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Enemy Territory: Quake Wars - Spy / Infiltrator - game guide, walkthrough, secrets, game tips & strategies

Enemy Territory: Quake Wars Game Guide
Spy / Infiltrator
by Maciej "Sandro" Jalowiec (guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
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Spy / Infiltrator  (20/26)

 

This is the only class equipped with a hacking tool, which is necessary when a spy/infiltrator wants to disable enemy security systems. Moreover, this function has some unique weapon types and abilities, so a spy/infiltrator can perform two main tasks on the battlefield – getting through the frontline in disguise and also killing enemy troops with a sniper rifle.

He has also one another interesting feature – backstabbing results in an instant kill.

When we change the appearance to an enemy’s, we must not use almost all pieces of our equipment. The only weapon, which usage doesn’t end with demascation, is knife/spikes. If we decide to use a firearm, the character will automatically change the gun to his own (despite the fact that the spy/infiltrator in disguise carries opponent’s weapon) and also switch the appearance to the real one. This takes a lot of time, so it is extremely dangerous to pull out a gun in front of an enemy.

Once you’re in disguise, remember that you may (even accidentally) give some clues to the enemy, from which he may be able to deduct that you’re from the opposite team. First of all, when you get tired, you start to breathe loudly, so everyone in your vicinity can hear you. Note that humans and Stroggs puff in different ways. Moreover, keep in mind that a soldier running towards the main base instead of the battlefield looks highly suspiciously. What is more, avoid enemy medics/field ops/technicians – if they attempt to give you a first aid kit/ammo bag/Stroyent cell, you won’t receive it (probably due to race differences) and that will be the signal for enemy that you’re… an unexpected guest.

One additional advantage of a disguise is the ability to walk in front of enemy antipersonnel turrets without being hurt by them.

Spy/infiltrator is also armed with EMP/scrambler grenades, which turn off all electronic devices. They can be used to get pass through enemy turrets and to destroy mines installed by the enemy without being hurt. Unfortunately, the amount of grenades is extremely limited, so it is almost impossible to complete an objective without help of other players.

 

Weaponry:

  • Scoped assault rifle/improved lacerator;
  • Sniper rifle/railgun;
  • EMP/scrambler grenades;
  • knife/spikes;
  • silenced pistol/blaster;
  • silenced machine pistol (only for GDF; it is a reward for achieving the first spy experience level).

 

Equipment:

  • deployment tool;

Looks like binoculars, enables to drop a radar. You’ll find more about in the Turrets, artillery, radars section of the guide.

 

  • Hacking tool;

This device enables the player to complete some of the objectives prepared by Splash Damage, e. g. hacking the portal gate on Slipgate.

 

  • Flyer drone;

Very interesting tool equipped only by Strogg infiltrators. It is a remote-guided, flying bomb with a camera and short-range radar attached. With this little thing, the infiltrator can, for example, check if there are enemies inside a building (but a stationary radar works better here) and if there are, kill them in an explosion. On some maps it is necessary to complete a few tasks – Volcano map is a good example here.

 

 

  • “Third eye” camera;

Equipped only by GDF forces. “Third eye” is a bomb with a camera. Unfortunately, in contrary to Strogg drone, it doesn’t fly. You can place this device in any direction, hide somewhere and turn on the camera view. If an enemy gets close to the “Third eye”, you may detonate it. This tool is not so practical, as it doesn’t move. Moreover, using mines is much more efficient when you want to kill enemies coming to a certain place.

 

  • Smoke grenade;

Doesn’t inflict damage, but it may hide you and your buddies in a difficult situation. Moreover, there is a possibility, that the smoke will work as a decoy, which may give the ability to lure enemy forces into a trap. WARNING! Smoke doesn’t make the turrets blind.

 

 

  • teleport.

Used only by Strogg. It enables an infiltrator to reach hard-to-reach places like rooftops. It may also serve as a kind of an escape route. Just launch the transmitter and press the fire button to teleport to the transmitter’s location. If it doesn’t land in a desired place, simply use the alt. fire button to get the transmitter back to the launcher.

 

Rewards

 

Class/skill

Level 1

Level 2

Level 3

Level 4

Spy

Machinegun with silencer

Improved radar

Faster breaking

Personal radar jammer

Infiltrator

Silent walk

Improved radar

Faster hacking

Faster disguise obtaining

 

Spy / Infiltrator  (20/26)
comments and responses

Introduction
General hints
Battlefields
Opening tips
Area 22
Ark
Canyon
Island
Outskirts
Quarry
Refinery
Salvage
Sewer
Slipgate
Valley
Volcano
Classes & equipment
Soldier / Aggressor
Medic / Technician
Engineer / Constructor
Field Ops / Oppressor
Weaponry
GDF
Strogg
Deployables
Turrets, artillery, radars
Vehicles
GDF
Strogg
Campaign rewards
Campaign rewards
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