ARMX ET BIBLE v0.49 Written by ARMX-MAVERICK e-mail suggestions, comments and ET strategys to: etbible@ozforces.com.au If your strategy is used in this FAQ you and your clan if you have one will be given full credit. The newest version of this FAQ can always be obtained from GameFAQs.com or the ARMX Clan website ARMX Clan Website: http://www.armx-clan.com GameFAQs.com Website http://www.gamefaqs.com 1. Foreword 2. General Tips 3. Reader Tips 4. Classes -Soldier -Medic -Field Ops -Covert Ops -Engineer 5. Weapons -Knife -Luger 9mm and Colt .45 / Silenced Luger 9mm and Colt .45 -MP40 and Thompson sub machine guns -K43 and M1 Garand with grenade launchers -K43 Sniper Rifle & Garand Sniper Rifle -Sten -FG42 Paratrooper Rifle -Panzerfaust -Machine Guns -Mobile MG 42 -Emplaced MG 42 -Tank MG -Flamethrower -Mortar 6. Maps -Battery -Axis Stage 1 west bunker intact -Axis Stage 2 west bunker captured -Allies Stage 1 west bunker intact -Allies Stage 2 west bunker captured -Siwa Oasis -Axis Stage 1 Old city spawn axis -Axis Stage 1a Old city spawn allies -Axis Stage 2 Old city wall breached -Allies Stage 1 Old city spawn axis -Allies Stage 1a Old city spawn allies -Allies Stage 2 Old city wall breached -Gold Rush -Axis Stage 1 Tank not stolen -Axis Stage 2 Tank stolen -Axis Stage 3 Bank doors open -Axis Stage 4 Truck stolen -Allies Stage 1 Tank not stolen -Allies Stage 2 Tank stolen -Allies Stage 3 Bank doors open -Allies Stage 4 Truck stolen -Wurzburg Radar -Axis Stage 1 all ent intact -Axis Stage 1a side ent des -Axis Stage 1b main ent des -Axis Stage 2 both ent des -Allies Stage 1 all ent intact -Allies Stage 1a side ent des -Allies Stage 1b main ent des -Allies Stage 2 both ent des -Fuel Dump -Axis Stage 1 Tank not over bridge -Axis Stage 1a Tank over bridge, tunnel doors intact -Axis Stage 2 Tunnel doors breached -Axis Stage 3 Fuel Depo breached -Allies Stage 1 Tank not over bridge -Allies Stage 1a Tank over bridge, tunnel doors intact -Allies Stage 2 tunnel doors breached -Allies Stage 3 Fuel Depo Breached -Rail Gun -Axis Stage 1 Tug on way to depo -Axis Stage 2 Tug coming back from depo -Axis Stage 3 Ammo on second tug -Allies Stage 1 Tug on way to depo -Allies Stage 2 Tug coming back from depo -Allies Stage 3 Ammo on second tug 7. Useful Console Commands 8. Web Links 9. Version Info 10. Contact Info 11. Copyright Notice 1. FOREWORD Enemy Territory started life as an expansion pack for Return to Castle Wolfenstein, however while the single player part of the pack was never finished, the multiplayer part made by Splash Damage was finished. In what appears to be a crazy move (considering the quality of this title) Activision and id decided in their infinite wisdom to release the multiplayer part as a free download. The rest as they say is history. What makes ET different from the slew of other FPS out there? In one word: Experience (XP). As you play and use your skills, you will be rewarded with bonus skills and upgrades to your skills. This can and will give you an edge on your opponents, unless of course, they have the higher XP. You will also receive ranks based on your current XP. ->more to come. Maybe. A lot of the stuff in this FAQ may seem obvious, but Einstein once said there are only two things that are infinite... The universe and human stupidity.... and after playing ET and seeing how some people play I would have to agree. To veiw this document in notepad make sure word wrap is on. 2. GENERAL TIPS Here are a few tips to help your game: - RTFM!!!! (Read the manual) - Keep moving - Lead your target if it is moving, this especially applies to 56k users - If your team is missing a class fill it, you will gain xp faster as the only type of that class, plus you will help your team out, though you can do without a cov ops on some maps. - Make sure you use all off your chosen class's abilities. For example medics should heal and revive team mates, covert ops should steal uniforms and scout for mines, field ops should call artillery on chokepoints and tanks, airstrike clusters of enemy, as well as giving their team ammo. - Take the time to learn the layout of the maps - Listen to voice communications in the game. It can give you valuble clues as to what the enemy is doing. For example if on the battery level as the axis you hear "generator destroyed" you can generally assume at least a covert ops has infiltrated your base . If you hear "Dynomite Planted!" and it says the generator you can assume you have an engineer running loose in your base. Almost all of the audio messages are clues you can take adavantage of. - Always keep your ammo clip full by reloading after a firefight. There is nothing worse than having to reload halfway through a fight. - Use the numbers to switch weapons/equipment not the mousewheel. - If your powerbar is empty and you near spawn and spawn time is 10 seconds or so away, use /kill to kill yourself and when you respawn you will have a full powerbar. This does not work on some etpro or shrubet servers 3. READER TIPS Though I will make every effort to post your tip as you send it to me, in the interest of comprehensability (did I just make up a new word?? :D) I may edit or rephrase or retype your tip. Submitted By - [SPETSNAZ II] http://spetsnazklan.moonfruit.com - If your chosen weapon runs out of ammo you can pick up any of the weapons (default key "f") on the ground that your class can normally spawn with, including those of the opposite team. Using the above technique you can swap weapons back and forth as long as you do it within 30 seconds. E.G spawn as a soldier with flamethrower go to camping spot, kill yourself, respawn with panzer and run there real quick and swap to the flamethrower then when u want the panzer just swap back to the panzer. This enables you to have two weapons at once basically, and can be used for any class, eg cov ops with sten and garand etc. 4. CLASSES Soldier Your basic grunt, the Soldier is the class able to pick from the greatest range of weaponry, however he has no additional special abilities as do the other classes. One thing worth mentioning about the soldier is that when he gets lvl 4 heavy weapons he is able to replace his pistol with a SMG if you choose to. This means you can have a panzerfaust and a sub machine gun for example. - Soldiers can choose from the mp40 for axis or the Thompson for allies. Shared weapons are the Panzerfaust, Mortar, Flamethrower and Mobile MG42 - Never Spawn as a soldier with an SMG. If you want a SMG you can better serve your team as a medic or field ops. - If you spawn with any weapon other than the SMG your speed will be slowed while walking. To walk at normal speed simply take out your pistol, grenades or knife. - Unless you know how to use a mortar