Wolfenstein: Enemy Territory

Return To Castle Wolfenstein - Enemy Territory

17.10.2013 06:35:04
Return to Castle Wolfenstein Enemy Territory
FAQ/Walkthrough
Version 1.01

Copyright 2003 Wood Elf
E-Mail - BattleBotv_8_2@Hotmail.com

First Site: www.GameFAQs.com

E-mail me suggestions or corrections.

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Quicksearch Note:
You can use the Find command (Ctrl+F) to quickly find the part you need.

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1.00 Classes
1.01 Soldier
1.02 Medic
1.03 Engineer
1.04 Field Ops
1.05 Covert Ops
2.00 Skills
2.01 Shared
2.02 Soldier
2.03 Medic
2.04 Engineer
2.05 Field Ops
2.06 Covert Ops
3.00 Experince
3.01 Shared
3.02 Soldier
3.03 Medic
3.04 Engineer
3.05 Field Ops
3.06 Covert Ops
4.00 Weapons
5.00 Map Stratagys (Allies)
5.01 Siwa Oasis
5.02 Seawall Battery
5.03 Gold Rush
5.04 Würzburg Radar
5.05 Rail Gun
5.06 Fuel Dump
6.00 Map Stratagys (Axis)
6.01 Siwa Oasis
6.02 Seawall Battery
6.03 Gold Rush
6.04 Würzburg Radar
6.05 Rail Gun
6.06 Fuel Dump
7.00 Custom Map Stratagys (Allies)
8.00 Custom Map Stratagys (Axis)
9.00 Sent in Stratagies
10.00 Basics
11.00 Versions
12.00 Credits and Thanks
13.00 FAQs
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1.00 Classes
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1.01 Soldier

Weapons:
Sub-Machine Gun
Panzer
Flame Thrower
Mobile Machine Gun
Mortar

Special:
None

The all around class, with his huge range of weapons, ranging from a huge
missile that is a one hit kill, to a flame thrower that can kill in a matter of
seconds (Including yourself). The only responsibility they have to worry about
is mass murder (Bwahahahahhahahaha). This is probaly the easiest class to start
out with, since they dont need to have to do anything but kill, and the range
of weapons. But don't get fooled, with a expert, Soldiers are the most deadly
class in the game.

Their starting weapon is a sub-machine gun, which is a gun that most players
use execpt Covert Ops. You start with the most amount of ammo and you carry 4
grenades, second to engineer which can carry a max of 8.

Basicly: A soldier with alot of ammo and can use a wide range of heavy weapons.
Their only thing they need to do is kill.

Theres 4 basic ways you can fight.

1: Do a full assult, run around while firing.

2: With the flame thrower, do bursts at a chockpoint. Either the enemy will get
severly damage or die, even if you die you helped prevent the axis/allie
advance.

3: With a Panzer, go to a high area and look for a shot that will kill 2
people, or atleast 1 and damage another if you can. Panzers are 1 hit kill if
it is shot near the enemy so dont be afraid to not get a dead on shot.

4: Camp, simple as that with a Mobile Heavy Machine Gun. Go in a strategic
point, preverably in a long hallway and you should survive for a long time,
unless there is a Panzer soldier, G.Launcher engineer ect.

---

Pro:
Wide range of weapon choices, each helps in its own way. Can greatly help your
team if you use the right weapon at the right place.

Just need to kill, so you dont need to worry about helping your team execpt
killing. This makes them more newbie-friendly.

---

Con:
Just a killer, since you got no responsabilitys, cant help team much other than
kill.

---

1.02 Medic

Weapons:
Sub-Machine Gun

Special:
Revival
Medpacks
Adrenaline Rush

Medics, my second favorite class (Engineer is first). These guys can heal your
wounded allies and revive them in the battle field so they do not have to wait
for reinforcment timer. Though, they do have a weakness, they have VERY little
ammo. At start, they only have one clip Sub-Machine Gun ammo, so ask for ammo
right away from a Field Ops. Look at the top right at the map (X. XX) for a
cross, that means the person need healing. If there is a syringe, thats shows
they need a medic to revive them. And finaly, they can be the new Rambo.

Basicly: Can heal and revive allys. Basic weapons. And very weak at start but
then they become the most dangerous at end-game.

Revival: (5)
This is used on your allies if they need revival on the battlefield. ALWAYS
revive your allies, without cover for a medic at the start, they are dead.
Also, give a revived ally a few medpacks while they are getting up.
Exp: 3
Pros: Can revive allys, DUH
Cons: Leaves you open to fire when trying to revive, so sprint to the dead
person.

Medpack: (6)
The second power the medics have. Without this, you could not be a medic. Each
medpack that you drop, heals you, or your allies 20 health. So once you revive
some one, give them 2 medpacks to get them to near full health. This uses 1\4
of your special metar.
Exp: 1
Pros: You heal your allys
Cons: Uses special, so cant use adrenaline rush as much

Adrenaline Rush: (7)
I LOVE this skill. You get infinite stamina for 10 seconds, and you get half,
thats right, HALF damage taken. With this skill, you can take down 3 enemies if
your a good medic. This is where I said you can be a Rambo. You can run into a
heavily defend area, chuck a few grenades or spray them with bullets, take a
few down and hopfully get out safe. You can help cripple the enemy so the rest
of your team can rush in.

Once, I played Rail Gun, and me and a few other medics (I think about 3 other)
had adrenaline rush and we defended the rail gun (Loaded with the ammo) for
about 12 minutes. This takes a FULL special bar.
Pros: Can Rambo, I love doing that ^_^
Cons: Tkaes a full special bar, cant use medpacks for a while

---

Pros:
Can heal and revive allies.
Can use Adrenaline Rush and become Rambo

Cons:
Does not carry much ammo.

---

1.03 Engineer (My favorite class)

Weapons:
Sub-Machine Gun
Grenade Launcher

Special:
Building
Dynamite
Mines

A must have for basicly ALL maps, for either side. Some times, you need to
destroy a tank/truck barrier, or build the tank/truck barrier. Repair vehicles
or destroy walls, place/disarm mines and place/disarm dynamite. They have the
most grenades of all the class, they can have up to 8 grenades. With the
Grenade Launcher, you can grenades a very long distance.

Basicly: A must have on your team. They build and blow stuff up that is
required to win maps. Can use a weapon that chucks grenades really far.

