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Enemy Territory - Quake Wars - Guide Cheats

Enemy Territory - Quake Wars - Guide

Tips:
-----
Submitted by: Anon

* Attention: Change camera - If you don’t have a full-size keyboard you will not
be able to change the camera view when in vehicles to 3rd person view. 
Go to Options -> Controls -> Vehicles. Home is the default key for full-size 
keyboards. For smaller keyboards select ‘Change camera’ and ‘Double (left) click 
to bind a key’ on ‘Not Bound’ then press a key for ‘Change camera’ such as kp 
home (keypad 7) on the right of the keyboard.

* Add more bots (no need to enter net_allowcheats 1)

Do this after all 16 bots have entered the game:  
bot_minclients-1  
si_maxplayers 32 (you can have less than 32 if you wish, such as 30, 28, 24, 20, etc.)  

Now go on the Limbo Menu - Admin - Players and click on Add bots. If you click 
on the Random box, to the left of Add bots, you can choose a team to add bots to 
- GDF 
or Strogg. When you add a bot the number in each team (at the top-left) goes up. You 
can add up to 32 bots in total. Admin - Players (names are listed in alphabetical 
order). After every map loads in you may need to Add the bots manually.  


-=Options=-
Game Settings - Simple - HUD - Draw advanced HUD
- shows less text on the screen and fewer icons at the sides of the screen when 
  enabled - doesn't seem to work.

Game Settings - Simple - HUD - Always draw fireteam list
- shows a green circle class icon above all players in your team and a list of 
players in your team under the Current Mission (colour coded names for health - green 
is healthy, light green is very good, yellow is good, orange is mid health, red is 
low health or unconscious and black is dead) when the top mission (primary objective) 
is selected. You don't have to join or create a fireteam (press Enter at the far bottom-
right) if this is enabled. If you do join or create a fireteam your Fire Team (Alpha, 
Beta, Gamma, Delta, etc.) is shown under the missions no matter what mission is 
selected, even if the top mission (primary objective) isn't selected. If 'Always 
draw fireteam list' isn't checked you can hold down left Alt to show the players list 
when the primary objective is selected.

Game Settings - Simple - HUD
- Show respawn text on screen while unconscious - enable this.

 Game Settings - Simple - Vehicles
- Remember vehicle camera settings - enable this.

 Game Settings - Advanced - Tooltip Time Factor
- slide to the left to disable if you don't want any tips at the top of the screen.
Slide further to the right if you want the tips to stay onscreen longer.

Game Settings - Advanced - Vehicles - Advanced Flight Controls
- enable this to perform loop the loops (move the mouse up or down) and barrel rolls 
  (move the mouse left or right).

Settings - Simple - Video - Quality
- changing this alters the settings on Visual Quality/Performance - Advanced.
  Click Apply. Or try Auto Detect Settings. Settings - Advanced - Visual Quality/ 
  Performance - try Normal for the first 6 and Medium for Shader Level. Changing 
  this alters the Quality on Settings - Simple - Video to Custom. Click Apply.

Controls - Mouse (bottom)
- Invert mouse when flying. Unclick this if you want up for up and down for down 
  movement with the mouse when in an aircraft.

-=Limbo Menu=-
Admin - Server - Time Limit:
Enter a time then press Enter. 100 minutes maximum or enter 0 for unlimited time.

Admin - Server - Disable Proficiency:
Turns off the proficiency rewards but doesn't disable ranking up every 20 XP.

Admin - Server - Configs:
Select 'Match' then click on Exec Config (Execute Configuration) to Disable 
Proficiency or select 'Public' then click on Exec Config to Force team balance. 
Disable Proficiency and Force team balance can also be clicked without selecting 
Match or Public.

 
Tips and Tricks:
----------------
* For Controls see Options.

* To Pause the game in Single Player press L for the Limbo menu or press Esc.

* There are 4 Campaigns, each with 3 maps:
* Africa campaign: Refinery, Slipgate, Island
* North America campaign: Valley, Outskirts, Area 22
* Northern Europe campaign: Quarry, The Ark, Salvage
* Pacific campaign: Canyon, Sewer, Volcano

* Campaign: All your unlock rewards (proficiencies) reset after the third map 
  and the game starts from the first map again.

* GDF attack on 7 of the maps - Canyon, Island, Outskirts, Refinery, Sewer, Slipgate 
  and Valley while Strogg defend and Strogg attack on 5 of the maps - Area 22, The 
  Ark, Quarry, Salvage and Volcano while GDF defend.

* Objective mode: Play a single map.

* Stopwatch mode: If attacking try to set the fastest time to complete all objectives 
  on a map and then the teams swap sides. If you were attacking you are now defending 
  and have to last the time you just set.

* MCP missions (GDF): Canyon, Outskirts, Refinery, Slipgate and Valley maps.

* 7 or B - Select Binoculars/Trinoculars - Field Ops/Oppressor uses a Targeting Tool 
  instead.  
 
* F11 - Take a screenshot, F12 - Toggle demo recording on/off.

 
* Underneath the mini map, in the top-right corner, is the Time and Respawn timer 
(reinforcement wave) to the left of Time. The respawn timer is also shown above your 
body when you are downed and on the limbo menu (press L) at the bottom-left (above 
Deploy). If you are downed, when the respawn timer reaches zero you will respawn, 
unless revived by a Medic/Technician, or you can press C to wait for a Medic/Technician, 
otherwise press the Space bar to respawn. The time and respawn timer aren’t shown during 
warmup because you can respawn instantly during warmup. Under these is the Primary 
objective bar for explosives - Soldier/Aggressor, constructing - Engineer/Constructor  
and hacking - Covert Ops/Infiltrator. The number at the bottom-left of the mini map is 
the zoom - zoom in/out with , and . < >

* The Primary objective bar goes down (empties) after 1 minute (for constructing and 
hacking) if you haven’t attempted it again. The same with secondary objectives for guard 
towers, mg nests and the assault ramp (Refinery) but not when hacking deployables or 
capturing/liberating forward spawns.

* You rank up offline every 20 XP. You start as a Conscript. There are 38 ranks. The 
first rank is Private (20 XP) and the last rank is Supreme Commander (760 XP).

* The white line below your XP is the proficiency reward bar for your current class. 
When it gets to the right you will unlock a reward for the class you are using.

* F - Use: The ‘F’ key swaps seats in vehicles. When a white hand icon is displayed 
on screen holding the F key also: Deploys GDF the parachute/Strogg air shield (while 
in the air) as does the Space bar. It also Captures/liberates forward spawns. Transmits 
the data disc on Island and the data brain on Outskirts. Constructs, repairs, arms 
mines, disarms charges and mines (Engineers/Constructors). Hacks deployables and Hacks 
objectives, takes disguise, knife-spikes back stab (Covert Ops/Infiltrators). Arms 
charges (Soldiers/Aggressors). Revives players (Medics/Technicians). Creates spawn 
hosts - from dead GDF bodies (Technicians), claims spawn host (any Strogg class). 
Destroys spawn hosts (Medics). If you are parachuting/air shielding down a parachute 
for GDF/air shield for Strogg icon is shown to the left of your ammo bar.

* After pressing F to do an objective it will select the relevant tool to use, you 
can then hold down mouse 1 instead (except when capturing/liberating forward spawns, 
transmitting the data disc on Island or the data brain on Outskirts).

* G key: The ‘G’ key is used to enter/exit vehicles and use GPMGs on guard towers 
and mg nests (a white up arrow is shown next to the vehicle and GPMG when next to 
them). If you are an Engineer/Constructor and a vehicle or GPMG is damaged a white 
hand icon appears on screen when next to them. If you press F the Engineer/Constructor 
will select their repair tool to repair it. Constructors can’t use or repair GPMGs, 
but Engineers can use and repair them. The damage bar on the GPMG can only be seen 
up to 25 meters away. The G key also pushes players if they are standing, crouched, 
unconscious and in water but not if they are prone or dead.

* On the limbo menu, when attacking, the class that can do the objective has a gold 
asterisk in the class square on either Soldier/Aggressor - destroy, Engineer/Constructor 
- construct or Covert Ops/Infiltrator - hack. If defending the gold asterisk is on the 
Engineer/Constructor class square. Exceptions to this are: Island - any class is 
suggested  (no gold asterisk) for Strogg on the first objective, defend the generator, 
although you can still be the Constructor if you wish. On Island, any class is 
suggested (no gold asterisk) for GDF on the last objective, transmit the data disc. On 
Outskirts, Medic is recommended for GDF on the last objective, transmit the data brain. 
On Quarry, Oppressor is recommended for Strogg on the last objective, capture the 
energy cells. On Sewer, Technician is suggested for Strogg on the last objective, 
defend the sewer controls, although you can still be the Constructor if you want. 
GDF Field Ops doesn’t have a suggestion for any objective on any map, but they can 
offer fire support.

* The respawn timer for attackers goes down by 5 seconds after 5 minutes if the 
objective has not been completed, so you’ll respawn faster.

* Defending: If you’re defending the Defend time and XP is shown at the top of the 
Mission select (press M) at the top-left. If you last 4 minutes while defending, you 
receive 10 XP. If you last an extra eight minutes on the same objective you receive 
20 XP. If you last the whole game defending the same objective you receive 30 XP. If 
you last less than 4 minutes defending and the game ends you receive 10 XP. If you 
last longer than 4 minutes defending, and the game ends, you receive 20 XP.

* More than one of the same class can do the same objective and it completes it 
faster - destroy, construct, hack, repair, (except transmitting the data disc on 
Island, data brain on Outskirts or capturing the 3 energy cells on Quarry - you can 
only carry one  at a time). More than one Engineer/Constructor can disarm the same 
explosive, it disarms it faster. You can arm other players charges (Soldier/Aggressor) 
if they have placed it on an objective but not armed it, and the credit will go to 
you when it detonates. More than one player (any class) can capture/liberate a forward 
spawn and it will capture/liberate it quicker.

* You need at least 3 or 4 players with the class that can complete the objective 
if attacking.

* You need at least 3 or 4 Engineers/Constructors if defending to place defence 
turrets and repair them, plant mines, repair vehicles and disarm charges.


-=Scoreboard=-
* Match in Progress screen (hold Tab or F4). Bots have an orange head/upper body symbol 
with a green square to the right of it, to the left of their name.

You may have a rank to the left of your name. When a bot/player is carrying the data 
disc on Island, the data brain on Outskirts or an energy cell on Quarry the bot symbol/
rank is replaced by a briefcase. The top-right of the Match in Progress screen is the 
time elapsed (if the Time Limit is set to O - unlimited time, it will display 00).  

The eye symbol near the bottom-left means players spectating or joining in. Players 
with an eye symbol to the left of their name are spectating. Bottom-right is the game 
mode - Campaign, Objective or Stopwatch. F. T. to the left of Name is Fireteam, 
if there are any: Alpha, Beta, Gamma, Delta, etc.

* If your team-mates triangles appear white on the screen it means they have the same 
objective selected as you, including the primary objective if it is selected. Hold Tab 
or F4 for the Match in Progress screen to see which player is doing which mission. If 
the triangle on the screen is green, they have not selected your mission.


* On the limbo menu you can select another class and/or weapon and click on deploy 
(and a spawn point if you wish), or if you are Strogg select them and click on Deploy 
before  selecting a spawn host, and when you die you will automatically respawn with 
that class and/or weapon. You won’t deploy with another class and/or weapon if you 
are revived, though. Strogg Technicians create spawn hosts from downed GDF players. 
Strogg can only use 1 spawn host at a time. Alternatively, you can use the mouse 
cursor to select a spawn point on the limbo menu map at the bottom-right. You can 
also respawn at the spawn host by selecting it on the limbo menu and respawn without 
waiting to die.