dont bother picking one, a panzerfaust will do you much better - If you do take a mortar, and know how to use it, the command map can be useful for targeting, and will be all the more useful if you have covert ops on your team, as you can see enemy locations on this map, and adjust your mortar accordingly. - If your chosen weapon runs out of ammo you can pick up any of the weapons (default key "f") on the ground that a soldier can normally spawn with, including those of the opposite team. This go's for any of the classes, but you can only pick up weapon types that your class can normally spawn with. - (READER TIP - [SPETSNAZ II]) Using the above technique you can swap weapons back and forth as long as you do it within 30 seconds. E.G spawn as a soldier with flamethrower go to camping spot, kill yourself, respawn with panzer and run there real quick and swap to the flamethrower then when u want the panzer just swap back to the panzer. Medic A versatile class, the medic is the backbone of any team. Possessing the power to revive fallen team mates and heal squad members, the medic spawns with the least ammo of any of the classes, starting with 30 rounds (1 clip) and 1 grenade. This improves when you attain level 1 light weapons or lvl 1 medic which grants you an additional clip and 1 more grenade. Perks of being a medic include the ability to heal yourself. Medics naturally regenerate health at 4 HP per second, and can also use their health packs to heal themselves. Medics also can attain the highest HP of any class with 160 HP. The other thing worth mentioning is the lvl 4 medic abilty " Adrenaline Self". When this is used the player is given unlimited stamina and will take only half damage from all attacks, at the cost of the players entire power bar. - Medics can only spawn with the mp40 for the axis or the Thompson for the allies - When a player is under half health it is often better to kill them and revive them, then use your health packs on them, as you can get two people up to full health as a starting medic with this method, and when you get full revive it lets you save your power bar for adrenaline self. - Remember to revive your team mates. IF some one calls for a medic you can press "g" to see on the command map where they called from, indicated by a small red cross symbol. - If you can see someone that needs reviving a syringe icon will appear above their heads. - When you start as a medic try and get at least one clip of ammo before heading into battle. Often picking up dropped weapons is a good source of ammo. Field Ops Vital For any team is the field ops, who is the teams munitions expert. The field ops has the ability to throw out ammo packs, which is handy for beginner medics especially, but is generally useful for the whole team. If there is no one around, throw your ammo packs on the paths leading out from your spawn where your team mates can pick them up without going out of their way. Feild ops can also call in artillery. To do this press B to whip out your binoculars, then simply press your primary fire key at the center of the area you want to call artillery onto. Bear in mind that artillery takes a while to start up, but theres no indication its coming, and once it starts it last for a while (even longer with lvl 3 field ops). It is great for stopping the tank if you are axis, and a well placed artillery barrage can stop your oppenents dead in their tracks. Another field op abilty is the calling of airstrikes. To do this pull out your airstrike canister and proceed to let her rip. Airstrikes will arrive almost instantly, but your cannister will emit a large plume of brightly coloured smoke which will almost certainly get everybody nearby to run like buggary, which while sometimes making it hard to kill people with it, makes it very useful for clearing out clusters of the enemy. Indoors the airstrike cannister can be used as an impromptu smoke grenade. - Field ops can only spawn with the mp40 for the axis or the Thompson for the allies - Artillery is best called on "chokepoints" or places where the enemy must pass to complete their objective, for example on the gold rush level constant artillery around the tank and tank barriers can make it amost impossible for the allies to finish their mission. - Dont call artillery where your team mates frequently pass through or if you do at least tell them. - Be carefull where you throw airstrikes. If you throw it under any object, the pilot will abort the fire mission. The same applies if you throw it in front of the tank, then the tank rolls over it. Try instead to throw it to the side of the tank, behind it, or directly on top. - Conversly if you are the receiving end of an airstrike, there are two things you can do. A) You can run like hell. B) You can die :) Covert Ops Covert Ops come in two flavours, these are the spy/infiltrator and the sniper. The spy will steal enemy uniforms at any chance and try to infiltrate enemy lines to cause as much chaos as possible behind them. The sniper will hang back and snipe the enemy from a nice distance. Sometimes they will be a mix of the two depending on how the game is going. As mentioned earlier covert ops have a special ability to steal uniforms of dead enemy soldiers, which makes him appear to be that soldier to the opposite team. This allows him to open enemy team doors, and allows him to get behind the enemy defence and wreak general havoc. If do anything while in uniform to hamper the enemys efforts, and one of them sees you, you will lose your uniform, also level 4 field ops will be able to spot you straight away due to their enemy recognition skill. The covert ops also has the satchel charge which is a remotely activated bomb, and can be used to destroy the smaller destructibles like mg nests,command posts and the assault ramp on the battery level. It can also be used to set traps amongst other things, for example place a charge on the train in the rail gun level, then when the train starts moving, activate it and you should kill whoevers inside. With a little imagination the satchel charge can be used for many things, and any covert op should practice messing around with the stachel charge. An ablity to spot landmines for his team can make missions much easier for all involved. To do this take out your binoculars and scan where you think mines may be. If one is nearby a landmine icon will appear in your binoculars. Keep them on that spot for about 5 seconds and the landmine flag will appear, and your team will be notified that you have spotted a landmine. The last thing to mention for the covert ops is the smoke grenade. It can be used to provide cover for your team, or if you have stolen a uniform you can place a smoke cannister