Wolfenstein: Enemy Territory
Wolfenstein: Enemy Territory was released on the 29th of May 2003. Originally designed to be an expansion to the popular Return to Castle Wolfenstein, problems with the single-player game mode were apparent and the developers released the multiplayer portion as a freeware standalone game. It is based on the Quake III engine as has been consistently popular since it's inception.
| Wolfenstein: Enemy Territory | |
|---|---|
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| Minimum Requirements | 600 MHz CPU, 128MB RAM, 32MB OpenGL Graphics Card, Network Connection |
| Latest Patch | 2.60b |
| Platforms | Microsoft Windows, Mac OSX, Linux |
| Age Rating (OFLC) | M |
| File Mirror | Wolfenstein: Enemy Territory files on 3FL Download Vault |
Contents |
Gameplay
Gameplay involves two sides; the Axis and the Allies. Players may choose which side (subject to team balance settings) and also a class. Gameplay depends on the map in progress and varies between conventional base defence and base assault as well as waypoint based objectives.
Ranks
Ranks are gained by levelling up in the skills mentioned below:
- Private First Class/Oberschütze: Attaining Level 1 in any skill
- Corporal/Gefreiter: Attaining Level 2 in any skill
- Sergeant/Feldwebel: Attaining Level 3 in any skill
- Lieutenant/Leutnant: Attaining Level 4 in any skill
- Captain/Hauptmann: Attaining Level 4 in any two skills
- Major: Attaining Level 4 in any three skills
- Colonel/Oberst: Attaining Level 4 in any four skills
- Brigadier General/ Generalmajor: Attaining Level 4 in any five skills
- Lieutenant General/ Generalleutnant: Attaining Level 4 in any six skills
- General: Attaining Level 4 in all skills
Generic Skills
Battle Sense
Battle Sense is gained by spending time in active combat. Experience for Battle Sense is awarded on a 30 second timer based on whether you deal damage, receive damage or both. You must be alive at the end of the tick to gain Battle Sense experience. The levels and rewards for Battle Sense are as follows:
- Level 1 (20 EXP) - Binoculars. Gives a longer viewing distance although you cannot fire while in this mode.
- Level 2 (50 EXP) - Stamina recharges 1.6x faster than normal.
- Level 3 (90 EXP) - Health increases by a further 15HP.
- Level 4 (140 EXP) - Can see land mines at short distances although you cannot spot them.
Light Weapons
Light Weapons experience is gained by killing enemies with either a submachine gun, unscoped rifle, pistol, grenade or knife.
- Level 1 (20 EXP) - Extra clip of ammo on spawn.
- Level 2 (50 EXP) - 35% faster reload.
- Level 3 (90 EXP) - Increased weapon proficiency (Spread and recoil from weapons are reduced)
- Level 4 (140 EXP) - Option to dual wield pistols in an akimbo style.
Classes and Skills
Soldier (Heavy Weapon)
Soliders are equipped to kill and have no particular special skill. They are the only class that can use the panzerfaust, mortar or deployable MG42 machine gun. They spawn with more ammunition than normal (4 grenades and either 3 light weapon clips or 1 heavy weapon clip).
Skills
- Level 1 (20 EXP) - Panzer fire only takes 2/3 of a power bar, Mortar fire takes 1/5 of a power bar
- Level 2 (50 EXP) - MG42 heat is reduced by 50% and can be reloaded without emptying the clip
- Level 3 (90 EXP) - Speed increases slightly
- Level 4 (140 EXP) - Can weild a submachine gun as a sidearm
Field Ops (Signals)
Field Ops are primarily a support class. They have the ability to spawn ammo containers on the field for players as well as ordering an artilery strike on an enemy position to clear out or supress opposition.
Skills
- Level 1 (20 EXP) - Ammo packs are less expensive (15% of a power bar instead of 25%) and ammo pack capacity doubles
- Level 2 (50 EXP) - Power bar use for airstrikes is reduced by 30%
- Level 3 (90 EXP) - Airstrikes happen twice in succession
- Level 4 (140 EXP) - Can spot a disguised Covert Ops
Special Ability
The Field Ops class has three special abilities. In weapon slot five is a smoke canister which can be used to indicate a strafing run while the slot eight is binoculars which can be used to deploy an artillery strike. They can also deploy an ammunition pack using their sixth weapon slot.
Medic (First Aid)
Medics have more health than any other class and also slowly regenerate health. They can also deploy health packs on the field and revive downed teammates with their syringe ability. They also only spawn with a single clip at lower levels.
Skills
- Level 1 (20 EXP) - Extra clip and extra grenade on spawn
- Level 2 (50 EXP) - Two extra syringes and health packs only cost 15% of the power bar instead of 25%
- Level 3 (90 EXP) - Syringes revive to full health instead of half
- Level 4 (140 EXP) - Unlocks adrenaline ability which causes you to run faster, take half damage and never run out of stamina for 10 seconds at the expense of a full power bar.
Special Ability
The Medic class has three special abilities. They are able to revive using the syringe in the fifth weapon slot. This will revive a teammate fully when the medic reaches class level 3. They can also deploy a health pack with the sixth weapon slot which restores 20HP when picked up. The last ability, adrenaline, requires class level 4 and is described above.
Engineer (Engineering)
Every level will require at least one engineer to build objectives, build command posts, plant dynamite, defuse dynamite, plant landmines as well as long range fire support. They are the only class who are able to use the rifle grenade which is effective at taking out an obscured sniper or an enemy embedded in deep cover. They can earn their class experience very quickly.
