Enemy Territory
Enemy Territory is a freeware first-person shooter computer game, and a standalone sequel to Return to Castle Wolfenstein, created by expansion pack to the popular FPS Return to Castle Wolfenstein, however due to problems with the single player aspect it was instead released on May 29th, 2003 as a free standalone game. In early 2004 the source code for the game was released enabling a number of modifications to be created. Previous modifications, such as the popular ET Pro competition mod, only used the SDK. The source code allows more flexibility for mod makers.
The character classes in Enemy Territory are:
Soldier (carries heavy weapons);
Medic (revives killed team-mates and heals the injured);
Field Ops (distributes ammo-packs and calls in two types of fire support);
Engineer (performs a variety of objective-critical tasks include repair and demolition);
Covert Ops (responsible for espionage and/or sniping)
Basic Gameplay Information
There are two sides, Allies and First Aid (medic class), Engineering (engineer class), and Covert Operations (covert ops class).
Players have certain abilities based on their character class. The player has a Power Bar that provides 'fuel' for their special abilities. The power bar regenerates slowly.
Players have up to eight weapon slots, depending on character class.
- Slot 1 - knife
- Slot 2 - one-handed weapon (default: Allies - Colt; Axis - Luger)
- Slot 3 - two-handed weapon (depends on character class, but most classes can choose the Thompson for Allies and MP40 for the Axis)
- Slot 4 - hand grenade
- Slot 5 - medic - syringe; field op - airstrike grenade; covert op - smoke grenade; engineer - tool (pliers)
- Slot 6 - medic - health pack; field op - ammo pack; covert op - satchel charge/detonator; engineer - dynamite
- Slot 7 - medic - adrenaline syringe; engineer - landmine
- Slot 8 - binoculars (if earned according to Battle Sense skill)
Skills
All players have a primary class skill, battle sense, and light weapons. Here is a description of battle sense and light weapons.
- General Skill - Battle Sense
(gained by time spent in combat)
- Level 1 - Battle Sense Level 1 gives you a pair of binoculars which can be used to reconnoiter enemy positions. Only Covert Ops can use binoculars to spot land mines for their team-mates.
- Level 2 - The powerful aerobic benefits of prolonged combat activity enable your stamina bar to recharge at 160% of the normal rate.
- Level 3 - As a wily battle-hardened veteran, your combat expertise effectively increases your maximum health by 15 points.
- Level 4 - Even if you're not a Covert Ops, you'll be able to sense enemy land mines without the aid of binoculars. Any mines within a certain range will appear as translucent outlines in your field of vision. Unless you're a Covert Ops, you won't be able to spot them for your teammates.
- General Skill - Light Weapons
(gained by killing enemies with light weapons and grenades)
- Level 1 - When you respawn, your ammo loadout will include one extra magazine of ammunition.
- Level 2 - Your familiarity with your weapons allows you to reload your weapons 35% faster.
- Level 3 - Your combat experience allows you to handle your weapons with greater ease; SMG spread is reduced by 35% while pistol recoil is halved.
- Level 4 - Your single-handed weapon slot now has the option of dual-wield akimbo pistols.
Character Classes
Soldier
Standard grunt. The soldier is unique in that his character skill relates only to killing the enemy, rather than helping his team directly. Soldiers are the only class that can carry heavy weapons. Soldiers spawn with four hand grenades.
- Soldier class skill - Heavy Weapons
(Note: All character classes may earn points in Heavy Weapons while using a constructed MG42 turret or a tank's browning machinegun.)
- Level 1 - Power Bar requirement for firing a heavy weapon is reduced by 30%.
- Level 2 - Overheat rate for heavy weapons reduced by 50%.
- Level 3 - Walking speed while brandishing heavy weapons is increased.
- Level 4 - Soldier may carry an automatic weapon ( Thompson or MP40) in his one-handed weapon slot.