there so enemy soldiers will not spot that the guys pants are missing. A grenade will also do the same thing by gibbing the corpse. - Both axis and allied covert ops can spawn with the Sten or the FG42 (A Sniper and SMG combo). Side specific weapons are the K43 Sniper Rifle for axis and the M1 Garand Sniper Rifle for allies. - Your team may shoot you if you are in disguise. Get over it! - Any Enemies that you can see, your team mates will be able to see on the command map. This can be useful for directing mortar fire, as well as giving everyone in the team an idea where the enemy is located. Engineer The engineer is possibly the most important member of the team. He will be vital to any plans your team may have with his ability to contruct objects, plant, and defuse dynomite. The objects the engineer can construct are mg nests and towers, bridges, assault ramps, command posts, generators, water pumps, rail gun firing controls and tank and truck barriers. What can be built by an engineer can also be destroyed by opposing engineers dynomite. Engineers can also repair things such as broken mgs, the truck and the tanks that are scattered through the various levels. On offense the abilty to plant dynomite is normally critical to your teams success. A lot of map obejectives involve planting dynomite, for example fuel dump and siwa oasis both need engineers to plant dynomite (and have it go off) to finish the level. The engineer will also have to use the dynomite to blow up obstacles blocking his teams progress. These include the old city wall, tank and truck barriers and the side and main entrances on the radar map. Occasionally defending engineers will need to use dynomite to slow the enemys progress, such as the bridge on the fuel dump level. Engineers can also defuse dynomite, and as it takes 30 seconds to go off there is a good chance that an enemy engineer will be able to defuse it, so gaurding your dyno is generally a good idea, but beware of the enemy rushing to that spot. The engineer can also plant landmines which are very useful for the team. I will cover landmines in more detail in each of the maps, giving ideas of where to plant for each side and so on, however if you feel like experimenting, any area where enemy traffic is high is a good spot. While you are planting mines (and dynomite) you are a vulnerable target, so be careful. - Axis Engineers can spawn with the mp40 or the K43 with grenade launcher attachment. Allies get either the Thompson or M1 Garand with grenade launcher attachment - Note that grenades your grenade launcher uses are not the same as the ones you throw. _ Both landmines and dynomite require you to "build" or arm them after you put them down. This involves taking out your pliers and using them on the mine or dyno. A small bar appears with either "Arming Landmine" or "Arming Dynomite" and when this bar is full the mine or dyno is ready for use. - Defusing landmines and dynomite is much the same as arming them. Take out your pliers point them at the dyno or mine, and use them. A small bar appears and when this is full the mine or dyno is defused. 5. WEAPONS Knife The last resort weapon for most classes, the knife can also be used for sneak attacks from behind or to humiliate your opponents if you are feeling cheeky. The knife always does more damage from behind, bear this in mind if you use it. Covert Ops at lvl 4 gain the Backstab ability which allows an instant kill with the knife from behind, extremely useful for a coverts ops in the spy role. Luger 9mm and Colt .45 / Silenced Luger 9mm and Colt .45 The pistol is the backup weapon for all classes. There is not much to distinguish between the two pistols of each side, they look different but thats about it. The silence pistols are only available to the covert ops class, and the silencers can be taken off and put back on with alt fire. The pistol is very accurate, but slow firing (relatively), and if you have a SMG you would be better off using that. At lvl 4 light weapons you get akimbo pistols (dual weild pistols) which make your pistols much more lethal. Plus they look cool when they shoot. - Take the time to line up your shots, this is a pistol not a SMG remember. - You can fire the pistol faster by pressing the primary fire button really fast - Drag your mouse down slowly as you fire the pistol, as it slowly climbs. MP40 and Thompson sub machine guns Each sides smg is slightly different to the other sides. The MP40 is more accurate than the Thompson and fires faster, but the thompson makes up for this with more damage inflicted per bullet than the mp40. To compensate for the thompsons innacuracy fire in short bursts. The MP40 can be fired in longer bursts, but it too gets innacurate if you just spray you bullets arounds. K43 and M1 Garand with grenade launchers Single shot self loading rifles, with not much to distinguish these two, except the garands clip must be fully depleted to reload, whereas the k43 can be reloaded at any time. The only reason you would pick this weapon for the engineer is if you wanted the grenade launcher otherwise go the smg. The Grenade launcher is basically a mini mortar, useful for taking out enemy strongpoints, and clusters of the enemy. The grenades can be bounced of walls, making it possible to shoot around corners and into hard to reach spots. It has a good range, but must be aimed higher than your target. If you are aiming at a target near you try to bounce it of the floor into them. Firing the grenade launcher takes half your powerbar, so if you cant fire it, make sure you have enough powerbar. - The rifle grenades have a timed fuse, so if you fire at a close target it may take a while to explode - If you have a near miss with a rifle grenade try just shooting the target a few times. Odds are the explosion took a fair bit of health off. K43 Sniper Rifle & M1 Garand Sniper Rifle Single shot self loading rifles, with again not much to distinguish these two, except the garands clip must be fully depleted to reload, whereas the k43 can be reloaded at any time. The sniper variants of these also feature a silencer. The sniper rifles are also the only rifles capable of a single shot kill. The target must not have a helmet, and you must get a headshot. If you get a headshot and the target has a helmet they will still have at least 10hp. If there are two snipers on your team and you dont seem to be getting many kills, wait for them to hit their target, then fire yours at the same target and you will get the kill (if you hit them). - Note that you must get out of the zoom mode to reload your rifle. - When you fire the rifle in zoom mode your scope jerks upward. A quick way to get back on target is to just zoom out, aquire the target, and