Pliers: (5)
This is used to build machine gun nests and command posts. You can also use
this to set a mine or dynamite, or disarm it. The special cost depends on how
long you build. The more you build, the more the special is used.
Exp: Varies
Pros: Required to win maps
Cons: Can kill people inside the construction zone

Dynamite: (6)
Once you place dynamite, you need to use your pliers to start the timer. Once
its started, it takes 30 second timer untill it explodes. So be sure to cover
it, or place a mine at the dynamite to prevent an enemy engineer from disarming
it. This takes a full special bar.
Exp: ??? (About 7 if you destroy a wall, barrier ect)
Pros: Needed to win the map
Cons: Can kill any one near the dynamite, its a big explosion

Mines: (7)
You can place the mine on the ground, then you need to use your pliers to arm
it, otherwise it just sits there for a while. Placing a mine takes half of your
special bar.
Pros: Hidden unless a Covert Ops reveals them, normaly 1 hit kill, or atleast 2
hits
Cons: Allys can die from mines also
A good engineer can tell if a mine is near him and disarm it for experince and
to save his life.

NOTE: If you hear the mine sound effect and your an engineer, STAY STILL. Its a
mine, it start by movment and if you continue to move, it will set it off, but
you can disarm it so you are safe (You get about 4 exp for disarming mines).
Exp: 3

Pros:
Has alot of skills.
Has the most grenades of all classes.

---

Cons:
Alot of things you must do, 3/4 of the time you disarm, plant Dynamite/Mines
and build.
Hard to master this class (Covert is the hardest).

---

1.04 Field Ops (My least favorite class, for no reason =p)

Weapons:
Sub Machine Gun

Special:
Ammo Pack
Air Strike
Artillery Strike

Another support class. They can place the ammo pack, which replenish the
suppies, which is need for Mobile Machine Guns, Medics or just any one thats
been alive for a while. They can also call a powrfull, 1 hit kill airstrike.
Also, they can call artillery strike to do periodic attacks for a minute or so.

Basicly: A Field Ops is a person who will give out the ammo and can call for
help from above.

Ammo Pack: (5)
You drop this like a Medpack, and people pick them up like a medpack. It
refreshes their ammo and once you get a singel level up, you drop a Mega Ammo
Pack, which gives you double the ammo than a normal Ammo Pack. This takes 1\4
special bar.
Exp: 1
Pros: Allys get ammo
Cons: Takes special so you cannot airstrike as much, or artillery strike.

Air Strike: (6)
It looks like you chuck a grenade, then it starts giving off smoke and a
airplane will come and drop some bombs that will kill it hits. You can only
call an airstrike if you are outside, you cannot call one while inside a
building. This takes a full special bar.
Exp: 3
Pros: Can kill ALOT of people in one shot.
Cons: Can only be fired outside, or if its in a wierd position it sometimes
thinks its in a building so you lose a full special bar.
Cant drop ammo since it takes full special

Artillery Strike:
Hold B to use binoculars, hit Left-Click to start the strikes. Every so many
seconds, a big grenade like explosion will happen, killing any person that got
hit directly.
Exp: 3
Pros: Perodic bombardment from artillery cannons, which is great for key
locations, or destroying a tank.
Cons: Allys can die from it to,
If you aim it wrong, it wont fire like the airstrike.
If a ally walks in front of you while aiming, it will strike where the aimer is
so it will hit at your location

For Field Ops, when you throw an air strike the planes come and drop bombs
perpendicular to your position like this
----------------------------------------- Air strike
^ The way you are
facing (when you throw it)
o You
From The Crazed Madman

---

Pros:
Can give allys ammo.
Never can run out of ammo
Call large strike
Can call for a perodic strike

---

Cons:
Bad players can call bad strikes and only kill allys

---

Covert Ops:

Weapons:
M1 Garad/Silenced K43
FG42
Sten

Special:
Smoke Grenade
Sachel Charge
Can Disguise
Sniping (Not a special, but only class can do it)
Mine Spotting

The class that shreds newbies to pieces. These guys are the hardest to master
of all the classes, but can be invaluble tool on your teams side. They can
disguise themselves as enemys and wreck havock. If you attack, the disguise
will be gone, but if you use a sachel they stay disguised (Bwahahahahaha).

NOTE: If you try to take down a enemy, only take down 1 at a time, do not try
to take more down on purpose.

Basicly: The sneaky class that does sabatoge, or he can stay beyond the line
and snipe.

Smoke Grenade: (5)
This is good for sneaking by enemy, and get less suspiction that you are a
covert in disguise. Its also good to cover your tracks if you have Radar parts
(X. XX Section). They also help you dodge those nasty Mobile Machine Guns.
Pros: Cover your trakes while you carry objective
Harder for enemys to hit you
Cons: Rarly needed, only main reason is to cover with objective and most
missions dont have objective items.

Sachel Charge: (6)
A more powerfull grenade with a remote charge. It can be used to destroy wooden
buildings mostly. Like the wooden Machine Gun towers on Fuel Dump (X. XX). It
also is good to use on stairs, small doorway or other places to kill them while
going up or down. It doesnt remove your Disguise, so its a better choice if you
have a choice of Sachel Charge and grenade. Also its good to take down Mobile
Machine Gun soldier.
Exp: ??? (About 3)
Pros: Doesnt remove disguise
Can be used to take down certian buildings
Cons: Takes energy where a grenade doesnt


Can Disguise:
When a body is totaly dead, when it cannot be revived, hold your use key
(Defult is F). A progress meter will go up, once its done, you will be
disguised as an enemy. While disguised, you can open locked doors, which can
win the game if you help a engineer on certain levels like Fuel dump (X. XX).
It also allows you to kill enemys without them suspecting some times.
Exp: 5 (Or 4)


Sniping:
This may not be a offical skill, but it is the only class who can snipe. The
best choice is the M1 Garad or the Axis counter gun. The FG42 is basicly a
weaker version of the sten (without the overheating) that can snipe. It does
not do much damage, but it is between snipe and a combat weapon.

First thing if you snipe, go into prone position.
On the left, theres a meter, the higher, the less acurate. Wait untill it gets
into green before you fire.
The M1 Garad has a recoil so the gun aims upward, do you cannot do a constant
firing at the same place.
Exp: 4 Covert, not light weapons
Pros: Some levels it can really help out
Cons: On some levels, about 1\4 of the team goes covert to snipe, and most
coverts are not good at sniping. Like on Battery, I see alot of snipers try to
kill enemys but I got more people than all of the other people together since
they had no idea what they were doing. A good sniper on Battery can get tons of
experince quickly though, but if you are not a good sniper, just leave it to
the experts (Not saying I'm a expert, but I'm good at sniping).