Field Ops
Provides ammunition. Can throw a colored smoke grenade that will call in an airstrike - a series of explosions in a short line along the smoke. Can also call in an artillery strike - a series of explosions surrounding the area determined by the Field Op by using binoculars and choosing a site to strike. The airstrike is generally used for immediately clearing out a large area. The artillery strike is used for making one small area very unsafe for a longer period of time. Field Ops spawn with two hand grenades.
- Field Ops class skill - Signals
- Level 1 - Ammo packs that you drop contain one extra ammo clip.
- Level 2 - Power Bar requirement for airstrikes and artillery strikes is reduced by 30%.
- Level 3 - Airstrikes provide a second series of explosions immediately after the first. Artillery strikes last twice as long.
- Level 4 - The Field Op can recognize disguised enemy Covert Ops.
Medic
The medic has more health than any other class†, and slowly regenerates health. The medic can heal teammates with health packs and revive them with syringes. Since a medic regenerates health, and usually gains the most experience by staying with a group, it's a good choice for beginners. Health regeneration also means that a medic in the hands of a skilled player is deadly. Medics spawn initially with only one magazine of ammo and one hand grenade.
- Medic class skill - First Aid
- Level 1 - The medic spawns with one extra magazine of ammo and one extra hand grenade.
- Level 2 - The medic spawns with and may carry two extra syringes. Power bar requirement for dropping health packs is reduced from 25% to 15%.
- Level 3 - Syringes revive a knocked out teammate to full health.
- Level 4 - The medic may inject himself with adrenaline. When using adrenaline, the medic runs faster and takes less damage. His stamina bar is immediately filled and cannot be depleted while the adrenaline is working. The effect lasts for ten seconds.
† - The starting health of a medic and the rest of his teammates depends upon the number of medics on the team. The more medics on the team, the higher starting health everyone on the team has, however the medics will generally have a higher increased staring health value than the other classes. Here is a table illustrating this:
| No. of medics | Starting health for medic | Starting health for other classes |
| 0 | -- | 100 |
| 1 | 100 | 110 |
| 2 | 123 | 115 |
| 3 | 134 | 120 |
| 4 or more | 140 | 125 |
Engineer
Engineers are the only class that can accomplish many objectives. Engineers may build and repair machine gun nests, repair vehicles, build constructions (command posts, bridges and such), and plant dynamite and landmines. Engineers spawn with four grenades, and are the only class that can carry the flak jacket. Flak jacket reduces damage from explosives by 50%.
Covert Ops
Sneaky spy-types. Coverts can steal a dead enemy's uniform, toss opaque smoke grenades to provide visual cover, and drop a satchel charge (remote-controlled bomb). The Covert Op is the only class that can use scoped weapons and silenced weapons.
- Covert Ops class skill - Covert Operations
- Level 1 - Covert gets a bonus clip of ammo for his scoped weapon with each ammo pack.
- Level 2 - Power Bar requirements for satchel charges and smoke grenades reduced by 30%.
- Level 3 - Accuracy when zoomed in with a scoped weapon is increased.
- Level 4 - Instant kill when stabbing an enemy in the back.
Weapons
Slot 1 - Knife.
Simple melee weapon. A level 4 Covert Op can get a one-hit kill if he stabs an enemy in the back.
Slot 2 - One-handed weapon.
- Luger - Axis pistol. Eight round magazine.
- Colt - Allied pistol. Eight round magazine.
The Luger and Colt are identical except in appearance and sound. A Covert Op carries a silenced pistol. Any player with level 4 Light Weapons may carry a pistol in each hand simultaneously.
Slot 3 - Two-handed weapon.
- MP40 - Standard Axis automatic weapon. Thirty round magazine.
- Thompson - Standard Allied automatic weapon. Thirty round magazine.
(these can be selected by any class except the Covert Ops
The MP40 and Thompson are identical except in appearance and sound. The two were different in Return to Castle Wolfenstein. Although the differences between the two are minimal, some players prefer one gun over the other.