zoom back in Sten A silenced sub machine gun, the Sten is extremely accurate, and can be used as a psuedo sniper rifle if you can aim proficiently. The sten holds 32 rounds, but is prone to overheating, and therefore must be fired in short bursts, or you will find that you cannot fire the sten at the most crucial moments in a firefight as it has overheated. The sten is the best choice for a covert ops who is going to see a lot of close quarters action, otherwise you may be better off with the sniper rifle. FG42 Paratrooper Rifle In my opinion one of the worst weapons to choose, many people disagree with me and say these weapons are awesome if you know how to use it. The FG42 is basically a sub machine gun with a scope. The catch is that you can only fire single shots while zoomed in, and its innacurate as hell when used as a machine gun. As a sniper rifle its not too bad with 3 shot kills, if you get headshots. As a AMG it blows chunks, unless used in very short bursts (3 rounds or so), as it is very very innacurate. I cannot judge this weapon one way or the other having not used it as much as all of the other weapons. I would normally pick what role my cov ops will be doing in the team (eg sniper, spy) and pick my weapon accordingly, the k43 or garand for the sniper and the sten for the spy. If you need to change your role as a cov ops, simply change your weapon to match your new role. Update: I have been informed that the FG42 is "awesome" as a close combat weapon, I will play more with it and update this with my findings. Panzerfaust A rocket launcher, the panzerfaust is ideal for taking out clusters of the enemy, enemy strongpoints and the tank. Considered by many to be a cheap weapon, if you take the panzerfaust you are basically assured at least 1 kill before you die, due to its one shot kill properties. One of the best weapons to choose as a newbie to ET it is easy to aim, and even if you miss you still may get a kill due to spash damage. In the hands of an expert the panzer is lethal, and will be vital for any good defense or offense. - In general it is best to aim for the feet of the enemy when shooting, as even a near hit will kill them, and if you aim for the body and they dodge and are not in front of a wall, you will not kill them, and will most likely get gunned down yourself. - To abort firing while the panzer is warming up press the lean left or lean right key Machine Guns The MG42 is the heavy machine gun of ET. It comes in two flavours, Mobile and Emplaced. The two are much the same, for specific differences see below. There is also a tank MG that while much the same as the MG42 has a few minor differences. - On any MG the key to living is to change your position often. If you stay on a MG in the same place too long, you will get killed, as you are a priority target for the opposing team. Mobile MG 42 The mobile MG42 is one of the options for the soldier class. It is not very accurate while not deployed, in fact unless you use very, very short bursts you will be lucky if you hit anyone. To improve accuracy lay down and engage alt fire and you will deploy a bipod for your MG. This has the disadvantage of restricting your arc of fire to about 90 degrees, so make sure you can cover the whole area you need to cover. When deployed the MG's accuracy greatly improves though the screen shakes like crazy when you fire it, to counteract this just use short bursts, this will also stop the MG from oveheating too quickly. Ideal for covering narrow spaces through which the enemy must pass, if positioned properly you should be able to wreak havock with the MG. - The Mobile MG only comes with 150 rounds, so you may want to pick up some ammo on your way out of the spawn if possible. - If you have less than 15 - 20 rounds left AND a spare clip, you should fire of the remaining clip to avoid running out of ammo during a firefight, as the mg takes 3 seconds or so to reload. - Remember you can still move when you have the mg deployed, though you cannot turn to the sides, you can use the strafe and foward and back keys still. Emplaced MG 42 An emplaced version of the Mobile MG42, the Emplaced MG is like a permamently deployed mobile mg in terms of accuracy. The main difference between the two is that any class can use the emplaced MG's and the emplaced MG has unlimited ammo. Other than that the same rules for the mobile MG42 apply. - When you get on a emplaced MG42 the direction your crosshair is pointing when you hit the use key will be the direction the MG crosshair is pointing. Tank MG While much the same as Emplaced MG, the Tank MG has a few vital differences that make this subheading worthwhile. One of these differences is that when firing the tank mg the screen doesnt shake like crazy, making aiming much easier. The other difference is that the tank MG is much more accurate than an emplaced or mobile MG42, making killing much easier, though this may an effect of the reduced shaking of the screen. However while on the tank you are a very vulnerable target, and once people realise you are up there you had better get off or you will die rather quickly. The only exception to this is if the opposing team has to come around a corner to get to the tank. In this case someone on the tank can greatly impede the opposing team. - A good tactic for the tank MG is to use it to kill somebody, then as everyone on the opposing team tries to kill you, hop off the tank and open up with your SMG. Once they realise you are not on the tank, hop back on it and start blazing away again. Repeat ad infinitum (that means To Infinty for you latin illiterates out there) or until you die. If you are a medic you can also heal yourself while you are off the tank. This tactic can also be used for Emplaced MG's. Flamethrower Spewing forth a huge jet of flame, the flamethrower is potentially a devestating weapon. However keeping you from realising that reality are two factors: - You are slowed when carrying the flamethrower, and slowed even more when firing it. - No matter how far you can shoot with the flamethrower nearly every other weapon can shoot further That being said in the hands of someone who knows how to use it the flamethrower can cause a great deal of annoyance amongst the emeny. Because you are slowed when firing and carrying it, it is best to wait in ambush in a nice confined spot (like a room) where your flames will do maximum damage, and the target can not run too far.Fire short bursts of flame at your target and remember to keep dodging. The fire will bounce of the wall too, and this can be used to your advantage to bounce the fire around corners and kill enemy soldiers inside bunkers and suchlike. - Beware of cooking yourself and your teammates. Nothing