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Enemy Territory: Quake Wars Game Guide by gamepressure.com

Enemy Territory: Quake Wars Game Guide

Table of Contents

Island | Battlefields ET: QW Guide

Last update: 11 May 2016

Attackers: GDF - Island - Battlefields - Enemy Territory: Quake Wars - Game Guide and Walkthrough

Attackers: GDF

Defenders: Strogg

Primary objectives:

1. GDF engineers must build the generator to open the gate;

2. GDF soldier must blow up the door and open a way to the DataDisc;

3. Any GDF trooper must take the DataDisc and transmit the data through the transmitter's dish.

Secondary objectives:

1. Capture bunker spawn point;

2. Destroy bunker hatch;

3. Capture outpost spawn point;

4. Construct guard tower.

Description:

GDF: First of all, the team should capture the spawn point inside the bunker (secondary objective 1). From there you can attack faster all those Stroggs who protect the damaged generator. Better assault as fast as possible, because the enemy will probably call some anti-personnel turrets to slow GDF down. Soldiers with rocket launchers can easily destroy them. Inside the bunker with the construction site, medics (together with engineers) should fight Strogg defenders. Enemy mines are the biggest problem here. Bunker layout is well-presented on the minimap, so there's no chance of getting lost here. Note that there is an entrance above the bunker. Soldier can blow the door with an explosive charge. Behind that door, there's a ladder leading to a gallery, from which you'll see the generator construction site. However, spotting enemies (standing near the walls of the room) from there can be a bit problematic.

The next target is located in the eastern part of the map. Once again, the team will have to go through bunker corridors to get to doors, which must be blown up with explosive charges. Strogg will deploy some turrets in front of the bunker for sure, but air-strikes, tank and soldiers with rocket launchers should easily get rid of them. Some crazy players may try to get a small, fast vehicle (Armadillo seems to fit that description) and drive right into the bunker as fast as possible. After exiting the vehicle, the driver should go deeper inside the bunker. Independently of the way team is getting through enemy turrets, watch out for mines. Assaults should be performed by soldiers, supported by medics. One engineer should go to the battle too, as he is able to put his own mines near the explosives planted by soldiers.

DataDisc located behind these doors should be recovered and transported to the transmitter's dish. This can be done by any GDF unit. We've got three ways to get to the dish. The first one is the road, which can be used by land armoured vehicles, like Titan. If the team is well organized, try to use that route, by generally I don't recommend that method. The second one leads through very little forest located on the bridge, with the primary objective 1. Getting through it on feet seems to be the only option. Unfortunately, enemy turrets and infantry can easily block that way to the transmitter's dish. The most interesting route is the naval one. Check the map above - yellow arrows show the way of a Platypus. In fact, there's a way connecting the bunker with objective 2 and a jetty with a boat. Use it to get on a narrow path located behind enemy's back. It leads to the transmitter's dish. The disadvantage of this solution is the fact that only two players cat sit in the Platypus. This is why the guy with DataDisc should be supported by other boats (you'll find additional two in GDF main base) and Trojan amphibious transport vehicles. They're very important here, as they are able to destroy incoming enemy Tormentors. Player with the DataDisc must get inside the transmitter and use the console to successfully finish the operation.

Strogg: Two first targets can defended in the same way, I mean deploying turrets, planting mines and grouping infantry in the vicinity of targets. The place, in which GDF wants to build the generator, must be defended by a large group of technicians and constructors. Oppressors and aggressors should fight enemy forces outside. It would be difficult to prevent GDF from capturing the spawn point in the bunker, so leave it for them and concentrate on defending the target. Defending the hatch should be problematic. Probably the enemy will forget about that secondary objective.

As I said, defending the room with DataDisc is almost a replay from the first objective, but this time you don't have to worry the enemies will open some additional way to their target. The main difference is that at least one anti-vehicle turret deployed in front of the bunker is necessary. GDF will send a tank and something must destroy it, right? However, if the turret won't manage to disable the Titan, Desecrator and Tormentor should provide here some firepower. That doesn't change the fact that most of the team should stay inside the bunker and keep the DataDisc safe. The best defenders here are constructors (they can not only plant mines, but also disarm enemy explosive charges) and technicians.

If GDF will manage to blow up the doors, the whole will have to fall back prepare defence of the transmitter's dish. Mines and a turret in the vicinity of the transmitter should be enough. One constructor should check the narrow path in the east from time to time. There's a possibility that the enemy will come right from there. The rest of the team should concentrate on the space between the dish and the bunker w DataDisc. Preventing GDF from using the shortest way is a duty of Desecrator, artillery and infantry armed with lacerators. Moreover, deploy there some anti-personnel turrets - this should make GDF work much more difficult. There's one more way to slow down the enemy. Choose the constructor class and - when an enemy carries the DataDisc - get to the bunker and put some mines in the room where the disc appears after recapturing it. GDF soldier running for the DataDisc will die even before they reach the suitcase :)

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