Enemy Territory is a first-person shooter computer game, and a sequel to Return to Castle Wolfenstein.

RTCW: Enemy Territory is a free expansion to the popular FPS RtCW. Enemy Territory's main innovation is the addition of an experience point system to its classic FPS formula.

Character classes in RtCW were Medic, Lieutenant, Engineer, and Soldier. Enemy Territory has renamed Lieutenant to Field Ops, and added the Covert Ops class.

Table of contents
1 Basic gameplay information
2 Character Classes
3 Weapons

Basic gameplay information

There are two sides, Allies and Axis. There are six offically released maps, and countless community-created maps. On each map, the offense wins by completing a certain set of objectives. Defense wins by keeping the offense from completing objectives until time runs out. Some objectives may be optional, and some objectives can be carried out by either team. In the offical six-map campaign, Allies are offense for all but one map.

Players may earn experience points in several skill categories. Briefly - All character classes may earn points in Battle Sense and Light Weapons. The following skills are restricted to certain classes: Heavy Weapons (soldier class), Signals (field ops class), 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.

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 MG-42 turret.)

  • 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 MP-40) 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. 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 (%150, rather than the usual %100), 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 with only one clip of ammo and one hand grenade.

Medic class skill - First Aid

  • Level 1 - The medic spawns with one extra clip 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 wounded (%0 health) teammate to full health immediately.

  • Level 4 - The medic may inject himself (ONLY himself) with adrenaline. When using adrenaline, the medic runs faster and takes less damage. Adrenaline lasts for ten seconds.

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 grenade launcher.

Engineer class skill - Engineering

  • Level 1 - Spawns with four extra grenades and four extra rifle grenades.

  • Level 2 - Arms and defuses dynamite and landmines in half the time.

  • Level 3 - Power Bar requirements for construction, destruction, arming and defusing reduced by %30.

  • Level 4 - Engineer now wears a flak jacket. Flak jacket reduces damage from explosives by %50.

Covert Ops

Sneaky bastards. 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.
  • Colt - Allied pistol.

The Luger and Colt are pretty much identical. A Covert Op carries a silenced pistol. Any player with level 4 Battle Sense may carry a pistol in each hand simultaneously.

Slot 3 - Two-handed weapon.

  • MP-40 - Standard Axis automatic weapon. Slightly weaker than the Thompson.
  • Thompson - Standard Allied automatic weapon. Slightly less accurate than the MP-40.

  • Panzerfaust - Soldier class only. Rocket launcher. Long reload time, high damage, wide blast radius. Decreases walking speed.
  • Flamethrower - Soldier class only. Decreases walking speed. Very good close-range indoor weapon. Very good for attracting enemy fire.
  • Mortar - Soldier class only. Decreases walking speed. Cannot be used while moving. Launches a bomb in an arc. When aimed properly, can hit anywhere from anywhere.
  • MG-42 - Soldier class only. Bipod-mounted machinegun. Decreases walking speed. Terrible accuracy when fired whie moving; soldier should lay down and deploy the weapon for maximum effectiveness. Otherwise identical to constructible MG-42 emplacements. Overheats.

  • silenced K43 rifle with scope - Axis Covert Ops class only. Sniper rifle with scope attachment. High damage, small clip size.
  • silenced M1-Garand rifle with scope - Allied Covert Ops class only. Can only be reloaded after the clip is completely empty. Otherwise identical to the silenced K43.
  • Sten - Covert Ops class only. Silenced automatic weapon. Very accurate even at long range. Overheats.
  • FG-42 - Covert Ops class only. Automatic weapon with scope, scope has only one level of zoom. High damage compared to other automatics, smaller clip size, lower accuracy unless zoomed in.

  • 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. Otherwise identical to the K43 with grenade launcher.

Slot 4 - Hand grenade

Allies - 'pineapple' grenade. Axis - 'potato masher' grenade. The Allied grenade does a bit more damage, the Axis grenade has a wider blast radius.

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 wounded (%0 health) teammate to %60 health.
  • Tool - 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.