sucks more than getting flamethrowered by your own team in your own spawn, unless its getting panzered by your own team in your own spawn. -If you fire the FT at someone who is too close too you, you risk a chance of setting yourself on fire. - When facing a flamethrower hit sprint and run backwards away from the flamethrower guy while shooting at source of the flames (as often you cant see the actual person firing the FT) Mortar A bit of a mixed bag the mortar, when in the hands of an expert can wreak great damage on the oppoising teams. The way the mortar works is like this.... You deploy your mortar with alt fire, then elevation and bearing displays appear. Basically to shoot closer to you aim higher. If you raise the mortar to its maximum azimuth and fire the mortar shell will go striaght up and come down on top of you (unless you are on a hill, then it can be kinda fun firing the mortar behind you). Conversely to shoot furthur away aim lower. The only problem with this is that hills may get in you way. After you have fired a round, press g to open your command map. When your mortar shell hits, the location it hits will be marked by a small target symbol, use this information to adjust the targetting of your mortar. If you have a cov ops on your team any enemys he can see will marked on the command map. This can be used to help target the mortar too. - If you want to use the mortar a lot it might be a good idea to write down elevation and bearing combinations, so you dont have to figure them out again every map. - When I get around to it I will post some bearing and elevation numbers for each map. 6.MAPS - This part is still being written - Squads assume 10 people playing a side. If more or less are playing use the same general strategy, but with classes varied according. e.g if 8 are playing on battery (as the axis) lose the eng and 1 of the feild ops from squad 1. Duplicate squad members should be removed first, unless as in the case of the engineer in sqaud 1 they are not vital to the defense of the beach, whereas the two covert ops are kept because they can blow the assault ramp instantly, which is vital to the defense of the beach. Remember this is just a guide and should be adjusted to the flow of the battle. In a non clan game use the same strategy appropiate to the class you have picked. -Battery -Discription In this level allies must destroy the controls of a large shore battery codenamed "siegfried". A beach landing scenario, the allies must fight their way up the beach, contruct an assault ramp, and plant dynomite on the gun controls. Capturing the west bunker is optional, but always helps. The other way in is through the back, but you will need a cov ops in uniform to open the axis team door, unless the generator has been destroyed (a cov ops satchel charge will take care of this). If youve ever seen the movie "The Guns Of Navarone" this level is reminiscent of that movie, the blast doors near the rear axis team door especially remind me of the movie, as does the gun itself. -Axis Stage 1 West bunker intact Squad 1 Medic, Fld Ops, Fld Ops, Cov Ops, Cov Ops, Panzerfaust Soldier, Eng This squads job is to stop the allies building assault ramp, or failing that, from taking the west bunker or sneaking through to gun controls. The medics job is to run around and heal and revive squad members, only attacking when he can not aid his fellow team. One of the fld ops should call artillerty near the west (MUST CHECK) allied spawn, the other near the assault ramp construction boxes. If the assault ramp is constructed, immediatly try and call artillery where the construction boxes would be. This should hopefully stop anyone coming up the ramp, and give the covert ops a chance to destroy it. If there is a lull in the fighting one fld ops distribute ammo packs to the team, the other save your powerbar for artillery, when you see them coming up the beach call it in on the assault ramp construction boxes. The covert ops job is simply to satchel charge the assault ramp if it gets built, and perhaps take out enemy snipers. The panzer should hang around the west bunker, and can fire at will at any target, but groups of allies will advance regularly up the beach making them a perfect target for the panzer. If any of your own team go on the beach, whether on purpous or accidentally, you should panzer their bodies to stop enemy covert ops stealing the uniform and going in the back way. Annoying snipers should also be panzered. The engineers job is to keep mines planted in front of the door to the bunker to stop enemy engineers sneaking in without capturing the west bunker. The engineer can also plant dynomite on the assault ramp in case both of the cov ops are dead, and if dynomite is planted on the gun controls, can also try for a mad dash to defuse it (for this reason try and keep your stamina bar at least halfway full). This engineer should also keep the west bunker MG42's repaired. - DONT GO ON THE BEACH - If the assault ramp is built enemy engineers (for that matter any class) may try to "sneak" in to the gun controls, without capturing the west bunker first - Beware of staying in the west bunker. It is often the target of panzer attacks or mortar rounds. If you must hang around in the west bunker try not to stand to close the the window. - If you see the assault ramp being constructed lob a few grenades down there. - If the beach seems too quiet odds are they are going through the back way. You had better start running for the gun controls :) Squad 2 Eng (1), Eng (2), Medic This squad will cover the back way into the bunker, in case any enemy cov ops manage to get a uniform. This squad will spawn in the bunker and immediatly eng 1 will make a run for the back door and start laying mines along the back passage ahead of the command post. Meanwhile Eng 2 will go around and construct the various mgs around the bunker, ending with the one near the back team door. While this is going on the medic will gaurd the back team door, in case engineer 1 gets killed and his uniform stolen. If after laying mines back to the cmd post no allies have appeared, eng 1 should build the command post, then lay mines right outside the door and all the way back down to the team door area. After all this is done their job is simply to gaurd the back door and not go out it. If Dynomite is planted on the gun controls in this period it will be this squads job to defuse it. - DONT GO OUT THE BACK AFTER ENG 1 IS DONE THERE - Beware of enemy covert ops trying to come through the back door. - Keep an eye out on the kill messages. If some is killed by eng 1s landmines you know they are trying for back way. - On the same track if the command post is damaged, contructed or has dyno