Enemy Territory
Mini FAQ

(Under construction, level walkthroughs and stuff coming soon)

1.  The point of the game is not to rack up kills, but rather to help your team win.  It doesn't matter much if you're the best fragger on the losing team.  So guard your objectives, and fall back if you need to.  Better to lie in ambush and kill the one enemy who manages to get through to the objective, than to run around racking up kills while a Covert Ops sneaks in and costs you the game.

2.  The Engineer is the most important position on the team.   In theory, all the missions can be accomplished with no other personnel except Engineers, however, none of the missions can be finished without one.  If you're in the Limbo menu, and you see your team has no engineers, then you need to become one!

3.  Cover your Engineers!  They frequently have to put themselves into the line of fire to build bridges or ramps.  If they get killed, then you can't get anywhere!

4.  Don't step in front of someone's line of fire.   If you see someone lying on the ground with a machine gun, don't stand in front of them.  And don't walk in front of them.  They're concentrating on targets in the distance, and may not see you wander in front of them until it's too late.

5.  If a teammate kills you, do not file a complaint against them if it was an accident or if it was your own fault.   If you step on your own team's mines, or you walk into a teammate's line of fire, it's your own damn fault, don't hurt your teammates for your own stupidity.  On the other hand, if they killed you deliberately, or if he was the stupid one, then certainly, complain away. 

6.  Be on the lookout for Covert Ops.  Clever players will sneak in and not fire until they are in the optimum spot to cause damage.  Back areas are usually left unguarded early in the game.

7.  Field Ops and Covert Ops can use their binoculars to provide fire directions for Soldiers with mortars.  If you see someone on your team with a mortar, use your ability to provide them with a target.

8.  Medics, your job is to heal and revive others.  Don't scatter your first aid kits around blindly, as the enemy can use them as well.  If you see a fallen soldier, be sure to revive them.  Remember, this gives you XP.

9.  Field Ops, one of your jobs is to provide ammo to others.   As with the Medics, the enemy can also use your ammo packs, so don't just throw them around wildly.   And be sure to provide ammo to anyone manning a mortar or a mobile MG42, as these weapons are hard to reposition.  Remember, giving out ammo gets you additional XP. 

10.  Covert Ops, one of your greatest abilities is to don an enemy's clothing and open enemy doors.  While the door is open, others on your team can sneak through.  If you go through on your own, don't start shooting at the first enemy you see.   Stay as far away from enemy soldiers as possible; if they get too close, they may spot your subterfuge.  If anyone sees you kill someone, you automatically lose your cover.  If you must kill someone, try to sneak up on them and stab them in the back.

11.  Engineers, you are the one indispensable part of the team.   But that means you also shouldn't be running around acting like a soldier.  You need to get in, accomplish your tasks, and retreat to safety.  Don't run around trying to rack up kills; building bridges and command posts is more important to the team than killing people.   Remember, you can also repair fixed machine guns.  Do so.

12.  Soldiers, your responsibility is to cover Engineers and Medics.  The Engineers are vital to the success of the mission, and Medics can revive you if you get killed, so treat them like gold.

13.  Form teams.   Here are some examples of some excellent teams:

Infiltration team (extremely useful in some maps like the seawall battery, where the rear areas are frequently unguarded, and a Covert Ops can open the back doors and escort the Engineer who will set the dynamite. 

Covert Op (to open doors)
Engineer (to destroy enemy objectives)

Engineering team (useful for getting in and building stuff under fire)

Engineer (to build objectives)
Soldier (to provide cover fire)
Medic (to heal or revive others and provide cover fire)

Assault team (useful for general attacks or keeping the enemy pinned down)

Soldiers (to provide firepower)
Medic (for health)
Field Op (for ammo or fire support)

Defense team (useful for guarding an objective, the soldiers should position themselves so they have a good line of fire, while the Field Op and Medic guard their backs)

Soldiers (armed with MG42's)
Field Op (for ammo and cover fire)
Medic (for health and cover fire)

Heavy Fire team

Soldiers (armed with mortars)
Field Op (for supporting fire, targeting, ammo, and cover fire)
Medic (for health and cover fire)
Covert Op (for targeting)

14.  Weapons tips:

Thompson/MP40 sub-machine gun.   A decent gun, with a decent rate of fire, but fairly low damage per hit.  Fire in bursts for greater accuracy.