Mine Spotting:
A very important skill for some levels, and not important on others. If you use
your binoculars, and a hand holding a mine icon will show up. After about half
a second, every mine near the middle of the screen will show up. Once they show
up, an ally can use a grenade to kill all nearby mines. Very important on Fuel
Dump, checking for mines at Old city wall on Oasis level. But not used on
levels like Battery. Once, I spotted about 10 mines on Fuel Dump, and I took
all of that hard work in 1 single grenade (Mines explode like normaly when they
explode so it was a BIG one).
Exp: 3
Pros: Spot enemy mines for your allys so engineers can disarm them or any one
can use grenade to kill them
Cons: None, well, maybe it can leave you open for half second =p

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2.00 Skills
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2.01 Shared

Battle Sense Level 1:
Issued Binoculars
Now every one can use Binoculars, even if Field Ops dont have level 1 Battle
Sense, they can use Binoculars since they need them for Artillery Support.
Coverts have them at start, even though the manual says they need to get Battle
Sense level 1.

Battle Sense Level 2:
Improved Physical Fitness
This is a very nice skill, it increases the recharge rate of stamina to 160%.

Battle Sense Level 3:
Improved Health
This is a ok skill, it increases max health by 15. I personly think 15 health
doesnt help that much.

Battle Sense Level 4:
Trap Awareness
This is a nice skill, you can see mines as transparent objects. But you cannot
spot the mines for your teamates, only Covert Ops can reveal them for all your
teamates though.

---

Light Weapons Level 1:
Improved use of Light Weapon Ammunition
You get an extra clip of ammo, a must have for medics.

Light Weapons Level 2:
Faster Reload
A nice skill in a big firefight, you can reload 35% faster than you could
prevously.

Light Weapons Level 3:
Improved Light Weapon Handling
Reduces the spray effect of the Sub-Machine gun by 35%, and half the recoil the
pistol had.

Light Weapons Level 4:
Dual-Wield Pistols
These are fun, now you pack double the heat you had. The Sub-Machine gun is
better I think, but they are not as fun.

---

1.02

Heavy Weapons Level 1:
Improved Projectile Resources
This is a great skill if you have either Mortar or Panzerfaust, since it
reduces the special energy cost by 1\3 for every shot. Cant be a Panzer soldier
without this skill.

Heavy Weapons Level 2:
Heavy Weapon Proficiency
This is a must if you love the Mobile Machine gun. This reduces the speed of
heating up and makes the time untill it cools down is reduced.

Heavy Weapons Level 3:
Improved Dexterity
A great skill. If you use any heavy weapons, you should have noticed that your
speed is lowered while its out, so you probaly use a pistol for walking, but
with this one it increases your running speed.

Heavy Weapons Level 4:
Improved Weapon Handling
Do you hate carrying a heavy weapon and when you are waiting to be able to fire
it again you just have a measly pistol to defend yourself? Fear no more, for
the Thompson is here (Or axis countergun)! This makes you able to carry a heavy
weapon along with a Submachine gun in your pistol slot. It may not be as fun as
using duel pistol, but you gotta sacrifice sometimes =p

---

1.03 Medic

First Aid Level 1:
Medic Ammo
A MUST NEED for any medic. This increases the medic ammo supply so it has 2
grenades and a clip in case you use your 30 shots! Without it, a medic will die
if he does not have a Field Ops close.

First Aid Level 2:
Improved Resources
You get extra Syrindges, and I belive weapon ammo. And Medpacks only take 15%
of your special bar instead of the 25%. Once you get this, you can help your
allys out much more than before.

First Aid Level 3:
Full Revive
This is also a great skill (I basicly say that about ALL skills, lol). If you
revive a ally with a normal syringe, it will only heal you half health, but
with this they will get full health. The liquid inside the syringe is green
now, not yellow (looks toxic now).

First Aid Level 4:
Adrenalin Self
Oh yeah, BOW DOWN TO YOUR NEW GODS!!! This makes the medic one of the most
dangerous class since they get infinite stamina for 10 seconds and only take
double damage. A good medic player can take down 2-3 guys while this skill is
on. Once I dodged a Mobile Machine gun, while firing and took him down and then
captured the Old City ^_^

---

1.04 Engineer

Engineering Level 1:
Improved use of Explosive Ammunition
Like grenades, good, because with this skill you have a total of 8. Now you can
spam grenades, around a corridor untill allys can come.

Engineering Level 2:
Improved Dexterity
This skill allows you to arm and disarm dynamite at HALF the speed which you
normaly do without this skill.

Engineering Level 3:
Improved Construction and Destruction
I LOVE this skill. This is what makes a Engineer the Engineer of the map. It
reduces all Special costs by 1\3.

Engineering Level 4:
Issued Flak Jacket
This is a cool skill. Once you get the final level of Engineering you get a
Flak Jacket which reduces the explosion damage by 50%. No more instant kills
from Grenades or close hit Panzers. Now the soldiers fear Engineers, nice
change aint it?

---

1.05 Field Ops

Signals Level 1:
Improved Resources
Once you get this, your ammo packs morph into Mega Ammo Pack, which gives an
additional clip for every pack. On top of that, it reduces the Special Cost of
droping a pack down to 15% of the bar.

Signals Level 2:
Improved Signals
I love this skill. It reduces the special cost of calling in a air strike or
calling artillery down to 2\3 of the special bar.

Signals Level 3:
Improved Air and Ground Support
Another great skill. This makes it so when you call a airstrike, 2 airplanes
drop bombs so it lasts longer, the longer the more kills ^_^. It also increases
the duration of the Artillery strike.

Signals Level 4:
Enemy Recognition
In my opinion, the worst level 4 (Or it may just be that I dont like playing
field ops for some reason). It shows you if a person is a enemy covert ops by
having the curser on them. I'm not sure if they get a new disguise the person
needs to be seem again with this skill.

---

1.06 Covert Ops

Covert Operations Level 1:
Improved Use of Scoped Weapon Ammunition
Adds extra ammo, never can have to many bullets.