Skills
- Level 1 (20 EXP) - Spawn with four extra grenades and four extra rifle grenades
- Level 2 (50 EXP) - Dynamite arming and defusing happens in half the time
- Level 3 (90 EXP) - Power bar requirements for all abilities drop by 1/3
- Level 4 (140 EXP) - Flak jacket which reduces explosive damage by 50%
Special Ability
The Engineer has three special abilities. The first is the pliers in weapon slot five which can both arm and defuse dynamite and perform operations at flagged construction points. Slot six contains a pack of dynamite which requires a full or two thirds of a power bar to plant (depending on the engineer’s class level). The last ability is the land mine in weapon slot seven which allows up to 10 landmines per side to be deployed
Covert Ops (Covert Operations)
Covert Operations can steal an enemy's uniform to look much like an enemy and while in this state they can unlock locked doors. They can also spot enemy landmines through binoculars and mark them in a way that makes them visible to your teammates. Firing any weapon within the field of view of an enemy immediately disables the disguise and blows the agent's cover. Covert Ops also have a satchel of dynamite which can be used to blow some objectives quickly compared to dynamite and also gain experience. Enemy command posts are particularly vulnerable to this form of attack as well as different objectives marked with a satchel icon. Coverts can also gain experience by killing an enemy using a rifle while in a scoped view.
Skills
- Level 1 (20 EXP) - Extra magazine on spawn for scoped weapons.
- Level 2 (50 EXP) - Power bar requirement for satchel reduced to 2/3 of your bar and can move closer to other players before being found out.
- Level 3 (90 EXP) - Reduces sway and recoil and can stay underwater longer.
- Level 4 (140 EXP) - Instant kill when backstabbing an enemy.
Weapons
Melee Weapons
Knife
The knife is a basic melee weapon that does little to moderate damage except in the hands of a fully developed Covert Ops character who can backstab another player in a single hit.
Sidearms
Luger P08 (Axis) and Colt M1911A1 (Axis)
The Luger and Colt are basic pistols that both holds eight rounds. They do little to moderate damage except when aimed at the head where they can take off half of a standard health bar. A character who has the full light weapons skillset may carry two pistols in an akimbo style.
Submachine Guns
MP40 (Axis) and M1A1 Thompson
The MP40 and M1A1 Thompsons are basic submachine guns that holds thirty rounds. Each round does little to moderate damage similar to the pistols however a submachine gun can usually deliver the rounds faster and require less attention to do so. When aimed at the head a single shot can take off half of a standard health bar. A character who has the full heavy weapons skillset may carry their side's respective submachine gun as a sidearm instead of a pistol.
Sten Mk. IIS
The Sten Mk. IIS is a supressed submachine gun with a faster rate of fire than the regular submachine guns. However, the Sten can overhead after 16 bullets have been fired continuously.
Class Weapons
K43 and M1
Both these weapons are only available to Engineers and Covert Ops. Covert Ops receive a scope with both of these weapons while engineers can stick a grenade onto the end of the rifle to make a crude grenade launcher. Rifle grenades also take approximately half or a third of a power bar to fire depending on your engineering level
FG42
The FG42 is an automatic, scoped weapon. More effective at close range since it only has one level of zoom. Also only does 50 damage when it hits the head rather than the 100 of the scoped rifles.
Scope Sten
Apart from the scope this weapon is exactly the same as its unscoped variant.
Heavy Weapons
Panzerfaust
The panzerfaust is the equivalent of a typical rocket launcher in a first person shooter although the panzer will typically drop in height during its flight. Capable of taking out multiple enemies in one shot and also one of the few weapons capable of damaging vehicles. Some experienced players will also snipe with the panzer. Shots also be cancelled while leaning. The panzer takes almost a full bar of power to fire at the first Heavy Weapons level making it a slow shot at first. Once a command post is built and the player reaches the second level of Heavy Weapons the rate of fire is drastically increased.
Flamethrower
The Flamethrower is only useful at short range and usually only in short passages. Players are also set on fire which increases damage dealt after the initial hit. Rarely useful except in the hands of the most experienced players.
Mortar
Deploy the Mortar, aim, shell goes flying. After the shell goes flying hold the G key to find out where the shell lands. Adjust aim and repeat. Usually used for keeping spawn points under wraps. Good for a few first kills. Usually requires a periodic field ops visit to replenish ammunition.
MG42
Also a deployable weapon. Way too much spread however this doesn't really matter when you're gunning down three or four approaching soldiers. Extremely high rate of fire, extremely easy to overheat and extremely narrow aiming radius. Only recommended to people who know what they're doing.
Starter Guide
If you’re just starting out in the game the class you most likely want to pick is Medic. The large health reserve, decent starting weapon and the ability to heal yourself make it an easy class to pick up and play. Most of the time you won’t need to worry about the limited ammo as you usually won’t last more than one clip and most teams will have at least one player on field ops that will be supplying spawn exits with ammo. As you get more used to the gameplay mechanics try an engineer and attempt some of the objectives (highlighted with a flag and some construction crates). Try to use the rifle grenade at first to assist in the accumulation of class experience.
Once you’ve mastered medic and engineer you may want to branch out into other classes. In general field ops will be one of the last classes you want to try due to the difficulty of leveling and using the special abilities. Try to stay on the Allied team for starters as attacking is measurably easier than defending at first and the lower spawn timer will get you back into the game quicker.
Help Section
Please visit the 3FL Forums if you have trouble connecting to the servers.
Games that are similar /Games that you may like
- Quakeworld: Team Fortress/Team Fortress 2
- Q3F
Patching/Map Pack Information
ET hasn’t been patched in quite some time and isn’t expected to be. Servers will download any necessary clientside addons when you first connect. 95% of servers will use the default 6 maps in their map rotation and won’t require you to download any new maps.
Certain servers may be running different versions or even mods of Enemy Territory. One of the most popular mods is ET Pro, which has many game play improvements over the standard Enemy Territory release. The associated files are automatically downloaded and installed when attempting to connect to such a server.