M1 Garand/K43.   A slow firing but powerful rifle.  Each hit does more damage than the Thompson, but it fires about 1/2 as fast. It also has virtually no recoil effect.   Engineers get a grenade launcher with theirs, and Covert Ops get a sniper scope.  The grenade launcher allows you to launch a rifle grenade (a separate supply from your hand grenades) a remarkable distance.

Sten machine gun.  A silenced machine gun.  More accurate and much quieter than the Thompson, but it has a tendency to over heat.  Like the Thompson, burst fire is best.

FG42.  An assault rifle with a scope.  Fires on automatic normally, or single shot while using the scope.  When you fire with the scope, the recoil ruins your aim for a second shot.

MG42.  A heavy, mobile machine gun.   While this seems like a great weapon, it has a horrible recoil, and standing, it's impossible to hit anything.  It's also very heavy, and slows the user down while he's carrying it.  It is prone to overheating, and sucks up bullets like crazy.   But, if you go into the prone position, and deploy the bipod (secondary fire), it becomes much more accurate, and you get a sort of zoom effect.  This gun is best for point defense, not for assault.  Fire in bursts for greater accuracy and to prevent overheating.

Mortar.  A difficult weapon to wield, but absolutely devastating in the hands of an expert.  Because the mortar must be set on the ground, the user is completely vulnerable and needs cover fire.  A Field Op or Covert Op can provide targeting.  Because the mortar is so heavy, movement is slowed while carrying.

Flamethrower.  An extremely dangerous weapon, to both the enemy and allies.  An extremely easy weapon to operate, absolutely no aiming is required; just spray away!  You only need one hit to cause a lot of damage or even kill a target.  But you can easily set friendlies, or even yourself, on fire, and that fire isn't easily extinguished.   A stray bullet will wound but is not usually fatal, but a stray burst of napalm can easily kill.  Best for flushing out a bunker or enclosed area.  Best fired in long, sweeping bursts to insure maximum flame coverage.  The flamethrower is a heavy weapon, and slows movement while you are carrying it.

Panzerfaust.  A rocket launcher.  A very powerful weapon, but very slow to fire, and you only get a few shots.  Unless you have ammo crates nearby, once you are out of rockets, you are deadweight.  Most useful against tanks or trucks.  You can hear the Panzerfaust warm up just before it fires.  If you hear that distinctive whine, watch out!  The Panzerfaust is considered a heavy weapon, and slows your movement.

Hand Grenades.  Best used for flushing out bunkers, buildings, or fixed emplacements.   Almost useless in open terrain unless you catch someone off-guard.

Pistol.   Mostly useless, unless you're out of ammo, or your primary weapons is useless for close combat (like the mortar)

Knife.  Mostly useless, unless you're at point blank range, or you've managed to sneak up one someone.  Covert Ops can gain the Backstab ability to kill in a single thrust.  Knife kills from behind are silent, and won't blow a Covert Ops' cover, unless someone else witnesses the kill.

15.  Special Equipment tips:

Med Kit.  Carried by the Medic, these can be given to your teammates to heal their HP (which gives you XP), or you can use them yourself (which does not give XP).  Enemy soldiers can also use your med kits, so don't just scatter them around carelessly.

Syringe.  Carried by the Medic, these can restore a mortally wounded teammate.  When revived, their HP will be very low, so you'll need to give them med kits as well.  You'll get lots of XP for this, and will be a really popular guy.  Even though it's sharp and pointy and filled with god knows what, the syringe won't do damage to the enemy.

Binoculars.  Carried by Covert Ops and Field Ops.  The Covert Ops can use his binoculars to call an artillery strike (but only if the target is accessible to artillery fire, i.e., not in an alleyway or indoors), to provide directions for Soldiers using mortars, and to spot and mark enemy mines.  The Field Ops can only provide fire directions for mortars.