- Panzerfaust - Soldier class only. Rocket launcher. Long reload time, high damage, wide blast radius. Decreases walking speed. Single shot before reload. Some players have a variety of insults for those who use the panzerfaust but most are indifferent to its use.
- Flamethrower - Soldier class only. Decreases walking speed. Very good close-range indoor weapon. Very good for attracting enemy fire. 150 shots before reload.
- Mortar - Soldier class only. Decreases walking speed. Cannot be used while moving. Launches a bomb in an arc. When aimed properly, can hit almost anywhere from far away. Single shot before reload.
- MG42 - Soldier class only. Bipod-mounted machinegun. Decreases walking speed. Terrible accuracy when fired while moving; soldier should lay down and deploy the weapon for maximum effectiveness. Otherwise identical to constructible MG42 emplacements. Overheats. 150 round belt.
- silenced K43 rifle with scope - Axis Covert Ops class only. Sniper rifle with scope attachment. High damage, ten round clip. Must be still for a long time for zoomed-in fire to be accurate.
- silenced M1 Garand rifle with scope - Allied Covert Ops class only. Can only be reloaded after the clip is completely empty and has a smaller clip (eight vs. the K43's ten). Must be still for a long time for zoomed-in fire to be accurate.
- Sten - Covert Ops class only. Silenced automatic weapon. Very accurate even at long range. Overheats. Thirty-two round magazine.
- FG42 - Covert Ops class only. Automatic weapon with scope, scope has only one level of zoom. High damage compared to other automatics, twenty round magazine size, lower accuracy unless zoomed in. Must be still for a long time for zoomed-in fire to be in any way accurate, however it is a very effective weapon in close-quarters combat.
- K43 rifle with grenade launcher - Axis Engineer class only. The engineer may use the rifle to fire bullets or grenades. Firing a grenade takes half the power bar. Shallow arc, long range.
- M1 Garand rifle with grenade launcher - Allied Engineer class only. Can only be reloaded after the clip is completely empty and has a smaller clip (eight vs. the K43's ten). Firing a grenade takes half the power bar. Shallow arc, long range.
Slot 4 - Hand grenade
Allies - 'pineapple' grenade. Axis - 'potato masher' grenade. The grenades are identical gameplay-wise- you can throw them with a mouse-click or 'cook' them for up to 4 seconds to give the enemy less time to dodge them before they explode.
Slot 5 - Special Ability
- Airstrike grenade - Field Ops class only. Releases a cloud of colored smoke; after a few seconds, and airplane drops a series of explosions in a line along the smoke trail.
- Syringe - Medic class only. Restores a mortally wounded teammate to 50% health.
- Pliers - Engineer class only. Used to arm or disarm dynamite and landmines, repair vehicles, and construct objectives.
- Smoke Grenade - Covert Ops class only. Releases a cloud of opaque gray smoke. Lasts for several seconds.
Slot 6 - Special Ability
- Health Pack - Medic class only. Restores 20% health.
- Ammo Pack - Field Ops class only. Provides one clip of ammo, one hand grenade, and one syringe (for medics only).
- Dynamite - Engineer class only. Must be armed with Engineer's tool. After arming, explodes after thirty seconds. Dynamite is the only thing that can destroy certain objectives.
- Satchel Charge - Covert Ops class only. Drops a bomb that can be detonated whenever the Covert Op chooses, but the Covert Op must be within range. Satchel charges can be defused by Engineers. Some objectives are fragile enough to be destroyed by satchel charges.
Slot 8 - Binoculars
- Field Ops class starts with this and uses it to call in artillery strikes
- Other classes may be rewarded with binoculars when they achieve battle sense level one, but only Field Ops can use them to call airstrikes. Covert Ops are the only class that can use them to spot landmines. When a Field Ops achieves signals level four, the binoculars can be used to spot disguised covert ops on the other team.
Maps
Enemy Territory comes with 6 official maps, including -
- Siwa Oasis
- Allied Primary Objective - destroy the two anti-tank guns.