-=Context Menu=-
* Context menu (press V) - Yes, No, Thanks and Sorry is shown on both teams’ screens 
(text and voice). Only GDF Medics hear I Need a Medic. Only GDF Field Ops hear I Need 
Ammo. Only Strogg Technicians hear I Require Stroyent. Only Engineers/Constructors 
hear Repair That Vehicle/Deployable. These are also displayed on the screen. You can 
also place the middle order over vehicles, deployables, enemies, objectives, etc.


-=Bots Complete Objectives=-
* If ‘Bots Complete Objectives’ is off they won’t do any primary objectives (except 
repair the MCP to half) but they will still capture/liberate forward spawns, repair 
vehicles/deployables and Engineers may do secondary objectives - construct guard towers, 
mg nests and the assault ramp (on Refinery) but Soldiers/Aggressors won’t destroy 
barricades, hatches, wall breaches, forward bunker door, service door or sewer grates. 
On Volcano if you hack the Security controls, Strogg Aggressor bots won’t destroy the 
Seawall breach, East bunker breach or Forward Bunker door and will take the long way 
round to get to the Transformer objective. On Salvage, on the last objective, Strogg 
Aggressor bots won’t destroy the wall breaches. If you are attacking and carrying the 
data disc on Island, data brain on Outskirts or energy cell on Quarry and drop it a bot 
might pick it up and try to deliver it, but they won’t pick them up from their collection 
points though if Bots Complete Objectives is off. If you are defending and a player in 
the attacking team drops the data disc, data brain or energy cell defending bots will 
return it. This means disarming charges as well if you’re defending. If it is off bots  
won’t disarm charges! If you were attacking and switch to defending the bots on the 
attacking side will attempt the objective, unless there are still human players in the 
team. If you are spectating in Single Player bots will do the objectives, unless there 
are human players in the team.


-=Mission Select=-
* The top selected secondary mission on the Mission select is the one you are nearest 
to (on the map and mini map), except mg nests as they appear at the bottom of the 
Mission select. Keep pressing M to select a mission. If you are Soldier/Aggressor, 
maps with barricades, hatches, wall breaches, forward bunker door, service door, etc. 
appear at the top of the Mission select and deployables to destroy or forward spawns 
to capture/liberate are shown below these, even if you are standing next to a 
deployable or forward spawn and have it selected.

* If you select a secondary mission on the Mission select (repair vehicle, deployable, 
construct guard tower/mg nest/assault ramp, destroy barricades/hatches/wall breaches/
service door, etc.) you will receive more XP and Proficiency (reward). If you select 
capture/liberate forward spawn on the Mission select and the player who is capturing/
liberating it has it selected as well (they will have a white arrow on screen at the 
forward spawn) you will receive XP and Proficiency (reward) in the class you are in 
instead of Battlesense when they capture/liberate it. It shows you on Match in Progress  
(hold Tab or F4) which Current Mission players have selected.


-=Unlock Status=-
* Above a player/bot is their rank, name, unlock status and their class. The unlock 
status is how many rewards they have unlocked. If they are a Rookie, they haven’t 
unlocked anything for that class yet. If they are Proficient, they have unlocked the 
first reward for their class, Experienced is the second reward, Senior is the third 
reward and Expert is the last reward for a class. If they have unlocked all of Battlesense, 
Light weapons and/or Vehicle rewards, each one counts as an unlock status, depending on 
which one out of these you have completed (any order), after Expert, the next unlock 
status is Veteran, then Master, then Elite. If a player/bot has the Elite unlock status 
it means he has unlocked at least all the rewards for one or more classes plus all of 
the Battlesense, Light weapons and Vehicle rewards unlocks.  

Should you unlock all of the rewards for Battlesense, Light weapons and/or Vehicle
rewards first, or any combination of them, before unlocking all of a classes unlocks, 
it will still say their current class unlock status above their head - Rookie, Proficient, 
Experienced, Senior or Expert. When you reach Expert for that class and have already 
unlocked all the rewards for Battlesense, Light weapons and/or Vehicle rewards unlocks 
then it will say Veteran, Master or Elite, depending if you have   completed Battlesense, 
Light weapons and/or Vehicle rewards (any order). If you change class to another class 
with no unlocks it will say Rookie. If you change class to another class with 1-4 unlocks 
it will say that unlock status - Proficient, Experienced, Senior or Expert, depending 
how many rewards you have unlocked for that class. All of Battlesense counts as one 
unlock status, all of Light weapons counts as another unlock status and all of Vehicle 
rewards counts as an unlock status as   opposed to the unlock status of unlocking all 
4 rewards of a classes unlocks. It doesn’t show the unlock status if a player is in a 
vehicle unless they are an exposed gunner (GDF team) or on a Husky or Icarus.


-=Fireteams=-
* Press Enter (far bottom-right of keyboard). FIRETEAM - 1. Join, 2 Create.  
* Press 1 to join a fireteam - Alpha, Beta, Gamma, Delta, etc. or a name they 
  have used for their fireteam.  
* Press 2 to Create a fireteam. Pressing Enter again exits the fireteam menu.  

* If you create a fireteam press:
1. Invite (other players - select from list).  
2. Kick (player in your fireteam).  
3. Disband fireteam - if you created it all other players will exit it.  
4. Leave fireteam.  
5. Promote.  
6. Make Public/Private - set if you want your fireteam to be public or private 
   on the Match in Progress screen and on the screen.  
7. Rename - rename your fireteam.

* If you are the leader of a fireteam you can select missions on the Mission select 
for any class in your team to carry out such as repair the vehicle/deployable, plant 
mines, deploy supplies, deploy a defense turret/fire support/radar or destroy/hack 
deployable. Fireteam members appear as a grey icon on the map and when using the GPMG 
on the guard tower/mg nest, the grey icon disappears when they get in a vehicle.

* If you created the fireteam you can select the middle Context menu order - Waypoint: 
Attack here!/Waypoint: Regroup here!  A green circle with a chequered flag in it appears 
on the screen and on the map for 60 seconds.


=Spectating=-
* On the limbo menu click on Spectator at the top, then Spectate at the bottom. Keep 
pressing the left mouse button to spectate on different players, it cycles through one 
team first then the other. Press the right mouse button for Free Fly Mode.  

While spectating in Free Fly Mode the health bars on players, vehicles, deployables 
and the GPMG on guard towers/mg nests are shown as grey. You can still bring up the 
map (N), Scoreboard (hold Tab or F4), Global Chat (T), Team Chat (Y), Fire Team Chat 
(U), adjust the mini map size < >. On the Match in Progress screen (hold Tab or F4) 
the eye symbol near the bottom-left means players spectating or joining in. 
Players with an eye symbol to the left of their name are spectating.  

If their name is on the left side of the Scoreboard, they are spectating on GDF, if 
their name is on the right side, they are spectating on Strogg F. T. to the left of 
Name is Fireteam, if there are any: Alpha, Beta, Gamma, Delta, etc.  

If you enter net_allowcheats 1 on the console window and then pm_thirdperson 1 you 
can spectate on players from behind. pm_thirdperson 0 disables third person view. 
pm_thirdpersonheight adjusts the camera height from above and pm_thirdpersonrange 
adjusts the camera range from behind. You can’t spectate a player in 3rd person, 
with pm_thirdperson 1, when they are in a vehicle, only 1st person.


-=Difference between GDF and Strogg equivalent classes=-
* Soldier/Aggressor - none. Soldier can use the Rocket launcher, Aggressor can use 
the Obliterator: Press mouse 2 to lock onto enemy vehicles or deployables. Mouse 1 
fires. Places charges on objectives, deployables, vehicles, guard towers, mg nests 
or any object with mouse 1, mouse 1 also arms charges. A charge icon is shown to the 
left of the ammo bar. The charge takes 40 seconds to go off and has a blast radius 
of up to 12 meters. Charges take 5 seconds to arm - Faster arming can be unlocked.

* Medic - uses medpacks for health (25 health). Can call in a supply crate (takes 
20 seconds to arrive) which contains health, ammo and grenades (it can be air dropped 
anywhere except indoors, a supply crate icon is shown to the left of the ammo bar, 
revives GDF players instantaneously. He can also destroy Strogg Technician’s spawn hosts
with his defibrillators (press F).

* Technician - can’t order a supply crate so can’t supply hand grenades but can create 
spawn hosts out of GDF bodies to spawn at. Stroyent cells supply both health (18 health) 
and ammo (40 ammo) including ammo for the Aggressor’s obliterator and the Constructor’s 
plasma launcher. It takes longer to revive Strogg players, though, but you can unlock 
Faster revives (unlocking Faster revives doesn’t affect the speed you create spawn 
hosts).

* Engineer - Engineers repair by hand with pliers. Can unlock a Grenade launcher.

* Constructor - can repair manually and unlock the repair flyer drone that can be 
used up to 15-18 meters from the Strogg vehicle/deployable (depending on the vehicle/
deployable) to repair it, but it uses 40 ammo stroyent each time and it takes longer 
to repair with the repair flyer drone than the repair drone, although if there’s more 
than 1 player repairing the same vehicle/deployable it repairs it faster. Select the 
repair drone and press mouse 2 to launch it when the red shield is shown on the vehicle/
deployable to be repaired. Mouse 2 also deactivates it. While the vehicle/deployable 
is being repaired you can move on foot up to 30m-33m away from it depending what 
vehicle/deployable it is. Should the repair flyer drone be destroyed by heavy weapons 
the Constructor doesn’t lose 20 health like the Infiltrator does when his flyer drone 
is destroyed. When the repair flyer drone is repairing you can still use your weapon, 
throw grenades, place mines (you can’t arm it until it finishes repairing or it 
interrupts it, unless they are Self-arming mines), place deployables and capture/
liberate forward spawns within 30 meters of the vehicle/deployable being repaired. 
Unlocking the repair flyer drone doesn’t make the repair drone repair faster like 
it does GDF if they unlock Faster Repair. Can unlock a Plasma launcher.

* Engineers/Constructors can place 2 types of mines - proximity and tripmines. They 
can place up to 3 at a time of either. Proximity mines go off after 1.5 seconds if 
you go within 3 meters of them. Tripmines are set off if you pass through the beam. 
Tripmines can be used in doorways and narrows corridors with mouse 2. Friendly 
tripmines have a green beam, enemy tripmines have a red beam.

* Engineers/Constructors can also place 3 types of automated defense turrets (only 
1 at a time) - APTs (Anti-Personnel Turrets for infantry - lock on range 75 meters), 
AVTs (Anti Vehicle Turrets for vehicles - lock on range 100 meters), AITs (Artillery 
Interceptor Turret also known as AATs - Anti Artillery Turret - intercepts the Field 
Op’s/Oppressor’s fire support (artillery) up to 100 meters.) APTs/AVTs take 20-25 
seconds to arrive, AITs (AATs) take 50-55 seconds to arrive.

* Field Ops - supplies ammo packs to GDF players. Contains ammo, rockets for the 
Soldier’s rocket launcher and grenades for the Engineer’s grenade launcher but 
doesn’t contain hand grenades, they are in the Medic’s supply crate, or respawn 
for grenades. Can unlock a Scoped assault rifle.