Pliers.  Carried by Engineers.  This is the all purpose tool for arming/disarming, repairing, or building.  It does no damage, no matter how hard you try to pinch the enemy's nipples with it.  ;)  To build something, simple get close to the pile of building materials, select the pliers, and press the 'fire' button.  A progress bar will appear showing how close you are to completion.   Repairing broken equipment and arming/disarming explosives is similar.

Landmines  Carried by Engineers.   You first drop the mine, then you must arm it with the pliers.  If a mine isn't armed, it will disappear in about 10 seconds.  Friendly mines and enemy mines that have been spotted by Covert Ops are marked with a flag.  When a victim steps on a mine, he will hear a brief 'hiss', indicating the mine has activated.  The mine will only detonate after the victim steps off the mine.  An Engineer can disarm any mine, friendly or enemy, even if it has been activated (so an Engineer can disarm a mine that someone has stepped on as long as the victim doesn't move).  Mines can only be placed on the ground outdoors; they cannot be placed on floors, rooftops or walls.

Dynamite.  Carried by Engineers.   General purpose demolition tool, you first drop the dynamite, then arm it with the pliers.  If the dynamite isn't armed within about 10 seconds, it will disappear.  There is a 30-second delay before detonation, during which the dynamite can be disarmed with any Engineer using pliers.  Dynamite glows bright red one it's been armed, and a warning message is issued to all players, friendly and enemy.  Dynamite is the most powerful explosive in the game; anything that can be destroyed with an explosive pack can also be destroyed with dynamite.  

Explosive Pack.  Carried by Covert Ops.  This is a small satchel of explosives with a remote detonator.   You can only place one exp pack at a time, and the remote has a limited range.   If the light is green, you are within range.  The exp pack is less powerful than dynamite, and is useless against targets that require dynamite.

Smoke Canister (Gray)  Carried by Covert Ops, this is a small canister that generates a gray cloud of smoke.  The smoke is harmless, but it obscures vision for a few moments.

Smoke Canister (Pink).  Carried by Field Ops.  This is a small canister that generates a pink cloud of smoke, used as a marker to call an air strike.  The air strike will be canceled if there is not enough room for the aircraft to attack (i.e. indoors or in a narrow alleyway)

Ammo Boxes.  Carried by Field Ops.   These replenish ammunition.  They can be given to teammates (which gives you XP), or used by yourself (which does not give XP).   The enemy can also use your ammo boxes, so don't scatter them around carelessly.

16.  Map tips:

Seawall Battery

Axis:  If your team follows these simple rules, you cannot lose this level.  Rule #1:  Do not go out the back door.   No matter how tempting it is to try to build a command post for your team, or to destroy the Allies command post, stay out of the back area!  If you go out the back door, you give the enemy a chance to slip in while the door is open, or for an Allied Covert Ops to kill you and steal your uniform.  Rule #2:  Stay on the cliff, do not head down to the beach.   If you go down the cliff, you'll be killed fairly quickly, it doesn't matter how good you are.   And once you're dead, the enemy can steal your uniform and sneak in the back door.  Everyone should guard the cliff top, focusing their fire on any Engineers who attempt to begin construction of the ramp.   If they should succeed, you can destroy the ramp using an Engineer's dynamite or a Covert Ops explosive pack.   If you can prevent the ramp from being built, and nobody gives the Allied Covert Ops a chance to sneak in, the Allies will be stuck on the beach for the entire level.

Allies:  This is one of the most difficult levels to win if the enemy is smart and well coordinated.  However, usually they are not.  Covert Ops should hang around the back area, ready to surprise any Axis who venture out the back door.  Once in disguise, you can open the door for an Engineer.  The two of you can then sneak into the gun room and plant the dynamite.  The game can be won in mere minutes this way.  The only other way to win requires the Engineers to attempt to build the ramp up from the bridge.   This puts them at great risk, so everyone else needs to provide cover fire.  Grey smoke canisters can really help.   Well-aimed mortars, fired from across the beach, can be particularly devastating.  Once the ramp is built, you still need to secure the cliff, and then you've got a long and bloody fight to the gun room.