Covert Operations Level 2:
Improved use of Sabotage and Misdirection
This reduces the special cost of smoke grenades and satchel charges by 1\3.
Great if you love satchel charges (Like me).

Covert Operations Level 3:
Breath Control
A must have for any sniper, since this increases the speed of steadying the
weapon while sniping and it only have half the recoil.

Covert Operations Level 4:
Assassin
I like this skill, its a instant kill for a Covert Ops if you use a knife in
their back. And I dont think it removes your disguise. As in the immortal words
of some movie "Do you feel lucky, Punk?".

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3.00 Experince
----------------------

3.01 Shared

Light Weapons: To get this up, if you kill any one with a light weapon, such as
a Thompson, MP40 or a pistol, it increases the experince by 3, or by 5 if it
was a headshot kill.

---

Battle Sense: You'll earn 2XP per 30 seconds while 'Warm' (you inflicted
damage), 5XP per 30 seconds while 'Hot' (dealing AND receiving damage) and 8XP
if 'Super-Hot' (killing and receiving damage)

---

3.02 Soldier

You can only get experince by killing, thats it. You get 3 experince for
killing by any weapon you are carrying. Any weapon that is not a Thompson/MP40
that a soldier has, is a Heavy Weapons.

Note: Another way to get Heavy Weapons without having a Heavy Weapon or not
even being a soldier, use a Machine Gun Nest or use it a Machine Gun Turret on
a tank, if you kill some one, you get 3 experince.

---

3.03 Medic

For every time you drop a medpack and an ally picks it up, you gain 1
experince. You get 4 experince for reviving an ally with a Syringe, 5 revivals
and you got a level up.

---

3.04 Engineer

Its complex so I am going to copy and paste out of the manual (For once, unlike
SOME walkthroughs here...)

This is an Engineer-specific skill that rewards players for
constructing/demolishing objectives and the use of explosives. Engineers earn 3
XP for repairing a vehicle or MG. They also earn XP for constructing or
destroying constructible objectives: 5XP for a 50% of Power Bar objective such
as repairing an MG nest, 7.5 for a 100% Power Bar objective like repairing a
tank and up to 10XP for destroying an Objective. Engineers also earn 3XP for a
Rifle Grenade kill, 4XP for a Land Mine or Dynamite kill, 4XP for defusing an
enemy Land Mine and 6 points for defusing enemy Dynamite.

---

3.05 Field Ops

You get 1 experince for giving out an ammo pack. 3 experince for killing an
enemy with a Airstrike and 4 if they die from an artillery strike. And finaly
they get 5 by killing an objective with a airstrike/artillery strike.

---

3.06 Covert Ops

If you spot a mine, you get 3 experince, not bad when they clump them all into
a nice little pile, and then a single grenade kills them all. 5 Experince for
disguising, thats where you get your main levels up from, or one certain levels
with mine spotting. If you kill some one with a satchel, you get 5 experince
and if you kill an objective with a satchel charge, you get 7 experince.

--------------------
4.00 Weapons
--------------------

Knife:
The least effective weapon in the game, since its melee range. The funny thing
about the knife, its off aim AND it makes bullet holes in concreate walls, what
do you expect for a free game ^_^. The only use is to knife a enemy so they
cannot be revived or if you have the Assasin skill.

---

Colt .45 ACP / Luger 9mm:
The basic pistol, best used by Soldiers to move faster if they are carrying
Heavy Weapons. I personly think its better to reload than switch to your
pistol, but, its a personal choice. If your a Covert Ops, they come with a
silencer, which you can remove or not. This is a good way to tell if the enemy
is a spy.

---

M1A1 Thompson / MP40:
The basic Sub-machine gun. All classes execpt Covert Ops carry this weapon, its
a good basic weapon.

---

M1S Garand / K43 (Silenced):
I love sniping! Hit Alt Fire to switch to sniping mode, press = to zoom in and
- to zoom out. One HUGE thing to know, is the left meter is how steady the gun
is, the bigger the meter, the more shacky the gun is. Go in Prone position to
help steady the gun.

---

FG42:
The mid gun of the Covert. Semi used for fighting and semi used for sniping.
Its alot weaker than the normal Sniper, but it can be used as one. I would say
either get Sten or the Sniper Rifle.

---

Sten MkII S:
The quick firing, very accurate and silenced weapon. Though, it does have its
weakness, it over heats quickly, so shoot in bursts, or you will be defensless.

---

M1 Garand + M7 Grenade Launcher / K43 + GPG40 GranatWerfer:
This gun has about 8 shots, and you can only reload it when the clip is
completly empty. Also you can equip a grenade to shoot it across a long
hallway, to take down those pesky Mobile Machine Gunners by hitting Alt fire.
To fire the grenade, just left click, but it does take half a special bar, even
if you have engineering level 3. To remove the grenade, just hit alt-fire again.

---

Heavy Weapons (Soldiers only)

MG42 machine gun:
If you like the Machine Gun on a tank, you will like this. This weapon is
EXTREAMLY inaccurate, but if you crouch and hit Alt fire to set a tripod up, it
will make it as accurate as a normal Machine Gun. It only has about a 90 degree
range from where you crouched.

---

81mm Morser / 3 Inch Mortar:
First, hit Alt-Fire to set up the mortar up for firing. Move the mouse left,
right, up and down to aim the mortar. To see where the mortar hit, go on your
Command Map (G). Sometimes a Field Ops will call for an artillery strike, and
you will see an icon on the map, so aim for it and help him out.

---

Panzerfaust:
A missile that you can shoot, its a one hit kill, execpt if an engineer has a
Flak Jacket. It takes a full special bar, and then it goes down 1\3 special
cost when you get the first level of heavy weapons.

---

Flamethrower:
This weapon is DEADLY. It will kill any one that gets hit by it more than 1
second. It deals consecutive damage, so its not a one hit one damage hit like
bullets, it burns them over time. I LOVE using this weapon, its the funnest but
the hardest I think to master, since if you sprint and fire it you will get
burned yourself.