* Oppressor - doesn’t have ammo packs but can place a tactical shield down or 
attach it to vehicles, deployables (prevents APTs and AVTs from firing if placed 
in front of them, but not AITs) and surfaces. Tactical shields set off GDF proximity 
mines but not tripmines or unarmed mines. Tactical shields disappear after 40 seconds, 
unless destroyed. Can unlock an Accurised lacerator.

* Field Ops and Oppressors can place 3 types of fire support (only 1 at a time) 
which they manually aim with their targeting tool (press 7 or B to select). They 
don’t use binoculars/trinoculars. The targeting laser on friendly targeting tools 
is green, on enemies the targeting laser is red. Fire support takes 20-25 seconds 
to arrive.

* Covert Ops - uses a smoke grenade and throw a camera which can be viewed through 
first person and detonated remotely. Select the camera and throw it with mouse 1. A 
camera icon is shown to the left of the ammo bar. After throwing it mouse 1 also 
detonates it. Mouse 2 toggles look through camera. The corner map changes to the 
location of the camera when you look through it. You can view through the camera up 
to 140 meters away, further than this and the screen begins to fill with static. If
you try to view through the camera over 160 meters away it disappears. You must be 
within 160 meters of it to detonate it. Check the signal strength (bars) on the wrist 
when the camera is selected in case it’s too far away. It has a built-in radar with 
a radius of 50 meters. The camera has a blast radius of up to 10 meters.

* Infiltrator - can use a teleporter to teleport (a green circle symbol appears on 
the map which only he can see. A teleporter icon is shown to the left of the ammo 
bar. You have to replace the teleporter if you die or respawn). If he tries to 
teleport while carrying an energy cell on Quarry, he will drop the energy cell. Uses 
a flyer drone that is viewed in first person and can be detonated remotely to kill 
GDF players. Select the flyer drone and launch it with mouse 1. After launching it 
mouse 1 also detonates it. Mouse 2 deactivates it. If the flyer drone is destroyed 
(GDF proximity mines can also set if off) you’ll lose 20 health and if you have 
less than 20 health when it’s destroyed you’ll die. The flyer drone is used for 
killing GDF players, scouting and for the last objective on Volcano - energy core. 
Unlike Covert Op’s camera, the flyer drone has no built-in radar. You have 30 
seconds fly time. The flyer drone has a blast radius of up to 5 meters. 

* Covert Ops and Infiltrator can call in a Radar that shows enemy infantry, vehicles 
and deployables on the map. It also shows the orientation of the Engineer's/Constructor's 
APTs, AVTs and AITs defenses and their lock on range on the map in red. Radars take 
20-25 seconds to arrive.

* GDF Covert Ops and Strogg Infiltrators can also take an enemy’s disguise (hold F 
when next to an enemy’s body - look down at it). Covert Ops and Infiltrators are 
the only class that can backstab enemies from behind (press F). They can do it 
with or without a disguise. It kills enemies in one hit. The backstab prompt isn’t 
displayed on the back of enemies disguised as your team.

* GDF Covert Ops and Strogg Infiltrator can hack deployables so they are disabled 
for 60 seconds (hold F when next to one). Covert Ops can also throw an emp 
(electromagnetic pulse) grenade to disable deployables and vehicles for 30 seconds 
(the Strogg Icarus won’t be able to fly for 30 seconds either). Strogg Infiltrators
equivalent is the Scrambler grenade (it only disables the MCP for 5 seconds). 
Emp/Scrambler grenades also disable a vehicle’s weapons for 5 seconds - gunner and 
driver if the driver of a vehicle has a weapon (only 2 seconds for MCP - gunner and 
driver) including turret and weapon turning but they don’t disable a vehicle’s decoys. 
The scrambler grenade doesn’t disable the MCP’s radar.

* The Infiltrator’s scrambler grenade (and Covert Op’s emp grenade) doesn’t disable 
the GPMG on guard towers and mg nests like it disables vehicle weapons for 5 seconds 
(2 seconds for MCP) and vehicles and deployables for 30 seconds (5 seconds for MCP).

* You can still repair a vehicle and deployable if they’re disabled by an emp/scrambler 
grenade.

* If you’re the Covert Ops you can place the camera on your vehicle (such as the Titan 
tank) to see where enemies are, if they are out of range of your radar (or if it’s 
disabled) or if you are deep inside the enemies’ territory, as it has a 50m radius 
built-in radar. If you place the camera on a vehicle and look through it and the vehicle
drives off the mini map moves.


-=GDF Medics=-
* If you have up to 4 GDF Medics you spawn with an extra 5 HP for each Medic you have 
(up to 20 HP per player). All GDF classes start with 100 health (except Soldier which 
starts with 120 health) so if you have 4 Medics all classes will start with 120 health 
(Soldier will start with 140 health). If a Medic changes class you will lose 5 health 
if you respawn or change class. If you don’t have the extra health for the number of 
Medics you have then respawn. If you are downed and revived, you receive 2.5 HP per 
Medic (up to 4). If you have 1 Medic - revived with 52.5 HP, 2 Medics - revived with 
55 HP, 3  Medics - revived with 57.5 HP, 4 Medics - revived with 60 HP (it ignores 
the half). Soldier is revived with 10 HP more than the other classes. You must respawn 
to get the extra 5 HP per Medic, being revived won’t do it. It doesn’t do this with 
Strogg’s Technicians. Strogg are revived with 50 HP (60 HP for Strogg Aggressors). If 
you unlock the Health bonus for Strogg then they are revived with 62 HP (72 HP for 
Aggressor). If you have unlocked Full health revives for Medic/Technician they are 
revived with full health. If a player is downed it says Unconscious above them.

* If you don’t want to be revived by a Medic/Technician go on the Limbo menu and select 
Respawn.

* GDF Medic's medpacks give you 25 health. Strogg Technician's stroyent cells give you 
18 health and 40 ammo. GDF Field Op's ammo packs vary between weapons. MedPacks and 
Ammo Packs stay on the ground for 30 seconds when dropped. Stroyent Cells only stay on 
the ground for 15 seconds when dropped.

* TK (Team Kill) Revive - if you are GDF and Team damage (Friendly Fire) is on, and 
you have 20 health or less GDF Medic bots may kill you with their pistol and revive 
you with their defibrillators.


-=Strogg stroyent and Spawn hosts=-
* Strogg Technicians give you stroyent cells for your health and ammo. They give 18 
health and 40 ammo simultaneously. Technicians can also create spawn hosts to spawn 
at from GDF bodies (hold F over the dead body). Dead bodies (not unconscious bodies) 
stay on the ground for 30 secs. GDF Medics can destroy spawn hosts with their 
defibrillators (hold F over the spawn host). Strogg can only use 1 spawn host at a 
time. If ‘Create Spawn Host’ is shown on screen (Context menu (press V) middle order 
over a GDF body) Technicians can select it on the Mission select and a spawn host 
icon will appear on the maps and above the GDF body to be turned into a spawn host, 
a white square is also shown around the GDF body. If ‘Destroy Spawn Host’ is shown 
on screen (Context menu (press V) middle order over a spawn host) Medics can select 
it on the Mission select and a spawn host icon will appear on the maps and above the 
spawn host to be destroyed, a red square is also shown around the spawn host.

* Spawn hosts remain on the ground for 60 seconds, unless claimed by a Strogg player. 
If you claim a spawn host (press F) a green circle with a green flag, just above it, 
is displayed on the maps (not the mini map). On the limbo menu the selected spawn 
host’s location is displayed in the bottom-right of the map. If you select another
spawn point on the map the spawn host will be de-selected and if over a minute has 
passed since it was created it will disappear. If you die you will respawn at this 
spawn host (unless revived by a Technician) or you can select respawn on the limbo 
menu to respawn at it. A spawn host icon is displayed next to your ammo bar when you 
claim a spawn host.

* If a vehicle stops over your spawn host you will not be able to spawn there, you 
will spawn at the frontline or selected spawn point instead. If a deployable, shield 
generator or the mining laser land on your spawn host they will destroy it, but the 
drop pods on Quarry won’t. You can still spawn from it if a drop pod or supply crate 
land on your spawn host.

* Stroyent -> Health press - (Transfers Ammo to Health - transfers 8 at a time unless 
Health is full) Health -> Stroyent press + (Transfers Health to Ammo - transfers 10 at 
time unless Ammo is full).

* Stroyent Transfer - This is best used by Strogg Aggressors arming a charge, Strogg 
Constructors constructing the mining laser or repairing vehicles and deployables, 
Strogg Infiltrators hacking the security controls on Volcano or hacking deployables,
Strogg Technicians reviving team-mates and creating spawn hosts, and when capturing/
liberating forward spawns. Use - to transfer Ammo to Health so you will last a few 
seconds longer while doing an objective, if being shot at. Press - rapidly to transfer
Ammo to Health.

* Transfer Health and Stroyent (Ammo) - Strogg. You can transfer health/stroyent (ammo) 
on foot and while in a vehicle with - or +

* The Strogg Constructor can also transfer health to ammo to replenish plasma grenades 
for the Plasma launcher (10 from health for each grenade), it doesn’t transfer rockets 
to the Aggressor’s Obliterator, though, you have to ask for stroyent from a Technician 
or respawn for them.

* If you are Strogg and unlock Stroyent regeneration it is the ammo that regenerates 
and not the health although you can ask for stroyent from a Technician or transfer ammo 
to health with the - key. + transfers health to ammo.


-=Vehicles=-
* Vehicle spawn times (vehicles won’t respawn if a player, supply crate or another 
vehicle is over their spawn point): 

-=GDF vehicles respawn times=-
Titan      - 60 secs (2 seats - driver and gunner, although it says passenger instead 
             of gunner at the left)
Trojan APC - 35 secs (5 seats - driver, gunner and 3 passengers)
Anansi     - 30 secs (2 seats - pilot and gunner)
Bumblebee  - 25 secs (5 seats - pilot, 2 gunners and 2 passengers - the passengers can 
             use weapons) 
Platypus   - 15 secs (2 seats - pilot and gunner)
Armadillo  - 15 secs (5 seats - driver, gunner and 3 passengers - the 2 passengers at 
             the rear can use weapons)
Husky      - 10 secs (1 seat - driver) 

-=Strogg vehicles respawn times=-
Cyclops    - 60 secs (1 seat - driver)
Desecrator - 40 secs (2 seats - driver and gunner)
Tormentor  - 30 secs (2 seats - pilot and gunner)
Hog        - 15 secs (2 seats - driver and gunner)
Icarus     - 10 secs (1 seat - driver)

* Vehicle’s Weapons range (to nearest 5m) and gun elevation (except aircraft) in degrees:

Trojan     - AA Missile - 480m cockpit view (500m outside view)
Trojan     - AA Missile lock on range - 210m cockpit view (220m outside view)
Trojan     - AA Missile elevation - 60 degrees cockpit view (35 degrees outside view)
Trojan     - MG elevation - 35 degrees cockpit view (30 degrees outside view)
Titan      - Tank gun - 510m cockpit view (525m outside view)
Titan      - Tank gun elevation - 45 degrees cockpit view (40 degrees outside view)
Titan      - Minigun elevation - 60 degrees cockpit view (35 degrees outside view)
Anansi     - LAW - 475m cockpit view (495m outside view)
Anansi     - LAW lock on range - 210m cockpit view (230m outside view)
Anansi     - Rocket - 825m cockpit view (845m outside view)
Armadillo  - MG elevation - 45 degrees cockpit view (40 degrees outside view)
Platypus   - MG elevation - 60 degrees cockpit view (55 degrees outside view)
MCP        - MG elevation - 25 degrees cockpit view (15 degrees outside view)
MCP        - Minigun elevation - 60 degrees cockpit view (15 degrees outside view)
Desecrator - Plasma cannon - 225m cockpit view (235m outside view)
Desecrator - Plasma cannon elevation - 30 degrees cockpit view (30 degrees outside view). 
             The Anansi can get within the Desecrator’s weapon range and fire down on it.
Desecrator - Hyperblaster elevation - 25 degrees cockpit view (25 degrees outside view). 
             The Anansi can get within the Desecrator’s weapon range and fire down on it.
Cyclops    - Plasma cannon - 225m cockpit view (235m outside view)
Cyclops    - Plasma cannon elevation - 45 degrees cockpit view (40 degrees outside view)
Tormentor  - Strocket - 380m cockpit view (400m outside view)
Tormentor  - Strocket lock on range - 210m cockpit view (230m outside view)
Tormentor  - Plasma Cannon - 180m cockpit view (200m outside view)
Hog        - Hyperblaster elevation - 45 degrees cockpit view (40 degrees outside view)

GPMG elevation on guard tower and mg nest - 45 degrees up/45 degrees down (ADS view)


* When you are in a vehicle there are 2 white bars to the left. The top bar is the 
vehicle’s armour and the bar below is the decoy bar. If you press 1 a decoy is ejected 
and the decoy bar goes down. Decoys are used to counter Anti Vehicle Turrets, GDF 
Soldier’s rocket launcher, Strogg Aggressor’s obliterator, GDF Trojan’s AA missile, GDF 
Anansi’s LAW, Strogg Tormentor’s Strocket, GDF Field Op’s rocket artillery and Strogg 
Oppressor’s plasma mortar. When they lock onto you the message, ‘Warning: Missile Lock’ 
is shown on screen in red. You can unlock ‘Better Decoys’ for the Vehicle Proficiency 
reward so the decoy bar only goes down to about a half. Only the driver can launch decoys. 
If you are in an Icarus there is a third bar at the bottom for the boost. When you are 
in a vehicle your position is also indicated by a blue circle on the 2d vehicle to the 
left, green circles are other players - gunner/passenger, grey circles are empty seats. 
When you get in a vehicle (or another player does) or change seats the player’s names 
in the vehicle are shown for 3 seconds under the 2d vehicle, unless they are human 
players then they are displayed permanently.

* If you are the driver in a vehicle and have a gunner, anything the gunner earns also 
goes to the driver's XP and Proficiency unlock reward. The gunner doesn't earn anything 
from what the driver earns, though.

* If you unlock Faster Repair and Disarm it repairs vehicles even faster than Faster 
Repair but not deployables.

* If you bring up the Context menu (press V) and select the middle order on a vehicle, 
‘I Need/Require a pickup’, and a bot is driving it, it will stop and wait for 10 seconds 
for you to get in. It won’t stop if it’s full or if it’s a 1 seater vehicle, though 
(Husky, Icarus, Cyclops). You have to be quick if it’s an aircraft, before it takes off. 
If the vehicle is damaged it will say, ‘Repair that vehicle’ on the Context menu - 
middle order, instead. You can get in vehicles with bots in them, even if it is full but 
not if it’s full of human players, unless 1 exits the vehicle. You can't use a GPMG on 
a guard tower or mg nest if a bot is using it, though.

* The Anansi’s LAW (cockpit view), Tormentor’s Strocket (cockpit view), Trojan AA Missile 
(cockpit view), the Soldier’s rocket launcher and Aggressor’s obliterator have a lock 
on range of 210 meters. The Anansi, Tormentor and Trojan can fire them further without 
locking onto a target though and the rocket launcher and obliterator can fire in dumb 
mode (non aim).

* The Soldier’s rocket launcher, Anansi’s LAW and Field Op’s rocket artillery can lock 
onto the Strogg Icarus but the Trojan’s AA missile cannot (the lock on range is 210 
meters in the cockpit view).

* The Aggressor’s obliterator, Oppressor’s Plasma mortar and Tormentor’s Strockets can 
also lock onto the GDF Medic’s supply crate. 

* The Soldier’s rocket launcher, Field Op’s rocket artillery and Anansi’s LAW can lock 
onto the Infiltrator’s flyer drone. The Trojan AA missile can't.

* If you are in an Armadillo or Bumblebee you can use your weapons and grenades in the 
passenger seats. The Soldier can also use his GPMG or rocket launcher, the Engineer can 
use his grenade launcher and the Covert Ops can also use his sniper rifle in passenger 
seats. Covert Ops can also use his emp grenades and smoke grenade in the passenger seats.

 * You can zoom in/out the Field Op’s Targeting tool, Covert Op’s Sniper rifle and Camera, 
Oppressor’s Targeting tool, Infiltrator’s Railgun, the Binoculars/Trinoculars (press 7 or 
B) when aiming by pressing F or using the mouse scroll wheel (mouse 4). You can use the 
Sniper rifle in the passenger seats of the Armadillo and Bumblebee but F changes seats in 
vehicles so you’ll have to use the mouse scroll wheel to zoom the Sniper rifle in and out.

* Cyclops - stomp - press Space bar. The Cyclops can flip over the MCP from the side when 
it’s disabled, by walking into it. You can also knock it off course when it’s disabled.

* You can use the Hog’s ram shield by holding boost (left Shift) and driving into a 
vehicle or deployable. Sometimes it will destroy them in one go.

* If you place tactical shields on the Hog it will survive 1 hit from the Titan’s tank 
gun, so you should be able to ram it (hold left Shift) and destroy it before it destroys 
you.

* Handbrake turn: This only works with fast vehicles: Hog, Armadillo and Husky. Hold 
boost (left Shift) and forward to go full speed then start to turn left or right and 
press brake (left Ctrl) to do a U-turn (180 degrees). You need a bit of a run up for 
it, though. It is hard to do because of the position of left Ctrl but it is good for 
running over players. You can also do this in the Platypus just by turning left or right 
as brake (left Ctrl) has no effect on the Platypus (or the Desecrator, Cyclops and Icarus).

* Amphibious vehicles: GDF Trojan APC, Strogg Desecrator and Strogg Icarus (sinks if you 
get off it in water) can travel on land and water. The GDF Platypus is a boat. The 
Cyclops can go in water up to its knees, any further and it will begin to take damage 
from the water.

* The GDF MCP and Strogg Cyclops cannot boost (left Shift). The GDF Trojan APC doesn’t 
boost in water like the GDF Platypus and Strogg Desecrator. The Strogg Icarus has a 
boost bar to fly.

* Vehicles with horns (press H): Husky, Armadillo, Trojan, Titan, MCP and Hog.
 
* Vehicles with a map on the dashboard in the cockpit view - Armadillo, Trojan, 
Platypus, Anansi and Bumblebee (Husky, Titan, MCP and Strogg vehicles don’t have 
a map). 

* You can shoot the wheels off the Husky, Armadillo, Trojan and Hog vehicles. 
 
* Siege Mode - the Desecrator (driver) and Cyclops fire their plasma cannons twice as 
fast in siege mode. You can rotate the turret in siege mode, but you will not be able 
to move. Press C to enter SIEGE MODE. Press Space Bar to exit SIEGE MODE. In the cockpit
view of the Desecrator, it will say SIEGE MODE if in siege mode and HOVER MODE if in 
movement mode. In the Cyclops it will say SIEGE MODE if in siege mode and WALKER MODE
if in movement mode. You can unlock Improved Vehicle Weapons to fire even faster. 

* You can’t run over your own team-mates if they are on foot, even if Team damage 
is on. You can’t kill team-mates with the MG, Minigun and Hyperblaster but you can 
if the vehicle has explosive weapons. You can kill team-mates with the GPMG in guard 
towers and mg nests, though (Single Player). 

* Aircraft cockpit view: You can look around inside an aircraft’s cockpit (Bumblebee, 
Anansi, Tormentor) by holding down Caps Lock and moving the mouse. The minigun in the 
cockpit of the Bumblebee can be directed while holding down Caps Lock. You can also 
look around the aircraft in 3rd person view with Caps Lock and the mouse and with the 
Husky, Armadillo, Platypus and Hog while in the driver’s seat.

* If you don’t know how to fly and want to be a gunner in an aircraft (Bumblebee, 
Anansi, Tormentor) get in the aircraft and change to the gunner seat with F then press 
V for the Context menu and select the bottom order - ‘I need/require a driver’ and a 
bot should get in. You can also do it if you’re in the driver’s seat, select the bottom 
order on the Context menu - ‘I need/require a gunner’ and a bot should get in the 
gunner’s seat. You can then change seats with F so the bot becomes the driver.

* Learn to fly the Anansi - Boost (hold left Shift) to fly forward. Airbrake (hold left 
Ctrl) and practice encircling targets. Watch videos on youtube. Try the Anansi on the 
MCP mission (2nd objective) on Valley (spawn vehicle_anansi) as this MCP objective 
doesn’t have an aircraft. To practice flying type god for god mode in the console window 
after typing net_allowcheats 1 so you aren’t shot down.  

* Learn to fly the Tormentor - Boost (hold left Shift) to fly forward. Brake/reverse 
(hold left Ctrl). To practice flying type god for god mode in the console window after 
typing net_allowcheats 1 so you aren’t shot down.

 
-=Deployables=-
* Placing deployables: Select the deploy tool with the mouse scroll wheel (mouse 4) 
or press 5 once or twice depending on the class. Press 6 twice for GDF’s Medic’s Supply 
crate. Press the left mouse button, select the type of deployable with the mouse scroll 
wheel or F, e.g., APT, AVT AIT for Constructor/Engineer (the right mouse button cancels 
deployment). Press the left mouse button on a green deployable square in your territory, 
rotate its direction of fire with the mouse. Press the left mouse button again to place 
the deployable. A white wireframe of the deployable will appear on screen where it will 
land, this can be seen up to 55 meters away, by all your team. APTs and AVTs take 20-25 
seconds to arrive. AITs take 50-55 seconds to arrive. Orange deployable squares are 
already occupied or enemy deployable squares. The deployable square is also orange if 
you don’t have enough charge to place one down because you have already placed one. You
must wait 60 seconds for the recharge bar to refill before you can re-place the deployable.
The GDF Medic’s supply crate sometimes prevents you from placing a deployable on the 
ground, where the supply crate is. Red deployable squares are non-deployment squares.
You can only place 1 deployable at a time.

* Deployable placement: If defending place the Engineer’s/Constructor’s APTs/AVTs to 
the front and sides of the objective, place the Covert Op’s/Infiltrator’s radar and 
the Field Op’s/Oppressor’s fire support behind the objective. If attacking place the 
Engineer’s/Constructor’s APTs/AVTs to the front and sides of your forward spawn if 
there is one or forward of your base, place the Covert Op’s/Infiltrator’s radar behind 
your forward spawn if there is one or in your base. If there isn’t a forward spawn 
place radars and fire support in or around your base. If you are defending and being 
bombarded by artillery place an AIT behind the objective. If you are attacking and 
being bombarded by artillery place an AIT behind your forward spawn if there is one. 
There’s no need to place an AIT in your base as it has defense turrets (except for 
GDF on Volcano). If the attacking team complete an objective they advance to the next 
objective, repeat the deployment placement process. The defending team will lose 
territory if an objective is completed. On Area 22, The Ark, Salvage and Volcano the 
defending team spawn inside for the last objective although they can spawn at their 
base and place a radar and fire support and place APTs/AVTs between their base and 
the last objective (or outside the dome on The Ark). On Volcano GDF Covert Op’s can 
spawn at the Hangar and place a radar outside, along the wall, near the 2 Platypus. 
It’s better if enhanced radar is unlocked for this because it covers more area 
inside - up to the left (west) vent for the energy core objective.