planted, you can also assume that they are coming your way. -Axis Stage 2 West bunker captured Squad 1 Medic, Fld Ops, Cov Ops, Cov Ops, Panzer/FT Soldier This squad will try to destroy the assault ramp, and take back the west bunker. The medic, feild ops and panzer/FT will gaurd the bunker and try to stop the enemy. The room outside the spawn, and the long corridor with the mg nest pointing down it is a good place to this, as is outside the west bunker itself. Meanwhile the cov ops will assist in this. When there is a lull in the fighting the cov ops will try to destroy the assault ramp, and take back the west bunker, in that order. A good way to do this is to jump out of the mg nest window, located up the ladder near the spawn point. Engineers are priority targets for all classes, and make sure you put a few extra rounds into them to stop medics reviving them. If the assault ramp is destroyed and the west bunker recaptured, then go back to stage 1's strategy. Squad 2 Eng, Eng, Eng, Medic, Medic This squad will gaurd the back way and the gun controls. After the west bunker is captured 1 medic and 1 eng should go immediatly to the gun controls and gaurd it. The other squad members should gaurd the back team door, as plenty of enemy cov ops should be coming through the back way. If dynomite is planted on the gun controls then all of this squad should converge on the controls as soon as possible. If the assault ramp is destroyed and the west bunker recaptured, then go back to stage 1's strategy. If the assault from the west bunker is particulary strong the team gaurding the back door can reinforce, but the team in the gun controls will have to be on particular alert. - AGAIN DONT GO OUT THE BACK -Allies Stage 1 West bunker intact Squad 1. Eng,Eng,Eng,Fld Ops,Medic,Cov Ops,Cov Ops,Cov Ops,Mortar/Panzer Soldiers for whatever is left of the team. Your goal here is to build the assault ramp and gain access to the gun controls. This may or may not include capturing the west bunker. When the level starts the engineers should build the beach mgs and the command post. After this their main goal is to build the assault ramp. Feild Ops should be supplying ammo to the mortar(s) and/or airstriking the area above where the assault ramp is built. Artillery can be used but this is generally not advisable as you are likely to splat your own team as they go for the west bunker if the ramp does get built. The covert ops (all of them) meanwhile will be snipering the crap out of the axis and trying their utmost to get their hands on a uniform. When and if a uniform is obtained the covert ops should inform their team they have a uniform, then proceed to the rear axis team door. Once there with a engineer, open the door and let him in then follow yourself. Destroy the generator controls with your satchel charge, then proceed to the gun controls to back up the engineer. Once the generator is destroyed those blast doors doors will open and allies can get in through the back way freely. To get to the back way quickly, choose to spawn at the command post. The Mortars/Panzers meanwhile will be keeping a constant barrage into the west bunker to stop axis troops holeing up in there. A skilled mortar user should be able to mortar right into the bunker. The medic will be backin up the troops making the assault on the ramp area. Once the assault ramp is built if you are an engineer you can try to sneak to the gun controls without capturing the west bunker, this can be a game winner if you manage to pull it off. Covert Ops should still be trying to get a uniform and open up the back way as this will make them divide their attention between the west bunker and the back way. All other classes should be running for the west bunker to capture it for the allies. -Allies Stage 2 West bunker captured Squad 1 Eng,Eng,Eng,Medic,Medic,Medic,Fld Ops,Cov Ops,Panzerfaust Soldier,Flamethrower Soldier Once you capture the west bunker you can begin to make a proper assault on the main bunker. Theres only two ways in here, the door directly ahead of the spawn, and the blast doors which have to be opened from the inside. Either way opens (directly and indirectly) into a corridor with a mg nest pointing right down it, and after this there is a room which opens directly into their spawn pretty much. From here on its like a maze so I wont describe it, but if you are finding navigating the axis base hard, remember the blue signs point the way to the gun controls, and the yellow ones lead to the generator. The green ones will lead back out the the west bunker. Basically the engineers should try to make it to the gun controls and plant dynomite, and gaurd the dynomite until it explodes. Medics should follow then engineers and keep them alive and topped up with health, as well as providing cover while the engineer is doing the plant. Remember this does not mean ignore the other classes as well, if they are fairly close and need a medic go and help them then resume your course back to the gun controls. The feild ops should be keeping the team supplied with ammo, especially the soldiers and medics, as well as backing up the soldiers. If nessecary escort the engineers to the gun controls if there are no medics around. The two soldiers main job is to clear the aforementioned corridor and room area of axis soldiers to allow the engineers safe passage through that room. Once you are in or near this room you should stay and camp it killing axis soldiers as they spawn. This will greatly impede their defensive efforts, making things much easier for the engineers and medics trying to make it to the gun controls. The covert ops will be assisting with all of this, and when the chance arises should steal a uniform and go and destroy the generator (if it is intact) to open the rear blast doors, as well as the doors on the lower level of the gun control room, and the metal door near the west bunker/axis spawn area. If the rear blast doors are open the engineers can also try to enter the base the back way, this is a more direct route to the controls, and if you are lucky less heavily gaurded. If an more than 1 engineers is trying to get through the back way a medic should follow them as back up. Once the dynomite is planted mayhem will ensue. Most of the axis will do a runner for the gun guntrols at this point, so get yourself a nice camping spot in the gun room, against the wall oppisite the gun in the 4 corners is a good spot. If you are lucky and your engineer was camping his dyno 30 seconds later the level will be over. -Siwa Oasis -Discription Two anti tank guns stop allied tanks from adavancing. Allies must attack and destroy these guns to allow tanks passage. The only problem is the axis obviously dont want