-----------------------------------
5.00 Map Stratagys (Allies)
-----------------------------------

HUGE NOTE: DONT JUST TRY TO GET EXPERINCE, JUST WORK ON OBJECTIVES, I SEE WAY
TO MANY PEOPLE TRYING TO GET EXPERINCE WHERE IF THEY HELPED OUT, THE GAME WOULD
HAVE BEEN WON IN MINUTES

5.01 Siwa Oasis

Allies:

Stratagy Option 1: Capture Old City
Once you start, make sure an Engineer builds the Water Pump near the start.
From the start, go to the left up the ramp and go into the door and in the
room, there is a command post to build. Go out the door and go through the and
quickly go to the opening, since they like to call artillery strikes and attack
with panzers there. Continue moving forward untill you get near the axis base.
Wait beyond one of the market stand area, and when the time is about 6, start
sprinting to the base and capture it. Hopefully you got there at the right time
and lived.

---

Stratagy Option 2: Capture Old City
Once you start, build the Water Pump near the start and build the Command Post
to gain some extra energy and experince. Then, the water level should be low
enough. Alot of people think you have to wait the entire water is gone, but you
need just enough to stick your head up and get some air every 10 seconds or so.
Then, once you get to the end, climp up the ladder and start to sprint at the
base once the time is about 7.

Soldier:
Not much you can do, get Panzers or use Mortars to bombard them from Axis from
advancing.

Medic:
Heal the Engineers, they are the first priority, then Soldiers.

Engineer:
Build build build. Then Blast blast blast!

Field Ops:
Do artillery calls on the right side, where most axis panzers come from.

Covert Ops:
Do Sachel Charges on defending Heavy Weapons soldiers. Also, disguise yourself
and capture the base when the timer is about 2.

---

Stratagy: Dynamite the old city wall!
Defend the city while a engineer places the dynamite. Defend the axis door and
the ledges above you. Also build the water pump at the building post.

Soldier:
Not much you can do, get Panzers or use Mortars to bombard them from Axis from
advancing.

Medic:
Heal the Engineers, they are the first priority, then Soldiers.

Engineer:
Build build build. Then Blast blast blast!

Field Ops:
Chuck Airstrike grenades on the other side of the wall.

Covert Ops:
Scan for mines ASAP next to the wall. Then Disguise yourself and go through the
wall. Either defend the axis door or attack the people on the other side,
preferably with sachel charge when their back is turned.

All:
Chuck grenades once you hear 4 clicks onto ledges where the Axis are.

---

Stratagy 1: Destroy the Anti-Tank guns!
Once the Old wall is destroyed, the Axis cannot retake the Old City pack. There
are 2 ways to go, go through the area where the wall was destroyed. Get some
soldiers to Panzer both entrances. Then you can go on the bottum entry or the
top entry. I prefer the top one. Get a Covert Ops to search for mines at the
entrances before any one goes forward. You need a few decoy soldiers or some
one to draw attention in the spawning area, while a Engineer goes through the
left door and climb up the stairs and take a right. Place a dynamite and set it
on the anti-tank gun.

Plant atleast 2 then run back to the stairs and instead of the right, go left.
Now you can see if the enemys are coming and you get a head start on firing.
After this, run across to the other tank gun and plant a few, do the same
thing, go across the area and get out of site so you can get a head start of
the enemys.

---

Stratagy 2: Destroy the Anti-Tank guns!
Go in the second water pump and start running through the pipe. Once on the
other side, sprint forward to an area between part of the base and a sandy hill
on the right. From there, more forward and go the left, watch out for mines. Go
up the stairs and take the left, there is a anti-tank gun. Dynamite it and take
cover (look at the other stratagy). Once its gone, run down the stairs and take
the right. Look for more stairs, run up there and take a right into the next
anti-tank gun and dynamite it. Hopefully they dont disarm it and you win.

Soldier:
Set up a Mobile Machine Gun to defend your allies. Also a Flamethrower can help
your allys, check the stratagy for soldier I did.

Medic:
Support your allies.

Engineer:
Sneak by the enemys and plant the Dynamite, then cover it from enemy engineers.

Field Ops:
Call artillery strikes on the exit of the right door to help cover your allys.
Dont do it inside next to the spawn itself since you are not allowed to spawn
kill in most servers.

Covert Ops:
Take out their command post and cover it since alot of engineers are lured
there since they want engineering experince. Kill them and take an engineer
disguise and head out side the room, and when you see a engineer go in, either
explode a Sachel Charge or just kill them the old fashion ways. Also support
your allys, a smoke grenade inside a room with dynamite helps prevent them from
disarming it.

All:
Cover the engineers.

----------------------------
5.01 Seawall Battery
----------------------------

Stratagy 1: Construct the assult ramp!

Engineers need to first build the Machine Gun Nest at the start, but more
important the Machine Gun Nest to the left of the spawning point, that can kill
the enemys inside the bunkers. Then, engineers need to run up to the building
post and build that assult ramp while EVERY OTHER CLASS COVERS. Have 1 sniper
for every 5 players on allies sniping the enemys. And make sure they are good
snipers, not those people who cant even hit a still person. A good sniper can
take down 5 people in about 15 seconds or so. Run up the ramp and capture the
West Bunker.

Soldier:
Use a Mobile Machine Gun to cover, use Flame thrower to shoot into the bunker
but its easier to use a panzer to get them.

Medic:
Engineers, heal and revive them.

Engineer:
Build the Machine Gun nests if you want, but the most important thing to do is
build the assult ramp. Dont be afraid to die, just run to the build post, go
int prone and start building. Dont worry about dying.

Field Ops:
Use Air Support calls to help protect the engineers while building.

Covert Ops:
Snipe if your good, other wise try getting in the back door, I will tell you
more about that later.

All:
Chuck grenades to cover engineers.

---

Dynamite the Gun Controls!
Now, you have to assult the building itself. Go outside the bunker and look for
the door to the base, then go into the next room. In the next area there may be
a Machine Gun on the right, or not, depending if a enemy engineer has built it.
If there is, just try to kill him for your allies' sake. Then flip the switch
to the left (From the door you came from), so its easier to get to the area.
Then in the next room, there will be a lot of enemys, since one room away is
the spawning room. The easiest way to get to the gun controls (In a frontal
assult) is to climb up to the top of the stairs and take the right door, then
follow the path untill you get the cannon. Place dynamite and cover it with
your life.

---

Stratagy 2: We need a Covert Ops!
If an enemy falls down on the beach, get a covert to grab the disguise and head
to the left of the spawn point and climb up the ramp and follow through the
path, and open a door for the engineer. Keep moving to the gun controls and
make the Allie engineer plant some Dynamite. Most of the time, the Axis will
not even come to disarm the dynamite.