* APTs fire automatically at infantry, AVTs fire automatically at vehicles, AITs (AATs) 
intercept incoming artillery automatically.

* AVTs lock on range is 100 meters. It's rockets can follow vehicles up to 550 meters.
APTs and Base Defense turrets lock on range is 75 meters. AITs artillery intercept 
range is 100 meters. If you have a radar the enemies defense turrets range is shown 
as red on the map.

* If your deployable is hacked for 60 seconds (by Covert Ops/Infiltrator) it might be 
best to replace it with another one as they only take 20-25 seconds to arrive (except 
AITs (AATs) which take 50-55 seconds to arrive).

* If a deployable is too damaged instead of taking time to repair it, replace it with 
another one instead, unless a few players are repairing it (except AATs (AITs) as 
these take 50-55 seconds to arrive).

* Base defense turrets and the base artillery interceptor turret can’t be destroyed. 
GDF’s base has 2 defense turrets while Strogg’s base has 3 on the space craft. Strogg’s 
artillery interceptor turret is at the top of the long rod, on top of the ship, at the
rear. Base defense turrets fire at you when you are on foot and in a vehicle, but 
they don’t fire at empty vehicles like AVTs do. Base vehicles are invulnerable (they 
have a blue shield with a lightning bolt above them) until a player gets in them. You 
can’t lock onto invulnerable vehicles with the rocket launcher, obliterator, LAW, 
Strocket, rocket artillery, plasma mortar. You can see the blue shield up to 50 meters 
away unless behind cover. Vehicle drops aren’t invulnerable.

* Base Defense turrets, APTs, AVTs and bots don’t shoot at medpacks, ammo packs, 
stroyent cells, teleport beacons, smoke grenades, airstrike markers, violator beacons, 
charges, mines, tactical shields, cameras or supply crates but mines, tactical 
shields, cameras and supply crates can be destroyed, though.

* GDF Base Defense turrets fire at the Infiltrator’s flyer drone and the Constructor’s 
repair flyer drone if in range - 75m.

* If an enemy deployable isn’t on the Mission select you can place your weapon cursor 
over the deployable, press V for the Context menu then select the middle order. The 
message, ‘New missions are available’ will appear on screen. You can now select it 
on the Mission select.

* If an enemy deployable is in range of your radar it will automatically be added 
to the Mission select for Soldier/Aggressor, Field Ops/Oppressor and Covert Ops/
Infiltrator (unless the radar is disabled). The message, ‘New missions are available’ 
will appear on screen. You can now select it on the Mission select. If a vehicle or 
deployable is selected on the Mission select, to repair or destroy, and it is 
replaced or destroyed the message, ‘Mission removed’ is displayed on screen. If you 
are the Engineer/Constructor and have it selected on the Mission select when it is 
repaired, or if you are the Soldier/Aggressor or the Field Ops/Oppressor and have 
it selected when it is replaced or destroyed, you’ll receive XP and Proficiency reward. 
If you are the same class as a team-mate and they have the same mission selected as 
you have and they are doing the mission, when it’s completed it will say Mission 
completed! on screen and you may still receive XP and reward for it even though they 
completed it.

 
-=Fire Support=-
* The Field Ops/Oppressor use fire support that you manually aim and fire through 
their targeting tool.

* You can place your fire support down facing any direction (it takes 20-25 seconds 
to arrive) and it will rotate automatically when firing.

* The Field Ops and Oppressor don’t have Binoculars/Trinoculars so when you press 7 
or B the Targeting tool will be selected instead. Mouse 1 aims and targets (hold 
mouse 1), mouse 2 exits the Targeting tool. To zoom in and out use the mouse scroll 
wheel or press F repeatedly.

* GDF Field Op’s artillery gun and Strogg Oppressor’s rail howitzer fire 10 shells/rounds. 
The artillery gun has a range of about 640 meters, through the targeting tool, from the 
artillery gun to the orange targeting rings. The rail howitzer has a range of about 620 
meters, through the targeting tool, from the rail howitzer to the orange targeting rings.

* GDF Field Op’s hammer launcher and Strogg Oppressor’s dark matter cannon only fire 
one shell at a time and then has to recharge but they are powerful and do a lot of 
damage. The hammer launcher has a range of over 1000 meters, through the targeting 
tool, from the hammer launcher to the orange targeting rings. The dark matter cannon 
has a range of about 600 meters, through the targeting tool, from the dark matter 
cannon to the orange targeting rings.

* GDF Field Op’s rocket artillery and Strogg Oppressor’s plasma mortar fire 6 
shells/rounds. The rocket artillery has a range of about 640m, through the targeting 
tool, from the rocket artillery to the orange targeting rings. The plasma mortar has 
a range of about 620m, through the targeting tool, from the plasma mortar to the orange 
targeting rings.

* If you use the GDF Field Op’s rocket artillery or the Strogg Oppressor’s plasma 
mortar you can re-target the shells by moving the target cursor rings around, over 
other enemies, but you only get 6 shells. It is easier to do with the plasma mortar 
as it has a slower rate of fire.

* The Oppressor’s fire support - Rail Howitzer, Plasma Mortar and Dark Matter 
Cannon have a slower rate of fire than the Field Op’s fire support - Artillery Gun, 
Rocket Artillery and Hammer Launcher.

* Fire support reload time: The Targeting Tool bar takes 60 seconds to recharge. It 
usually depends on what recharges first the Targeting Tool or the Fire Support reload. 
The Fire Support reload time tends to vary for some reason, and between the different 
fire support. The DMC can take a while to reload. The reload icon is to the left of 
the Targeting Tool. It also depends on when you fire the Fire Support, the Targeting 
Tool may recharge first if you take a while to target something. Faster Fire Support 
Reload can be unlocked.

* If you are targeting near an enemy AIT, make sure you target the orange targeting 
rings at least 25 meters outside of the AIT’s range of 100 meters (125 meters or 
more) so the AIT doesn’t intercept the artillery. Your team will need a radar so 
you can see the AIT’s Intercept range on the map (a red circle).

* You get more XP if a deployable is destroyed by a charge or fire support’s artillery, 
if it has full health when it’s destroyed (after selecting it on the Mission select 
first - press M).


-=Radar=-
* GDF’s radar and Strogg’s PSI radar have a range of 220 meters radius. If Enhanced Radar 
is unlocked (rewards) it extends to 330 meters radius. Enhanced radar doesn’t affect the 
radar on the Covert Op’s camera or the MCP’s radar.

* If Strogg have a radar they will also see the GDF Medic's Supply Crate and the Vampire 
(airstrike jet) on the map.

* Radars (including the Covert Ops camera radar and the MCP’s radar) show the range and 
orientation of enemy defence turrets (Anti Personnel Turrets - 75m, Anti Vehicle Turrets 
- lock on up to 100m and Anti Artillery Turrets - 100m) and enemy base defense turrets - 
75m and enemy base artillery interceptor turret - 100m on the map and limbo menu map in 
red, if they’re in range of the radar. It shows a red circle for the range of enemy AATs 
(AITs) and a red semi-circle to show the orientation and range of enemy APTs, AVTs and 
base defense turrets. Guard towers and mg nests do not show up on radar.

* Unconscious players are not shown on the map or radar and don’t set off mines.  


-=MCP Objectives=-
* The MCP's radar has a sweep range of 50 meters radius on the map but it's actual 
range appears to be 100 meters radius.

* The driver of the MCP can see green marker arrows on the road, letting him know
which way to go. The gunner can’t see the green arrow markers.

* If an AVT is around a corner you can drive straight towards it while using decoys 
and drive round the side of it and it shouldn’t turn and fire at you. On MCP missions 
you can distract AVTs with the Titan or Trojan, so it fires at them first, and drive 
the MCP past the AVTs. Drive straight into them and around them. AVT diversion - take 
cover just behind a building, wall or fence when an AVT starts firing at you. It will 
still fire at you if you are behind cover allowing another vehicle to slip past it. 
It stops firing if you’re out of its lock on range or your vehicle is destroyed.

* If attacking and you’re the Covert Ops/Infiltrator, you can throw emp/scrambler 
grenades at APTs/AVTs near the objective (Covert Ops can use his camera as well), 
or at AVTs on the MCP route, to disable them for 30 seconds, then change to the class 
that can do the objective if you want. If you want to change class, it’s best to use 
the emp/scrambler grenades and camera on APTs/AVTs just before the respawn timer 
reaches zero so you have more time for the APTs/AVTs to be disabled.

* If the MCP is disabled (3/4 damaged) the driver’s MG won’t function until the MCP 
is at least ½ repaired. The gunners minigun will still work, though.

* Strogg Aggressors can place a charge on the MCP and it will damage it to just 
over half. GDF Soldiers can if Team damage is on.


-=MCP unofficial shortcuts (you only have 30 seconds to do the shortcut)=-
* Outskirts: After the barricade is destroyed and you go through it in the MCP and 
turn right, you then turn left. Ahead is where the shortcut is, at the bend. If 
you go up the slight slope at the end, instead of turning right, follow it round to 
the right and you will come out near an enemy AVT (if one’s there). Drive up to it 
from behind and go around it and capture the Outpost.

* Refinery: After exiting the GDF base gates, go forward then cut across the map to 
the right between the 2 MCP routes (drive diagonal right). Get back on the route 
then at the end, instead of turning left and going down the slope, drive over the 
edge to the right, at the side of the building, and capture the Outpost.

* Valley: After exiting the tunnel, immediately turn left (sometimes there is a 
supply crate there) and drive between the building and the tunnel and down the slope. 
Drive forward, past the left side of the fence, and turn right to the Outpost and 
capture it.


-=Grenades=-
* You can ‘cook’ grenades by holding down mouse button 1 (long throw) or mouse button 
2 (short throw), for up to 4 seconds, and then release it. If you hold down the mouse 
for 5 seconds it will explode in your hand!

* Strogg can attach their grenades to vehicles, deployables, GDF Medic’s supply crate, 
objectives, walls, doors, building materials, GPMGs on guard towers & mg nests with 
alternate fire - mouse 2 (short throw), GDF can only throw their grenades with alternate 
fire - mouse 2 (short throw). You can’t attach anything to the Icarus.


-=Mines and Explosives=-
* Grenades blast radius is up to 10m away (emp/scrambler grenades effective disable 
range is up to 8m away). Grenade launcher/plasma launcher grenades blast radius is up 
to 8m away. Rocket launcher/obliterator blast radius is up to 12m away. Mines blast 
radius is up to 12m away (the red/green dot in the middle isn’t shown over 12m). Charges 
blast radius is up to 12m away. Cameras blast radius is up to 10m away (its built-in 
radar has a 50m radius). Flyer drones blast radius is up to 5m away (it has no built 
in radar).

* If you have unlocked Battlesense - Mine Detection you can see enemy mines on the map, 
as a red x, up to 12m away, even behind walls. Your team’s mines are a green x on the 
map. Unarmed mines aren’t shown on the map.