them to do this. To gain access to the guns the allies must either blow up the old city wall or repair both water pumps. There is a axis team door next to the old city wall that a engineer and cov ops team could conceivably reach, but it should prove difficult to do this. -Axis Stage 1 Old city spawn axis Your goal here is to stop the allies repairing the old city water pumps, planting dynomite at old city wall, or doing the "wall jump" over the old city wall. To this end engineers should mine the old city courtyard extensivly especially near the wall and water pumps. Engineers should then hang around the old city and gaurd it, recapturing when nessecary, and defusing dynomite and replacing mines as nessecary. If there is a lull in the fighting, /kill, spawn near the anti tank guns a build the command post A Mobile MG42 and/or panzer camping the doorway near the allied command post will come in handy, They should also keep an eye out for enemy running on the lower level. Another Panzer should also go and gaurd where the well is across from spawn, allies will be coming 3 ways here, up the well, from behind you up the ladder, and down the stairs. A Feild Ops will come in handy, mainly for calling artillery, as there is a ammo/health room next to your spawn anyway, but if your team call for ammo and you are nearby give them some ffs! A medic/s should be gaurding each panzer soldier, and generally the team as well, giving out health packs and reviving as needed. Covert Ops does not have much to do at this stage, apart from satchel charging allied cmd post, and should try and steal uniforms and cause as much havoc as possible. -Axis Stage 1a Old city spawn allies GET THE FLAG BACK AS QUICK AS YOU CAN! A good time to do it is when you have 2 seconds to spawn as the allies shouldnt be able to get it back before your side respawns. Failing to get the old city back will mean the allies will be able to plant dynomite at old city wall, unless you do something about it. The Fld Ops can call art near the old city wall, or the old city spawn however you may hit your own team trying to defuse dyno, or reclaim old city. Do it anyway its better to have half their team dead and one or two of yours rather than them gunning you down like dogs. You could also throw airstrikes, but you hardly ever hit anyone with those. The Panzers will be taking out engineers and medics first then the rest of the allied team as they see fit. Medics will be hanging around healing people, reviving and making the odd dash for the old city spawn. A covert ops in unifrom can also try sneaking in to get the old city wall back. -Axis Stage 2 Old city wall breached You must defend the guns for this reason 1 - 2 people should stay with each gun at all times, preferable and engineer and medic. With that out of the way, Engineers should plant mines, the doorways into the axis fort, and the side path near the tunnels, as well as the tunnels themselves are all good places for this. You must keep these mines replenished too, as people set them off go and replace them. Another good place is at the base of the stairs going up to the guns, and at the base of those wooden stairs across from your spawn. Allies always try and run up there. When you are not planing mines you should be either building the cmd post repairing the garrison MG or garuding one of the guns. Medics should hang around the guns or the places where the allies enter the fort area (the tunnels, the multistorey building), healing and reviving as nessecary. Feild Ops should try and art either their spawn area, or one of the two exits mentioned above, distributing ammo as it is needed. A Mobile MG42 in the tunnel will really screw them up if the player is good on the MG, a good spot to set up is just as you go in the tunnels, before the water as they will have to come around a corner and stand in good veiw of you to get a decent shot off. Other good spots are near the guns (the passage leading to them), and near the multi story building the allies come out of from the old city wall. -Allies Stage 1 Old city spawn axis Your objective here is to dynomite the old city wall. Capturing the Old city is optional but definatly makes things easier. There are 3 paths you can take to the old city, the tunnels, the route past the command post and the route under the command post. The tunnels take you to a well pretty much directly across from the axis spawn, which can be seen from the doorway near it. The route past the command post leads around the back way, eventually ending on the roof above the axis spawn. The route under the command post leads to roughly the middle area between the other two, and from there you can choose your route. All routes have crossover points, and they all eventually lead to the axis spawn and old city wall. To begin with the engineers should contruct the Oasis water pump (near the allied spawn), and the allied command post. After this there is an MG nest overlooking the old city courtyard that can greatly help your team if built. The engineers should then try and dynomite the old dity wall as quickly as possible, capturing the old city if convenient. The feild ops should give out ammo, and airstrike the old city courtyard area, artillery can be used but remember if the old city is captured you may end up shelling your own team. If dynomite is planted call artillery on it to try and stop enemy engineers defusing it. Also capture the old city if you can. Soldiers should try and hang around other team mates and just provide general back up, a few good camping spots are on top of the axis spawn, and the buildings around the courtyard near the Garrison MG nest. Again Capture the old city if you can. Medics will provide back up to the engineers and try and keep the rest of the team in fighting shape, capturing the old city whenever possible. The covert ops goal will be to get a uniform and capture the old city. - The best time to capture the old city is when your team has about 2 seconds to spawn, this way your respawning team mates will appear in the old city, and the axis wont have much time to get it back before this happens. - The best route (but the longest) to the old city is past the command post, down the hole, follow this path and you will eventually end up on top of the axis spawn. - If you can breach the old city wall the spawn nearby becomes allied permanently -Allies Stage 1a Old city spawn allies Once the Old city is captured the allies main goal will be to dynomite the wall. To this end the whole team should be backing up the engineers as they try and plant dynomite. Feild Ops throw airstrikes over the old city wall, and give out ammo as needed. Medics backup engineers, anyone else is secondary at this