- Allied Secondary Objectives - repair the water pumps, and destroy the old city wall. Destroying the old city wall makes the old city spawn point permanently Allied.
- Allied Tertiary Objectives - construct a command post, build the axis machine gun nest, destroy the allied machinegun nest.
- Axis Primary Objective - defend the anti-tank guns.
- Axis Secondary Objectives - keep the water pumps disabled, defend the old city wall, and defend the old city spawn point.
- Axis Tertiary Objectives - build a command post, build the machine gun nest, destroy the axis machine gun nest.
- Seawall Battery
- Allied Primary Objectives - destroy the "Siegfried" gun controls.
- Allied Secondary Objectives - build a ramp from the beach, capture the forward bunker, destroy the generator.
- Allied Tertiary Objectives - construct a command post, build the machine gun nests, destroy the axis machine gun mounts.
- Axis Primary Objective - defend the gun controls.
- Axis Secondary Objectives - destroy the ramp, defend the forward bunker, construct and defend the generator.
- Axis Tertiary Objectives - construct a command post, build the machine gun mounts, destroy the allied machine gun nests.
- Gold Rush
- Allied Primary Objectives - steal a tank and use it to blow up the bank doors. Steal the gold and escape with it in the truck. Stealing the tank makes the courtyard spawn permananetly Allied.
- Allied Secondary Objectives - destroy the tank barriers, destroy the truck barriers.
- Allied Tertiary Objectives - construct a command post.
- Axis Primary Objectives - defend the tank, stop it from reaching the bank, defend the gold in the bank, and keep the truck from escaping.
- Axis Secondary Objectives - construct and defend the tank barriers, construct and defend the truck barriers.
- Axis Tertiary Objectives - construct a command post.
- Würzburg Radar
- Allied Primary Objective - steal the two radar parts
- Allied Secondary Objectives - capture the forward bunker, destroy the main door, destroy the side door. Destroying the main door makes the forward bunker spawn point permanantly Allied.
- Allied Tertiary Objectives - construct a command post, build the machine gun nest, destroy the axis machine gun tower.
- Axis Primary Objective - defend the radar parts
- Axis Secondary Objectives - defend the forward bunker, defend the main door, defend the side door.
- Axis Tertiary Objectives - construct a command post, build the machine gun tower, destroy the allied machine gun nest.
- Rail Gun
- Allied Primary Objective - prevent the Axis from firing the rail gun.
- Allied Secondary Objectives - capture the depot yard, keep the track switch down, destroy the rail gun firing controls.
- Allied Tertiary Objectives - construct a command post, construct the machine gun nest.
- Axis Primary Objectives - use the tugs to load ammo on the gun and fire it.
- Axis Secondary Objectives - capture the depot yard, raise the track switch, construct and defend the rail gun firing controls.
- Axis Tertiary Objectives - construct a command post, destroy the allied machine gun nest.
- Fuel Dump
- Allied Primary Objective - destroy the fuel dump.
- Allied Secondary Objectives - escort and repair the tank, destroy the tunnel grate, build and reinforce the bridge, build the footbridge, destroy the doors, destroy the main entrance, destroy the side wall, destroy the east and west depot defenses. Destroying the doors makes the bunker spawn permanantly Allied.
- Allied Tertiary Objectives - construct a command post, construct the machine gun nest, destroy the axis machine gun towers.
- Axis Primary Objective - defend the fuel dump.
- Axis Secondary Objectives - damage the tank, defend the main grate, destroy the bridge, destroy the footbridge, defend the main entrance, defend the side wall, construct and defend the depot defenses.
- Axis Tertiary Objectives - construct a command post, construct the machine gun towers, destroy the allied machine gun nest.
There is also a large number of third party maps avaible.
Mods
The Quake 3 total conversion mod Urban Terror is developing a release for ET. There a number of mini-mods for ET. The most popular mini-mods include Shrub mod and ET Pro, among others.
See also