* The Engineer/Constructor can place Tripmines with alternate fire - mouse 2, on open 
doorways and across narrow corridors. Tripmines detonate instantaneously once the beam 
is touched. Proximity mines take 1.5 seconds to go off. Friendly Tripmines have a green 
beam, enemy Tripmines have a red beam. The Field Ops/Oppressor use a targeting tool 
to mark targets with a laser. Friendly targeting lasers are green, enemy targeting 
lasers are red.

* Detonating mines do not set off other nearby mines (proximity mines or tripmines). 
Exploding GDF mines do not set off Strogg mines, either and vice-versa. Neither do 
they set off unarmed mines. Proximity mines are detonated if you go within 3 meters 
of them. Exploding unarmed mines (set off by explosive weapons) can still kill enemies. 
Unconscious (downed) players don’t set off mines.

* Don’t place mines upright facing flat at waist height, such as on GDF’s forward spawns 
on top of the box with the green monitor on it or on top of the supply crate or they won’t 
go off when enemies go near them (unless they jump).

* If you’re an Engineer/Constructor and are capturing/liberating a forward spawn try and
place a mine down before or after you capture/liberate it to defend it. Place mines around 
objectives as well. Strogg Constructors can also place mines on objectives, the MCP for MCP
missions, GPMGs on guard towers and mg nests, vehicles, deployables, supply crates, etc.

* Engineers/Constructors can disarm their own mines with the pliers/repair drone. You can 
arm your team-mates mines if they haven’t armed them, but you can’t disarm your team-mates 
mines. You can’t disarm unarmed mines or charges and you can’t arm unarmed enemy mines or 
charges.

* Disarming mines: You can disarm mines up to 2 meters away. Mines (proximity mines and  
tripmines) take 2.5 seconds to disarm, but you can unlock Faster disarm. Enemy tripmines  
have a red beam, across doorways and narrow corridors, so can be easily disarmed, as long  
as you don’t touch the beam. Enemy proximity mines are detonated when you approach them  
within 3 meters. You can only really disarm these if they are on the inside of doorways 
or just around corners/doorways or objects or if they overlap a corner and you can see 
the rear of the mine.  It is best to run past proximity mines around the corner to set 
them off or use explosives.

* If a mine is near a corner or doorway run past the mines around the corner to set them 
off. If an enemy is near an enemy proximity mine run past the mine(s) or throw a grenade 
to set them off, killing the enemy.

* The Field Op’s Vampire airstrike and Oppressor’s Violator don’t set off mines but the 
airstrike marker the Field Ops throws and the violator beacon the Oppressor throws can 
set them off.

* Vehicles can set off tripmines if you drive through the beam or drive towards the beam 
on a vehicle such as a Husky or Armadillo and then get off before the vehicle passes 
through the beam.

* The Infiltrator’s flyer drone sets off GDF proximity mines but not tripmines. It 
doesn’t set off unarmed mines and it can’t destroy the Strogg Constructor’s mines if 
Team damage is on.

* Engineers/Constructors can place 1-3 mines on enemy deployables or vehicles and throw 
a grenade at them to receive lots of Engineer/Constructor class reward and some Light 
weapons reward.

* If you set off an enemy proximity mine the message, ‘Warning: Mine Triggered’ is 
displayed on screen, usually if the mine is on the ground. It doesn't say the message 
if you're in a vehicle, though. It also shows this message if an enemy sets off your 
mines or your team’s mines and you are near them. It doesn’t always say the message on 
screen and It doesn’t say this if tripmines are set off.

 
-=XP and Class Rewards=-
* GDF’s Medic and Strogg’s Technician receive XP and class reward for kills with their 
Defibrillators/Stroyent Tool. Medic receives XP and class reward for reviving GDF players, 
destroying spawn hosts, giving out Medpacks and the Supply crate. Technician receives XP 
and class reward for reviving Strogg players and giving out Stroyent cells. You don’t get 
any XP and class reward for creating spawn hosts or if someone claims them, only if you 
or another player spawns from them. Covert Ops/Infiltrator don’t receive XP and class 
reward for taking a disguise or for using the smoke grenade/teleporter. If they are in 
disguise and use a backstab it goes to their Class reward. If they are not in disguise 
and use a backstab it goes to the Light weapons reward, same with knife/spikes kills. 
Strogg Oppressors don’t receive XP and class reward for using tactical shields. You don’t 
receive any XP or reward for requesting a vehicle (Husky/Icarus) even if another player 
in your team uses it.

* The Aggressor’s Plasma Charge, Hyperblaster and Obliterator go to the Aggressor’s 
class reward. The GPMG that the Soldier can use is also on the Armadillo, Trojan, 
Platypus, MCP, guard towers and mg nests. The Hyperblaster that the Aggressor can use 
is also on the Hog, Desecrator and Tormentor. The Covert Op’s Camera, Sniper rifle and 
emp grenades go to the Covert Op’s class reward. The Infiltrator’s Flyer drone, Railgun 
and scrambler grenade go to the Infiltrator’s class reward. All other handheld weapons 
and grenades go to Light weapons reward. Engineer’s/Constructor’s mines, APT and AVT 
kills go to their class reward. When an Engineer’s/Constructor’s AAT intercepts 
artillery it goes to their class reward (3 XP). Field Op’s/Oppressor’s airstrike/violator 
go to their class rewards. Kills from the airstrike marker/violator beacon go to the 
Light weapons reward. Field Op’s Ammo packs go to his class reward. You also receive a 
class reward when your deployable or supply crate lands.

* The Soldier’s HE Charge, GPMG and Rocket launcher go to the Soldier’s class reward.

* If you use the GPMG on the guard tower or mg nest the Proficiency reward goes to 
your Soldier class no matter which class is using the GPMG.

* You receive 40 XP for constructing and hacking an objective, if one player completes 
it, otherwise it is shared. You receive 20 XP for destroying an objective and capturing 
the outpost with the MCP.

* You receive 2 XP for damaging the energy core on Volcano with the Flyer drone (this 
goes to the Infiltrator’s class reward) and you receive 10 XP for transmitting the data 
disc on Island, data brain on Outskirts and capturing an energy cell on Quarry (these 
go to the Battlesense reward).

* Capturing/liberating forward spawns, transmitting the data disc on Island and data 
brain on Outskirts maps and capturing energy cells on the Quarry map goes to your 
Battlesense proficiency reward.


-=Covert Ops/Infiltrator disguise=-
* Covert Ops and Infiltrators are the only class that can backstab enemies from behind 
(press F). They can do it with or without a disguise. It kills enemies in one hit. The 
backstab prompt isn’t displayed on the back of enemies disguised as your team.

* Covert Ops/Infiltrator bots in disguise sometimes move towards you and back away 
repeatedly if facing you from the front or they approach you directly from the front 
up close and encircling you, to backstab you.

* Covert Ops/Infiltrators in disguise (hold F over a dead enemy’s body to take their 
disguise) can pass enemy APTs and mines (proximity and tripmines) without being harmed. 
Covert Ops can pass through Strogg energy shields and not be harmed by base defense 
turrets, and the slipgate (before it’s hacked) on Slipgate map without being harmed 
(you don’t need a disguise to go back through the slipgate). Infiltrators can pass 
through GDF gates and not be harmed by base defense turrets and pass through the hangar 
doors (or hack them if not in disguise) on Volcano. If they get in a vehicle, mounted 
gun on guard towers and mg nests (GDF Covert Ops) or hack a deployable or fire their
weapon they lose their disguise. They don’t lose their disguise until after they capture/
liberate forward spawns but as soon as they start hacking an objective or deployable 
they lose their disguise. When they’re in disguise they appear as friendly (green) on 
both team’s map, even if the enemy has a radar. If you die you lose your disguise. If 
you are not sure if a player is in disguise shoot their foot, it won’t cause much damage, 
if it is an enemy in disguise the cross hair will turn red indicating it is an enemy. 
If in disguise you can only select between the Assault rifle/Knife (Infiltrator) and 
Lacerator/Spikes (Covert Ops). A Strogg Infiltrator in disguise will have heavier 
breathing when running than GDF. While in disguise you don’t see enemy mines on the map 
or orange arrows/targeting rings or the wireframe outline of deployables landing. A 
disguised Infiltrator won’t see the Covert Op’s camera radar, either.

* If an enemy is disguised as 1 of your team, there will be more players in your team. 
There will be extra team triangle markers (white and/or green), than usual, on screen. 
There may also be extra green circles with a white class icon in them if Game Settings 
- Simple - HUD - Always draw fireteam list, is enabled.

* If you’re a Covert Ops/Infiltrator in disguise you can still ask for medpacks, ammo 
and stroyent. Strogg Infiltrator can even transfer health and ammo stroyent while in 
disguise and claim spawn hosts that the Strogg Technician has created (from GDF bodies). 
Covert Ops can also use supply crates while in disguise. You can use the other orders 
as well such as asking for covering fire and asking players in vehicles for a pickup 
(middle order - Context menu). If a Covert Ops in disguise jumps off high up his 
parachute will show on his Strogg disguise. Similarly if an Infiltrator in disguise
jumps off high up his energy brake air shield will show on his GDF disguise.

* If you are in disguise and you pick up the data disc on Island, data brain on 
Outskirts or energy cell on Quarry you will lose your disguise. You won’t be able to 
take a disguise if carrying the data disc, data brain or energy cell either. Defenders 
won’t lose their disguise when they return the data disc, data brain or energy cell, 
though.

* If the Infiltrator tries to teleport while carrying an energy cell on Quarry, he 
will drop the energy cell.

* The Strogg Infiltrator can hack GDF’s base gates (and hangar doors on Volcano) for 
30 seconds, unless a GDF player passes through them then they have to be hacked again. 
If you’re in disguise Covert Ops can pass through Strogg energy shields and the 
slipgate on Slipgate map (you don’t need a disguise to go back through) and Infiltrator 
can pass through GDF base gates and the GDF hangar doors on Volcano without hacking 
them.

* The Infiltrator’s scrambler grenade (and Covert Op’s emp grenade) doesn’t disable 
the GPMG on guard towers and mg nests like it disables vehicle weapons for 5 seconds 
(2 seconds for MCP) and vehicles and deployables for 30 seconds (5 seconds for MCP).

* The Covert Op’s third eye camera can destroy the Strogg Hog and Tormentor (and 
GDF Husky, Armadillo and Anansi) in one go. It can’t be attached to the Icarus.

* If you are Covert Ops or Infiltrator place a radar in your base if defending for 
the last objective (except on Valley). If Covert Ops places a radar outside the 
hangar base door (near the 2 rear Platypus) on Volcano, along the wall, and they 
have unlocked enhanced radar it will only cover up to the left (west) ventilation 
shaft to reveal enemies. Flyer drones don’t show up on the radar.

* If a vehicle stops over the Infiltrator's teleport beacon he will not be able 
to teleport there. If a supply crate, deployable, MCP, shield generator, mining 
laser, drop pod or Icarus drop lands on your teleport beacon you will not be able 
to teleport either.


-=Tactical shields=-
* Strogg Oppressor’s Tactical shields last 40 seconds, unless destroyed. You can 
attach them to vehicles (except Icarus) and deployables for extra protection. Tactical 
shields set off GDF proximity mines but not tripmines or unarmed mines. GDF’s base 
defense turrets don’t fire at Tactical shields. You can attach them to the front and 
rear of a Hog and enter GDF’s base. They can also be placed over GDF base defense 
turrets to stop them firing. If a Tactical shield is placed over GDF’s base artillery 
interceptor turret it still fires at artillery, even if artillery lands behind it, 
even though it doesn’t turn with a Tactical shield over it. Knife, spikes, Medic’s 
defibrillators and Technician’s stroyent tool can’t damage tactical shields.