----------------------
5.03 Gold Rush
----------------------

Steal the Tank!:
Now, from the start, take the left from the spawning point to go up the ramp.
Keep moving untill you get to the partly opened door. A engineer normaly places
a mine there so be sure to jump over that part. The tank is on the left. To
steal the tank, you need a engineer to repair it then hit F to go man the
turret. Get a Field Ops Airstrike if there is a high amount of troops around
the cornor. Then make the engineer sprint to repair it.

---

Destroy the Tank Barriers!:
If there is no tank barriers built, be sure to defend them at all costs. This
means a solder should get a Panzer or Mobile Machine Gun, Engineers Grenade
Launcher could help, but the best is probaly the Coverts Sachel Charge. If
there is barrier there already, place the first dynamite in a safe area...

X = Barrier
| _ = Wall
O = Tank
D = Dynamite

| |______|
|XXXXXX D
| O

Then just defend it untill it blows up. Keep repairing the tank and cover it
from enemy fire. At the second tank barrier (They must have built it by the
time they got to the first barrer), place the dynamite here...


_ __
| |
_|XXXXXX|
|D |

That is probaly the safest place to plant the dynamite, since its the hardest
place to get shot at and an easy place to cover, because you can co on top of
the stairs. Once the barrier gets destroyed, the tank will go to the other side
to the courtyard. They normaly kill the tank when its inside the courtyard, so
get on it will probaly need to move a few feet to destroy the Bank Doors. Now
its the hard part...

---

Steal the gold!:
A good team normaly has the bank gaurded with a few Mobile Machine Gunner
solders, so a good way to take them down is a Panzer Soldier. Flamethrower is
also a good weapon, its good for all other class in the room. Medics are good
for taking the gold if they have Adrenaline rush, since they take half damage
and have infinite stamina. Take the gold and run out to the truck, once you
touch the truck, the gold will be sercured, and they cant take it back. You
need to sercure 2 gold crates. Repair the truck (Thats a given if it hasn't
been repaired already).

When you sercure the first gold crate, most of the Axis players will defend the
second so its safe to plant Dynamite at the truck barrier so when the second
gold crate is sercured, it can start moving. About 3\4 of the time they don't
build the second truck barrier, but if there is, place the Dynamite there once
you place Dynamite at the first truck barrier. Once it reaches a certain point,
you win.

---------------------------
5.04 Würzburg Radar
---------------------------

First off, I HATE this map, so my stratagys may not be too good. So if you have
a better stratagy, E-mail me it and I will give full credit.

Capture the forward bunker!:
From where you start, shoot a window (If some one hasn't), and jump out, its
the quickest way to get on the ground. Keep moving forward to the bunker. There
may a be a Machine Gun built by an engineer, so if there is, call in a Panzer
soldier. Basicly, watch out for Airstrikes and Artillery strikes near the
entrance.


Destroy the front entrance!:
From the entrance, climb up the small stairs (The one without the rails) and if
you continue, you will see a giant metal door. A engineer needs to place
Dynamite at the door. The only way the Axis can attack is through this one
door. Either chuck a grenade when they open the door. But the best way is to
place a Sachel Charge at the door and it will kill any enemys when the doors
open, its the best defense, mines dont seem to work. You will also see a truck,
this is where you take the Radar parts to.

Destroy the side entrance!:
From the spawning point in the Forward bunker. Head up the stairs (with the
rails) and head out the door where the building post is for a Machine Gun. Once
out the door, take the right path and continue moving untill you find a cracked
part of a wall. Once this is destroyed, you can continue through and build a
command post, its also near one of the Radar Parts.

Steal the Radar Parts!:
Not much to say, check your map for radar part icons. Grab them and run to the
truck near the spawn.

---------------------
5.05 Rail Gun
---------------------

The other map I HATE. Again, if you have a stratagy E-mail me and I will give
you full credit. I am not going to make a stratagy for this map in my
walkthrough.

----------------------
5.06 Fuel Dump
----------------------

Get the tank across the bridge!:
From the start, there will be a tank you need to escort to the bridge area.
Once the tank reaches there, it will destroy the tunnel grate. Then it needs to
cross the bridge. First a engineer needs to build a bridge, a plane wooden
bridge. The they need to reinforce the bridge so the tank can cross to the
other side. Now, most of the time they destroy the tank while crossing, but
thanks to programming, it finishes its scripted moving before it gets damage.

Once on the other side, repair the tank if it needs and and crouch behind the
tank for cover from bullets, since there will be a Machine Gun tower. Once it
gets so far, it will destroy a metal door, and sercuring the next spawn point.
Once this is done, be sure to destroy the Machine Gun nest and Axis command
post to get a few experince points.

There is also a assult ramp on the right of the spawn area. Its another way to
get across.

Soldier:
Use anything to cover your allies.

Medic:
Engineers, heal and revive them.

Engineer:
Keep repairing the tank, and when it gets to the bridge, build the bridge and
reinforce it. Keep repairing, I know its annoying =p

Field Ops:
Use Air Support calls to help protect the engineers while building.

Covert Ops: Get a good sniper or two to cover your allies. Or go around on the
assult ramp and destroy the command post and machine gun tower, and just take
down enemies like always on 1 vs 1 combat.

Destroy the Fuel Dump!:
This is the hard part, you now need to take the fuel dump down. Keep moving
untill you reach a garage that you can build a command post, which can give out
ammo and medpacks. The best way to defend the command post is to shut the
garage doors. There also may be a Machine Gun tower to take care of. Once its
destroyed (if it's built), you can build one for your team. Keep escorting the
tank, it will shoot and destroy the front door, the escort it to the back where
it will shoot a hole in the wall. Then get a Covert along with an engineer to
get to the fuel dump, there are 2 ways...

1: Easier (Requires Diguised Covert)
On the way to the axis base defense (The walls the axis build so you can just
walk in the fueldump), there will be a building on the left, go in it. Get to
the top level and look for a locked door only a disguised covert can open. This
will lead you outside, from here you can drop down into the fuel dump and not
worry about enemys coming by destroyed axis defenses.

2: Harder
You need a Covert Ops, and a few allies couldnt hurt. Go through the side
entrance and make a Covert Ops scan for mines at a Axis Base Fortifacations,
then blow up the defenses and let an ally eningeer plant some dynamite. This is
where the extra allies can help, to defend the engineer.

Soldier:
Use anything to cover your allies.

Medic:
Engineers, heal and revive them.