time. Soldiers backup the engineers, a good panzer spot is above the axis spawn, on the broken walls. They will be coming over the little ledge to the right of old city wall. Another Panzer should also cover the axis team door to the left of the old city wall. once Dynomite has been planted at the old city wall engineers can repair the old city water pumps. - Be on the lookout for axis soldiers coming from the direction of your first spawn, sometimes there are a few still gaurding that direction when the old city is captured. -Allies Stage 2 Old city wall breached when the old city wall is breached your task will be to destroy the two anti tank guns that are stopping allied tanks from advancing. These are located at oppisite ends of a courtyard near the axis spawn area, and must be dynomited to be destroyed. This will mean getting an engineer to each gun. There are basically two routes to the axis spawn area, the tunnels or past the old city wall and through either the top or bottom of the building. They both lead to the same area but on opposite sides, making each handy for getting to a certain gun. Once inside the axis fort, there are a couple ways to the guns. Directly across from the axis spawn is a wooden staircase which can be used to get to the guns, but if you are unlucky enough to have the axis team spawn behind you as you run up the stairs you will probably die. There is a ladder underneath the axis MG nest in the middle of the courtyard area that can be used to access the guns. There are also two staircases near the guns themselves, the easiest route, but also the most deadly. There is a path connecting the two guns through the building, this is the area that the first two routes open on to. Which ever way you choose its going to be tough to get to those guns. Engineers should obviously be trying to get to the anti tank guns and dynomite them. Soldiers and Medics should be backing up the engineers, the medics healing other team mates as nessecary, the panzers shooting anything that moves (except your own team of course). Feild Ops should be ditributing ammo as nessecary, as well shelling the axis spawn area and throwing airstrikes into the tank gun courtyard area. Covert ops should generally get uniforms and wreak as much havoc as possible behind enemy lines, destroying the axis command post as nessecary. There should be plenty of mines around the entrances to the guns, and much resistance from axis soldiers as you fight your way to the gun. Once
you make it to the entrances to the axis fort area proceed carefully. - There may be mobile MG 42's scattered around especially in the tunnels, have a panzer or a rifle grenade engineer take them out. - Watch out for panzers when exiting the route from the old city wall through the building to the axis spawn. - Remember the engineers need to stay alive as long as possible, sacrifice yourself to save them if nessecary. - If you plant dynomite on one gun, try running through the building to the other gun. Chances are the axis will be so busy with the gun you just planted dynomite on, no one will be gaurding the other one. -Gold Rush -Discription -Axis Stage 1 Tank not stolen -Axis Stage 2 Tank stolen -Axis Stage 3 Bank doors open -Axis Stage 4 Truck stolen -Allies Stage 1 Tank not stolen -Allies Stage 2 Tank stolen -Allies Stage 3 Bank doors open -Allies Stage 4 Truck stolen -Wurzburg Radar -Discription -Axis Stage 1 All ent intact -Axis Stage 1a Side ent des -Axis Stage 1b Main ent des -Axis Stage 2 Both ent des -Allies Stage 1 All ent intact -Allies Stage 1a Side ent des -Allies Stage 1b Main ent des -Allies Stage 2 Both ent des -Fuel Dump -Discription -Axis Stage 1 Tank not over bridge -Axis Stage 1a Tank over bridge, tunnel doors intact -Axis Stage 2 Tunnel doors breached -Axis Stage 3 Fuel Depo breached -Allies Stage 1 Tank not over bridge -Allies Stage 1a Tank over bridge, tunnel doors intact -Allies Stage 2 Tunnel doors breached -Allies Stage 3 Fuel Depo Breached -Rail Gun -Discription -Axis Stage 1 Tug on way to depo -Axis Stage 2 Tug coming back from depo -Axis Stage 3 Ammo on second tug -Allies Stage 1 Tug on way to depo -Allies Stage 2 Tug coming back from depo -Allies Stage 3 Ammo on second tug 7. USEFUL CONSOLE COMMANDS To access the console press the ~ (tilde) key. This is located to the left the number 1 on most keybaords. /kill Instantly kills the player, useful for respawning with a full power bar and ammo. /cg_fov xxx increases the players veiwing feild, xxx is a number between 90 and 120. This gives a fisheye lens effect that increases peripheral vison. You can set higher numbers than 120, but beware as punkbuster may kick you for it. /draw_fps x (or its /cg_drawfps x) Ill check and change this. Displays a frames per second counter just under the mission time clock. x is 1 for on 0 for off. /bind x "command" binds the command to the x key. You can replace x with any key. e.g /bind i "kill" will bind the /kill command to the "i" key. This can be used for the vsays so you could bind need a medic to m for example. 8. WEB LINKS ARMX Clan http://www.armxlives.8m.com Spetsnaz Klan http://spetsnazklan.moonfruit.com Planet Wolfenstein http://www.planetwolfenstein.com 9. VERSION INFO v0.1 I'm feeling bored so I have decided to write an ET FAQ. v0.3 Classes and weapons sections rough draft complete. Preliminary work done on all other sections. v0.4 Battery level rough draft finished. Reader Tips section added. Various Corrections. Updated clan web address's as we have a new url and website :D v0.41 Fixed Numbering, numerous minor corrections. v0.49 I'm nearly halfway there! Siwa Oasis level rough draft finished. Minor corrections. 10. CONTACT INFO ARMX ET BIBLE Written by ARMX-MAVERICK e-mail suggestions, comments and ET strategys to: etbible@ozforces.com.au If your strategy is used in this FAQ you and your clan if you have one will be given full credit. The newest version of this FAQ can always be obtained from GameFAQs.com the ARMX Clan website, or the SPETSNAZ KLAN website. http://www.armx-clan.com http://spetsnazklan.moonfruit.com http://www.gamefaqs.com 11. COPYRIGHT NOTICE This document Copyright Des Carson (ARMX-MAVERICK) 2004. Unless otherwise stated all material contained herein is the property of Des Carson. No material from this FAQ may be changed or re-formatted without my permission. This document was written exclusively for use on the internet. It is not intended to be used in any way that is profitable for anyone other than the author. It is not to be reproduced in any way without express written permission from the author. More information on copyright laws can be found at the copyright section of the official Library of Congress web site. (http://www.loc.gov/copyright).