* Tactical shield will also protect you from the GDF Field Op’s Hammer and the Strogg
Oppressor’s Dark Matter Cannon. You can also place them on the front of APTs and AVTs 
to stop them firing but they don’t stop Radars from working or stop AITs from 
intercepting artillery.

* Tactical shields can be used for cover and protection. They can be placed anywhere, 
even in doorways, but you can’t shoot through them. You can also use them to shield 
Strogg Constructors constructing the mining laser on The Ark, Salvage and Area 22 and 
protect them when disarming explosives and arming mines, repairing deployables and 
vehicles, protect Aggressors planting charges on explosive objectives and deployables, 
protect Strogg Infiltrators when taking disguises, hacking deployables or the security 
controls on Volcano, protect Technicians reviving players and creating spawn hosts 
(from GDF bodies) and protect players capturing/liberating forward spawns.

* Tactical shield: The Infiltrator’s flyer drone, the Engineer’s/Constructor’s tripmine 
beam, the Field Op’s/Oppressor’s targeting tool - laser and vehicles are the only thing 
that can pass through the Oppressor’s tactical shields. Grenades (including emp/scrambler, 
grenades from grenade launcher/plasma launcher), medpacks, supply crate marker, ammo 
packs, airstrike marker, third eye camera, smoke grenade, mines, stroyent cells, violator 
beacon and teleport beacon, bounce off them when thrown at them. They all bounce off the 
Strogg energy shield as well, except the flyer drone. The Engineer’s/Constructor’s 
tripmine beam and the Field Op’s/Oppressor’s targeting tool laser can also pass through 
Strogg’s energy shields. You can’t repair, construct, hack, arm/disarm charges or mines 
through tactical shields.

* If you place a tactical shield in front of a charge (not too close), mine or camera 
and they go off the tactical shield will be destroyed but you will survive. You’ll 
survive the flyer drone, 1 grenade or 1 grenade from the grenade launcher as well, but 
the tactical shield will be destroyed.

* To stop the Vampire airstrike, Violator and Supply crate from arriving you can use 
the Strogg Oppressor’s Tactical Shield (throw them over the marker) or explosives on 
the airstrike marker, violator beacon or supply crate marker. You can also drive over 
them or stand on them to stop them arriving although you’ll take damage from the 
airstrike marker and violator beacon when they go off and you’ll die if standing over 
them. The GDF Medic’s supply crate marker and Covert Op’s smoke grenade don’t cause 
any damage once thrown.


-=Map tips=-
* Hacking objectives: Covert Ops can take a dead Strogg’s disguise (hold F over the 
dead Strogg body) to get to the shield generator on Canyon, Outskirts, Refinery and 
Valley. He can also use a disguise to get to the slipgate on Slipgate map and the 
sewer controls on Sewer map. Strogg Infiltrators can take a disguise to get to the 
security controls on Volcano map. Enemy mines aren’t set off and enemy APTs won’t 
fire at you while in disguise. As soon as they start hacking the objective (or a 
deployable), they lose the disguise. They don’t lose the disguise until after they’ve 
captured/liberated a forward spawn.

* If a map has the Bumblebee, Anansi or Tormentor, they take 30 seconds to spawn at 
the base after the game starts, or after an objective has been completed.

* Tormentor: After Strogg destroy the generator on Area 22 or The Ark, you can spawn 
at Strogg’s base and get in the Tormentor and fly to the mining laser as the 
Constructor, ready to construct it (the mining laser takes 25 seconds to arrive 
after the generator is destroyed). A Tormentor spawns at the generator on The Ark 
after it is destroyed but it doesn’t appear until 30 seconds. Or you can get in a 
Hog that spawns near the generator building on Area 22 or The Ark, as the Constructor, 
after the generator is destroyed. Strogg can spawn at the base on Quarry to get in 
a Tormentor, but the first energy cell takes 55 seconds to arrive after the generator 
is destroyed.

* Anansi: If you can fly the Anansi, you can use the Anansi on the second objective
of the Island (vault door) to try to keep Strogg players pinned down at the 
observatory spawn point so a charge can be planted on the vault door. You can do 
this on Valley on the third and fourth objectives as Strogg spawn from the same 
place for both objectives, behind the shield generator. You can also do this on 
Canyon and Slipgate.

* GDF’s forward spawn on Area 22 and GDF’s forward spawn on Volcano are the only 
forward spawns in the game that are already captured, apart from Strogg’s forward 
spawn on Canyon (which can be captured at the start of the game), these are the 
only forward spawns that defending teams have.

* GDF’s last forward spawn on Outskirts and Valley become permanently captured 
after the shield generator is hacked (they can’t be liberated). GDF will still 
spawn at these forward spawns instead of spawning forward of them. The last GDF 
forward spawn on Sewer isn’t permanently captured after destroying a sewer grate, 
so can be liberated by Strogg.

* GDF vehicles and deployables on The Ark and Salvage maps are painted in the 
arctic paint.

* Salvage map only has 4 Huskys and Volcano map only has 4 Platypus (2 at the rear) 
but if you have unlocked vehicle drops GDF can request a Husky and Strogg can request 
an Icarus.

* Area 22, last objective: Near the end of the corridor with the service door, 
there is a hole in the ceiling. Strogg Aggressors can get on an Icarus and boost up 
the hole and plant a charge on the rear of the Service door or climb the ladder near
the slipgate core and plant a charge on the rear of the Service door.

* Area 22, last objective: The Hog can get to the slipgate core between the large 
black boxes at the rear but it’s tricky. The Desecrator can get into the slipgate 
core if he uses the Hog as a stepping stone (parked against the side of one of the 
black boxes), the Desecrator can hover up and over the edge of it.

* Area 22, last objective: The Titan can be used to guard the entrance of the tunnel 
on the last objective - select GDF’s base to spawn at. Place an APT or AVT outside 
the West GDF Base Gate first, facing Strogg’s forward spawn. Drive the Titan halfway 
down the tunnel, facing the entrance (disable/destroy any Strogg APTs/AVTs first).
Repair it at the rear of the tank if there aren’t any enemies, if there are then 
repair it round the corner, at the bottom of the tunnel. Watch out for the Desecrator 
and Hog with its ram, though.

* Area 22, last objective: Icarus can be used to set off mines around the slipgate core 
with its stroybombs; go through the service door, once destroyed, and up the stairs. 
Armadillo and Husky can drive to the slipgate core. The Anansi can fly down the tunnel 
and around the slipgate core.

* The Ark: At the start if you are GDF you can get in the Trojan and get into the rear of the 
Strogg base from the water. From the slope in Strogg’s base you can fire at Strogg 
deployables to disable them and vehicles (Tormentor).

* The Ark - fast plant: Be the Aggressor and get in the Hog in Strogg’s base as soon 
as the game starts and boost (hold left Shift) to the generator. You may be able to 
plant the charge and take GDF by surprise. You have a better chance if you have a 
gunner with you (press V for the Context menu and request a gunner - bottom order). 
If you have unlocked Vehicle Drops Request an Icarus immediately after planting the 
charge (Context menu - bottom order), so it gets in the way of any GDF Engineers that 
try to disarm it, or lands on them. Ask for covering fire on the way to the generator 
as well and when you get there (Context menu - top order).

* Try the fast plant on Canyon - Engineers in Armadillo, Outskirts - Soldiers in Husky/
Armadillo - go the left side between the concrete barriers, and Sewer - Engineers in 
Armadillo.

* The Ark, last objective: The Titan and Armadillo can fit under the shutter inside 
the rear of the biodome near Strogg’s forward spawn. You can spawn at GDF’s base and 
get in the Titan and drive to the dome. If you are the Engineer you may want to place 
an APT or AVT outside the dome before you go inside. You can repair the Titan inside, 
from the rear of it for cover (behind the shutter) if it gets damaged and try to 
liberate Strogg’s forward spawn and plant mines near it.

* Canyon: After the MCP captures the Outpost if you are having trouble getting to the 
shield generator from the Outpost you could respawn at the Ruined building spawn where
an Armadillo is or the Domed building spawn (select them on the Limbo menu) where an 
Armadillo and Titan are and drive through the opening to the right of the Ruined 
building spawn to the shield generator.

* Island: You can get in a Trojan at the start and go through the side GDF base gate, 
through the water, to the beach opposite and block the rear entrance to the generator 
room where Strogg enter from their spawn point. You can also run them over at their 
spawn point and keep them pinned down.

* Island: Destroy the Bunker hatch, above the first objective, with the GDF Soldier’s 
HE charge. You can then change to Engineer and go through the bunker hatch and throw 
grenades and Self-arming mines (if unlocked) over the railing to clear mines and kill 
enemies.

* Island: If you are GDF after the generator has been repaired, from the second
forward spawn you can get in a Husky or Armadillo (maybe ask for a gunner/covering 
fire) and drive along the beach and turn left into the tunnel, drive to the end, get 
out and go up the steps and into the vault room. Or you can run along the beach and 
turn left into the tunnel or spawn at the GDF base as the Soldier with the GPMG or 
rocket launcher and get in the Platypus (you could ask for a gunner/covering fire), 
go down the tunnel and enter the vault room from the rear to plant a charge on the 
vault door. This way is a bit quicker than running from the forward spawn.

* Island: Titan can drive up the side of the hill, near the last objective, and 
drive onto the roof of the building facing the observatory, then drop off onto the 
ground and destroy the APT if there is one.

* Island: If the Covert Ops is in disguise when he picks up the data disc, he will 
lose the disguise. He can’t take a disguise while carrying the data disc either. 
Defending Infiltrators won’t lose their disguise if they return the data disc, though.

* The data disc on Island and data brain on Outskirts take 6 seconds to transmit.

* If the data disc on Island, data brain on Outskirts or energy cells on Quarry are 
dropped they will automatically return to their spawn points after 35 seconds if 
nobody collects them.

* If you are Strogg on Island or Outskirts or GDF on Quarry for the last objective 
(defending), if you don’t have a radar you will not be able to track the data disc 
on Island, data brain on Outskirts or energy cells on Quarry if they are picked up. 
You will only see them on the map at their spawn points or if they are dropped. If 
you are carrying one (attackers) a briefcase is shown to the left of your ammo bar 
and to the left of your name on the Match in Progress screen (hold Tab or F4). The 
briefcase replaces your rank (or bot symbol if a bot is carrying it) on the Match 
in Progress screen, when picked up. Defenders can see the briefcase with a radar 
even if it is underground (vault area - Island) or inside buildings.

* Outskirts: If the Covert Ops is in disguise when he picks up the data brain, he 
will lose the disguise. He can’t take a disguise while carrying the data brain 
either. Defending Infiltrators won’t lose their disguise if they return the data 
brain, though.

* Quarry: If you are Strogg, you can be the Aggressor with the hyperblaster/
obliterator or Oppressor. From their forward spawn go to the side of the hut in 
front and up the hill to the left, overlooking the generator. If you are Aggressor 
use your hyperblaster/obliterator and grenades on the generator to clear mines and 
enemies. If you are the Oppressor throw the violator beacon at the generator (the 
violator beacon can set off mines but the violator itself can’t) or target the 
generator with artillery. You can get on an Icarus first, if you want, and fire 
stroybombs from the top of the hill, at the generator (aim high while standing 
on top of the hill or buildings).