Engineer:
Build Command post and building post for Machine gun. Also plant Dynamite at
the Fuel Dump of course.

Field Ops:
Use Air Support and Artillery Support.

Covert Ops:
Snipe from the hill. From the spawning point, go to the first (Or is it
second...) right. Once you get outside, there will be a big hill. Climp up the
hill on the cornor.

Main Mine Locations:
1: The very front entrance, safest to get it from the sniping hill.
2: The side entrance. The hardest to get since they place them all around there
3: Axis Base Fortifacations is another. Take a look before going there with a
engineer.

Also look at the 2 ways to win with a covert.

---------------------------------
6.00 Map Stratagys (Axis)
---------------------------------

NOTE: I DON'T PLAY AXIS MUCH SO I WONT HAVE THE BEST STRATAGYS, IF YOU HAVE
ANY, PLEASE E-MAIL THEM TO ME.

5.01 Siwa Oasis

Defend the old city!:
Once you first spawn, start calling in artillery support at the enemy
entrances. Get a few Panzers/FlameThrower/Mobile Machine Gun to cover, along
with a sniper. Basicly, keep bombarding them.

Mine Placment:
1: Place them near the top of the spawning point.
2: Place them at the exit of the water pump tunnel
3: Finaly place them at the Old City wall, theres always some one who dies
there.

Soldier:
Use a Flamethrower to stop them from moving forward (Check soldier class info),
Panzer or Mobile Machine Gun to pinn them down.

Medic:
Heal Heavy Weapon soldiers first.

Engineer:
Place mines and use Grenade Launcher to take down some enemys

Field Ops:
Use Artillery support to pin them down.

Covert Ops:
Either snipe or get a disguise and Sachel Charge them. I love my Sachel Charges
^_^

---

Defend the anti-tank cannons!:
Basicly, no matter what your team WILL lose the Old City. So you have to defend
the Anti-Tank guns. Place mines at all the exits and have atleast 1 engineer in
base at all times that can get to the Anti-Tank guns if dynamite has gotten
planted. There is a rock outside one of the exits, you can use a sniping rifle
there, or Mobile Machine Gun (I think). As you know, there are 2 ways to come
to te bases area, one is on the ground and they can either go through one of
the 2 doors or take a right where they come out, there are a few places where
you sit in a indent in the wall and can Flame or Panzer the soldiers.

Soldier:
Use a Flamethrower or Panzer.

Medic:
Heal Heavy Weapon soldiers first.

Engineer:
Place mines and use Grenade Launcher to take down some enemys

Field Ops:
Again, use Artillery support to pin them down.

Covert Ops:
Snipe them, and Sachel charge them.

----------------------------
5.02 Seawall Battery
----------------------------

Defend the west bunker!:
First off, DO NOT GO ON THE BEACH ITSELF OR YOU WILL LOSE AGAINST GOOD PLAYERS.
This is because there is a door that a Covet Ops can open and its near the Gun
Controls, so a Engineer can place Dynamite and I dont know if you even have 30
seconds to get there, kill the Covert and Engineer and then disarm the dynamite.

Also, DONT EXIT THE BACK ENTRANCE, I see alot of this, then the Covert can get
in, without getting a disguise from the beach.

If a ally engineer has built the Assult Ramp, a Covert Ops can destroy it with
a Sachel charge which makes it very hard for them to take the bunker. Just keep
Panzering, Artillery Striking ect. to help defend the bunker.

Soldier:
Use a Panzer to take down the allies.

Medic:
Just heal and revive. Covert may be the most important since they can destroy
assult ramp.

Engineer:
Just keep killing them.

Field Ops:
Again, use Artillery support to pin them down.

Covert Ops:
Snipe them, or use just a normal gun and kill them. Sachel charge the Assult
ramp if its constructed.

---

Defend the Gun Controls!:
Soldiers with Flamethrowers are very nice at this point. Since they must go
down the hallway, it can kill them easly. Also build the Machine Gun in the
hallway also, it will help. Defend the switch at one of the hallway, it will
open a door so the allies can come in quicker. Also, if you can, try to
re-capture the bunker.

----------------------
5.03 Gold Rush
----------------------

Defend the Tank!:
This part is simple, defend the tank. Get a engineer to place some mines at
tank, get a soldier to use either Mobile Machine Gun or Flamethrower to cover
the main entrance. A few Artillery support calls help alot at this part. Also
there is a Command Post at the start, most people dont build it for some
reason. I would suggest to get an engineer to build the first barrier after
placing a few mines. I've never seen a game where the allies didnt get the
tank, so be prepared to lose the base.

Soldier:
Panzer, Flamethrower or Mobile Machine Gun, any will do.

Medic:
Just heal and revive.

Engineer:
Place mines near the tank.

Field Ops:
Artillery support

Covert Ops:
Just kill.

---

Stop the tank!:
Once they steal the tank, be sure to have Tank Barrier 1 up. Also, do artillery
strikes on the Tank Barrier to help prevent them from placing dynamite. Also, a
few mines at the front of the tank barrier couldn't hurt either. If the barrier
isn't up (For some reason), get a Mobile Machine Gunner and defend it untill an
engineer builds the barrier.

Soldier:
Panzer or Mobile Machine Gun.

Medic:
Just heal and revive.

Engineer:
Build the Tank Barrier 1 if it hasn't been built. Also place some mines near
the Tank Barrier.

Field Ops:
Artillery support at the Tank Barrier itself so its harder for Engineers to
place Dynamite.

Covert Ops:
Snipe the people while coming down path, or just go in normal combat.

---

Now you need to keep attacking the tank and delay them from getting to the
gold. The tank will keep moving and once it gets to the second barrier, just
keep defending it, make a Engineer place mines around the tank And use a
Flamethrower on top of the stairs, since thats where they come from (Atleast
95% of them). Also in the room on the top of the stairs, there is a ladder you
can climb up and place a Sachel Charge on the bottum, you know what to do ;).

---

Defend the Gold!:
If the tank gets inside the Courtyard, it will shoot a hole through the bank,
so now get a 2 Mobile Machine Gunners to defend the gold room. I see alot of
engineers placing mines right next to the truck where they normaly go to place
the gold, but they always are to close so they sercure the gold and THEN die.
So place the mines between the front bank doors and the truck. Most Axis
Engineers dont place Truck Barrier 2, and the allies rarly destroy it, untill
the end. So place it to delay them from moving forward. A few games I played, I
placed the Truck Barrer 2, and it won us the game since they had about 30
seconds left, and it takes 30 seconds for dynamite to blow up.

