is always expected so go around either through the CP entrance or all the way around. Most times they don't expect anyone to attack from the back entrance and so have their back to you. Try and kill a few before running to fix the tank. As soon as the tank is fixed, push forward to make sure the tank barriers arent built, then secure the two truck barriers and destroy them if they've been built. It's important to keep the tank moving until it blows the bank doors open. Use covert ops to smoke the bank and heavy weapons to clear any axis inside, if you can't throw primed grenades to lower the number and then charge in. Your chances of getting the gold and running to the track with it, will increase if you're a medic, so if you're an engineer switch as until you have the gold you arent much use. Get the gold and fix the truck straight away and keep it moving until you escape with it.

** Axis Team - Keep the allies away from the tank, make sure you cover all 3 entrances and place mines all around the tank. Use airsupport in areas where allies are appearing most. Have an engineer go down and build all the barriers even the truck barriers, to encourage allied engineers to go after them instead of the tank. When the allies have fixed the tank used heavy weapons and airsupport and keep them from blowing the first tank barrier. If they manage to get the bank doors open make sure there are mines in place around the truck and have several people placed around the bank, at the front, inside and at the bank. Allies will be coming in all directions including through axis spawn so hold on for as long as possible. An MG or a flamethrower would be useful in the bank. Medics and field ops should keep going into the bank to ensure those defending have full health and more than enough ammo.

RADAR
** Allies Team - Capturing the flag is important but if you can get an engineer round to the side entrance or main entrance to plant dynamite straight away this will give you an advantage. Build the CP as soon as possible and select it as your spawn point. The East radar is the easier of the two to collect as you have a good way to escape with it without running into an axis. Run all the way around if you have to just so you can secure it. The West radar is more difficult and it might be best to get it with a medic who can run and heal himself at the same time. Being a covert op can help a lot on this map and so try and take out as many axis as possible.

** Axis Team - Defend the flag and the two entrances as much as possible. Make sure an engineer falls back and builds the CP and plants a few mines around the radars and infront of the entrances. If you lose the flag then use air support or mortar to keep them from blowing the main entrance and have teammates above the side entrance. If they still manage to get through both and build a CP, then have a covert op try his best to destroy it and stop the allies from spawning there. Have some axis spawn at the main building and the rest at the forward hut. Keep using airsupport on the main entrance to discourage them coming in and always stay close to the radars. If they manage to steal one of the radars, try and cut them off or head straight to the truck and stop them from securing it.

BATTERY
** Allies Team - There are several ways to win this map, steal an enemy uniform with a covert op and get him to open the backdoor for the engineers to blow up the gun controls or push forward up the ramp and through to the gun controls. The first can be done more easily if the axis aren't defending the back so well. Have covert ops sniping from a distance and providing smoke cover for engineers to build the ramp. Try and build the ramp as fast as possible and keep enemy covert ops away so they can't blow it. If you manage to get up the ramp and you're an engineer but the ramp has been destroyed. Don't try and steal the flag in the forward bunker as you might be able to sneak in without the enemy noticing and blow the controls. Try and secure the back door at the start of the map and try and get a covert in uniform but try not to leave the front completely as if the back is well defended then you'll have no choice but to attack from the front.

** Axis Team - Defending the back door is important, however it's probably best you don't go outside so stay inside the building. Try and keep atleast one person no guard to make sure that no one sneaks in using a uniform. If the allies do, then the person should warn the rest of the team. At the front just bomb the beach with airsupport, grenades and heavy weapons like Panza and Mortar which can make it difficult for them. Always have atleast one covert op near the ramp ready to blow it. If the allies manage to get through and plant dynamite, kill youdelf and respawn in the building as an engineer and try and defuse it as soon as possible.

***HINTS AND TIPS***

Remove mines - Whenever you spot mines or you see spotted mines try and remove them as soon as possible. If you're an engineer and you have time - disarm them, if not then use a grenade. This will stop any of your teammates from running into them which can happen. Also to make sure none of your team mines have been spotted (which is a bad thing) throw a grenade into them. If they explode then they have been spotted, if not then they wont. Replant any mines that have exploded.

Exploding bodies - If you die landing on a mine and you're not dead yet dont tap out especially if there are enemy nearby. If they run close enough and you tap out, the mine will explode and kill the enemy.

Always gib - One thing that people always forget is to gib the enemy. If you do then not only will this give you their weapon but you will also stop an enemy medic reviving them. So always try and gib witha knife and if you dont have time, shoot them.

Pretend to retreat - This technique has worked for me many times, if you are near a corner, fall back and reload if you can. The enemy will think you're close to death and will chase after you. However if you double back and charge back round the corner at them, you'll catch them off guard and you'll have a higher chance of taking them down.

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