---------------------------
5.04 Würzburg Radar
---------------------------

HATE this map, and I rarly play axis so this stratagy will most likly suck.

Defend the Bunker!:
Get an engineer to build the Machine Gun, this can really help out. Also place
mines.

1: At the Side Entrance
2: Side entrance of the bunker
3: At the giant wall

Also, keep calling in artillery strikes and Flamethrowers are nice here. Keep
one person at the side entrance, preferably a Mobile Machine Gunner, or Panzer
soldier. Just try to keep fighting them off. Though, they will capture it after
so long.

Defend the Radar Parts!:
Place mines near the radar parts and on the east where they have to go to get
to the radar parts. Get a few Mobile Machine Gunners under the bridge so they
get more cover. Also call artillery strikes next to the truck.

---------------------
5.05 Rail Gun
---------------------

The other map I HATE. Again, if you have a stratagy E-mail me and I will give
you full credit. I am not going to make a stratagy for this map in my
walkthrough.

----------------------
6.06 Fuel Dump
----------------------

Get a few Covert sniper. And then build the Machine Gun tower and start
attacking (A medic is best since they can heal themselves up there). Build the
Command post and get a Covert at the Side Bridge area, so they can Sachel
charge the bridge and destroy it. And get all Field Ops to call in Artillery
strikes on the Bridge construction post.

Defend the Fuel Dump!:
To defend against the Covert Ops stratagy (Check the ally stratagy for Covert
Ops on Fuel Dump), place mines INSIDE the fuel dump area. Also, if you read the
Covert Op Stratagy, you know how to get inside the fuel dump with the defenses
up. Also I feel that if you place the mines in the front entrance, your wasting
time since a Covert Ops can scan for them and a single grenade will kill them
all. Though, the back entrance cannot be spotted.

------------------------------------------
7.00 Custom Map Stratagys (Allies)
------------------------------------------

If some on asks, I will add stratagys. I will need to know where I can find the
map.

----------------------------------------
8.00 Custom Map Stratagys (Axis)
----------------------------------------

If some on asks, I will add stratagys. I will need to know where I can find the
map.

-------------------
9.00 Basics
-------------------

The basics of the game is Allies (Americans/British) vs Axis (German/Japan).
Most of the maps Axis are the defenders, and Allies are the attackers. There
are 5 classes, Soldier, Medic, Engineer, Field Ops and Covert Ops. Each class
has their own abilitys. If you die, you can either wait for the reinforcment
line (Spacebar), or wait for a medic to heal you. Hit L to see your objectives,
change class/team and a map.

---

Also hit L to change your spawn point (click on it)

From The Crazed Madman

------------------------
10.00 Sent in stratagies

Oaisis: when you are waiting for the old city wall to blow up (after or before
you plant the dynamite) repair the water pump (the second one)!! this is very
important, because most (if not all) of the axis will be camping behind the
wall so you will have a free shot of blowing up an anti-tank gun (most of the
time). Also if you feel like being accused of cheating have an engineer to jump
on you (while crouching, then stand up) outside an anti tank gun and plant
dynamite, but some people may not think this is fair

Battery: Sometimes it's not wise to capture the west bunker (because they will
spawn right where you need to get to the gun controls) just have an engineer
(and a medic would help too) run in, ignoring the west bunker and go straight
for the guns. Sometimes this strategy works too well, I can finish this map in
only 1 or 2 minutes (using this strategy).

Also for battery: when you get a covert with a disguise, have him destroy the
generator (to the left of the door, behind the machine gun nest. So that
engineers can get inside without the help of a covert (spawn at the command
post), the only problem with this is, the axis will know that you're coming
into the back (so only do this if you lost your uniform or your almost dead)

Gold Rush: when you are trying to repair the tank don't go in the front, they
will be expecting you there, try going around (not the stairs) to the tank
barrier and going up that way, they never put mines on that side of the tank,
when repairing it, always move around so they cant kill you as easily

Radar Parts: for the east radar parts you can crouch down (where there is a bit
a destroyed wall)and have someone jump on top of you and get the parts that way
(so you can avoid people and mines all together, but your teammates don't
usually listen to you, or just look at you strangely). you can also spawn at
the command post too

Rail Gun:
Your goal is to stop the tug from getting to the depot yard, if they get it
there stop it from getting to their base, if you fail that, stop it from
getting to the gun controls, if you allow them to do that, defend the gun
controls!!! You are defending here (unlike most maps) so right off the start go
down to the track switch and plant mines around it and leading up to it, this
very very important (forget about the machine gun nest).

Have someone (or you) run to the depot yard and defend it right when this map
starts (also very important). Now go down to the health and ammo cabinets and
go left to build the command post. Now go back and kill the people in the tug
(they are most likely dead from your mines and take it back to their base, jump
out of the tug right before you get to the wall, so the only way in to the tug
is from your side of the wall and plant a couple mines so they cant get into it
without dying, tell your teammates not to move the tug!!.

Go back to the gun controls and plant dynamite and some mines leading up to the
ladder. Be careful though, there might already be mines there, so just to be
safe, jump on the platform (you might need to jump on a red bumper to get
there) and then on to the ladder, you can always go though the back (another
short ladder) but I think that takes too long. Go back and defend the tug,
track switch, and the depot yard (3 most important things in this map) until
the time runs out. Always refill you mines that you planted and you shouldn't
have a problem.

If they do get the tug to the depot yard try to hold it as long as possible,
always check you map for where the tug is. and if they do get it back to their
base after that spawn at your original spawn and go out the back way to the
left (closer to the gun controls) go up the ladder in the back of the gun, jump
on a rail then jump on top, this is a great place for defending the gun
controls, do not, I repeat do not let them repair the gun, or they will win,
they do have to fire the gun first, so don't give up. It really helps having a
soldier with a machine gun guarding the stairs so they can't repair it (behind
the stairs, under the gun).

From The Crazed Madman

---------------------
11.00 Versions
---------------------

1.01 Updated some stuff, and added new section.

---

1.00 Just put on GameFAQs

--------------------------------
12.00 Credits and Thanks
--------------------------------

Me for making this
CJayC for making this great site
Any one who helped Enemy Territory

------------------
13.00 FAQs
------------------

None yet.


 
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