* Quarry: After the generator is destroyed the first Strogg drop pod, containing 
energy cell 1, arrives after 55 seconds, the second drop pod, containing energy 
cell 2, arrives 30 seconds later and the third drop pod, containing energy cell 3, 
arrives 30 seconds after that.

* Quarry: If you are the Infiltrator and teleport while carrying an energy cell 
you will drop the energy cell. If the Infiltrator is in disguise when he picks up 
an energy cell, he will lose the disguise. He can’t take a disguise while carrying 
an energy cell either. Defending Covert Ops won’t lose their disguise if they return 
an energy cell, though.

* Quarry: You can get in the Hog with an energy cell, go down the left side of the 
map and down the slope at the end, to the right, behind the GDF AVT. You can ram 
the AVT from behind or shoot it up close, in the gunner’s seat, to disable it, and 
then drive to the ship ramp and get out and run to the back of the ship and capture 
the energy cell or get out of the Hog when you’re behind the GDF AVT and run into 
the ship. If you are the Oppressor, you could attach Tactical shields to the front 
and rear of the Hog first (they last 40 seconds) as AVTs don’t fire at these. 
Tactical shields will also set off GDF proximity mines in the rear of the ship (they 
don’t set off tipmines or unarmed mines).

* Quarry: If you are in a Tormentor and carrying an energy cell there’s a crater 
near the 2nd energy cell building that is about 320m away from the crashed Strogg 
ship. If you hover above it, or just in front of it, you can fire Strockets into 
the rear of the ship, setting off mines and maybe killing enemies the Strockets 
lock on range is 210 meters but its range is about 380 meters (cockpit view), its 
plasma cannon won't reach the ship from here as its range is only about 180 meters
(cockpit view). You’ll know if you’ve set off any mines as there’ll be a faint red
flash (cursor) and your XP will go up. Tap or hold left Ctrl (reverse) or tap left
Shift (boost) to stay in position. Maybe target a GDF AVT and/or APT if there are 
any near the ship - if you are the Aggressor or Oppressor or a Fireteam leader in 
the Tormentor you can select them on the Mission select and a purple/black square 
with a white skull in it will appear above the AVT/APT with the range to it in 
meters, giving you a point of reference. Fire below the skull square and you should
hit the deployable - they’ll be out of lock on range but there’s no need to lock 
on as deployables don’t move, just fire below the skull. You might need to spot 
them first with the middle Context menu order. You can then fly towards the ship’s
ramp (just to the right of it) and bail out the aircraft (the pilot/gunner exit 
to the rear left side of the Tormentor) when you are near the ramp (on the mini 
map) and be propelled into the rear of the ship, capturing the energy cell. Boost
in bursts or release boost three quarters of the way to the ship or you’ll fly 
too fast and probably overshoot the landing zone when you bail out or kill 
yourself from the impact. Takes practice.

* Salvage: At the start of the game, or after the generator is destroyed, Strogg 
Aggressors can plant a plasma charge on the East GDF Base Pillbox Breach and/or West 
GDF Base Bunker Breach. This will save time later on, as you won’t have to plant 
charges on them after the mining laser is constructed.

* Salvage: Strogg Infiltrator can hack GDF’s depot yard gates on Salvage to capture 
the forward spawn (after the mining laser destroys the doors) or walk through them, 
if in disguise, without hacking them or use the Teleporter to teleport over the wall.

* Salvage: After the mining laser destroys the doors to GDF’s base, GDF will be able 
to select the rear of the base to spawn at, on the spawn select on the limbo menu, 
and go through the hole that the laser made. If you have unlocked vehicle drops you 
can request a Husky - press V for the Context menu and select the bottom order, get 
on the Husky when it arrives (takes 14 secs.), and drive through the hole (avoiding 
Strogg APTs) to Strogg’s forward spawn to liberate it. You can also use the Supply 
crate trick at the rear of GDF’s base if you want to change to another class beside 
Medic.

* Salvage: Alternative routes for Strogg to enter GDF’s base. To the left of the East 
GDF Base Pillbox Breach, and in front of a hill, are three trees. Behind the middle 
tree is a route Strogg can take up the hill (an indent in the hill) and around into 
the base. Equip spikes and keep running and jumping up the hill to get up it. To the 
right of the West GDF Base Bunker Breach is another route that Strogg can take to get 
into GDF’s base.

* Salvage: After the mining laser destroys the doors, if Strogg Aggressor is having 
trouble getting to the salvage objective you can enter the main door and go right then 
turn left at the end and up the ramp and follow it all the way around to the salvage 
objective. It takes longer but there are less obstacles to overcome.

* Sewer: Engineers can get on the roof, next to the emp disruptor, from stairs inside 
the building or ladders at the side of it and throw hand grenades or bounce grenades 
from their grenade launcher at enemies and mines around the emp disruptor. Or you can 
be the Soldier with his rocket launcher. There’s a building on the waterway, just to 
the West of the emp disruptor, with a ladder going up inside it. Engineers with 
grenade launchers or Soldiers with rocket launchers can also enter this building, go 
up the ladder and fire grenades/rockets over the wall at enemies and mines near the 
emp disruptor.

* Sewer: GDF Engineer can hide behind the building materials of the emp disruptor on 
Sewer to construct it (crouch down) and you won’t be able to be run over by players 
in the Strogg Desecrator. Throw a grenade to detonate enemy mines and if you’ve got 
time, place a mine down first. Throw another grenade at enemies if necessary once 
you’re behind the construction materials.

* Sewer: GDF Soldier can use his rocket launcher when on the upper walkway, opposite 
the Overflow hatch, and fire a rocket or two at the hatch to destroy any mines. You 
can then jump over the railing and up the ladder to the Overflow hatch and plant a 
charge on it. Defend the charge from here, or if you can, from the opposite walkway 
again. After the hatch is destroyed go through and plant a charge on the Maintenance 
hatch or the rear of a Sewer grate (place it on the front of the bar at the bottom, 
facing you). The charge can only be disarmed from this side. If you place it on the 
rear of the grate itself sometimes bots can disarm it from the front. After the grate 
or hatch is destroyed you could then Respawn with the GPMG or as the Covert Ops.

* Slipgate: On the limbo menu you can select between the North Africa and Antarctica 
side of the map at the top of the map. It also selects the correct map automatically 
depending on what side of the slipgate you are on.

* Slipgate: GDF Covert Ops can get in an Armadillo at the start, drive through the 
base gates and over the hill, to the left of the East Barricade, down the road and 
straight to the slipgate. You might take Strogg by surprise and hack a third to a half 
of the slipgate if you’re fast enough.

* Slipgate: After the slipgate is hacked GDF Engineer can place an AVT where the Strogg 
APT was, at the slipgate.

* Slipgate: You can be team killed on Slipgate if you are just on the other side of the 
slipgate in a vehicle (Antarctica side) and the MCP goes through (telefragged). If a 
vehicle or MCP is just on the other side of the slipgate (Antarctica side) and you go 
through in a vehicle (North Africa side) you can also be team killed, even if Team damage 
is off. You can’t be telefragged in the MCP. The message, ‘File a complaint for being 
team killed? Vote: f1 - 0 Yes / f2 0 - no’ is displayed on screen.

* Valley: Strogg can spawn at the Outpost, get in the Hog, and drive down the tunnel 
and boost (hold left Shift) over the bridge to the other side (only before it’s half 
constructed). Strogg’s base on Valley is not near any objectives but you can still select 
the Strogg base spawn on the limbo menu and spawn there for extra vehicles, such as a 
Desecrator and the Tormentor.

* Volcano is the only map where GDF have no base defense turrets or an artillery 
interceptor turret.

* Volcano: GDF’s hangar spawn isn’t used for an objective in the game although you can 
spawn there to gain access to the 2 Platypus at the rear. Covert Ops can place a radar 
there for the last objective. It’s better if enhanced radar is unlocked first although 
its range only extends to the left (west) vent (where the flyer drones go through to 
destroy the energy core) on the last objective.

* Volcano: If you are Strogg, instead of planting a charge on the Seawall breach, East 
bunker breach or Forward bunker door as Aggressor, you can start as the Infiltrator, go 
up against the wall to the right of the forward bunker door and use his teleporter to 
teleport over the wall. You could then go up the steps and liberate GDF’s forward spawn 
(GDF bots won’t capture it if it’s liberated, a human GDF player has to), go down the 
stairs to the first objective and hack the Security controls straight away.

* Volcano: You don’t have to destroy the Seawall breach, East bunker breach or Forward 
bunker door as Aggressor, at the start, if you don’t want to. You can go up a slope to 
the left, on the beach, and follow it round to get inside the compound or go around the 
Platypus, to the right, around the corner and up the hill to get inside.

* Volcano: GDF Engineers can place a deployable (APT recommended) by looking through 
the opening of the Centre bunker or West bunker (with the mg nests) without going over 
the wall. You can also jump onto the Centre bunker roof, without climbing the ladder, 
by running and jumping onto it (works better with knife/spikes drawn).

* Volcano: If there are Strogg bots on the map get in a Platypus and drive to near 
Strogg’s Beach forward spawn, change to the gunner seat, and shoot the bots to keep them 
distracted for the 1st and 2nd objective.

* Volcano: You can jump then hold crouch to go through the opening of the Forward bunker 
MG Nest to disarm plasma charges planted on the Forward bunker door.

* Volcano - trick jump: Stand on the crates around the corner from the 1st objective, 
then jump, turn and crouch into shaft near the first objective or request a Husky, 
drive it down the steps to the shaft, up to the wall, get off then jump onto it, then 
jump and crouch into the shaft. Strogg can do this with an Icarus but it’s a lot harder 
to get to the shaft in one piece. Strogg Infiltrator can just use his teleporter to 
teleport into the shaft.

* Volcano: For the 2nd objective GDF Engineers can place an APT opposite the side opening 
to the transformer building. There is usually a bot radar there or bot AIT, but you can 
destroy it.

* Volcano: It takes 5 hits with the Infiltrator’s flyer drone to destroy the geothermal 
energy core on Volcano - 20-100%.

* Volcano: On the last objective, energy core, if there’s no mines near the 2 vents to 
destroy the Strogg Infiltrator’s flyer drone, GDF Engineers can fire grenades from their 
grenade launcher (if unlocked) into the vent to destroy the flyer drone if a flyer drone 
has just entered one, or GDF Covert Ops can throw his camera into the vent and detonate 
it. If you run out of grenades for the grenade launcher you can ask the Field Ops for 
more ammo (Context menu - press V select - I Need Ammo). If there isn’t a Field Ops or 
they don’t come, select Respawn on the limbo menu. Field Ops also provide rockets for 
the Soldier’s rocket launcher. The Soldier’s rocket launcher can lock onto the flyer 
drone. If a flyer drone enters a vent the Soldier can fire a dumb rocket (without lock 
on) into the vent to try and destroy it. The Soldier can also use his GPMG.

* Volcano: If you are the Covert Ops on the last objective, you can take a disguise 
and go around the area hunting down Strogg Infiltrators guiding their flyer drone to 
the energy core. Infiltrators are vulnerable while using the flyer drone because they 
must stay still while guiding the flyer drone, in first person. The Covert Ops can 
backstab them from behind (press F) and take them out in one hit. Half of the time the 
Infiltrators will be guiding their flyer drone for this last objective. If you have
unlocked enhanced radar and have placed a radar outside the hangar, near the 2 Platypus,
look on the map/mini map, red arrows that are not moving could be Infiltrators guiding 
their flyer drone.

* Volcano: Strogg’s Oppressor can use his tactical shield to set off mines around the 
1st and 2nd objectives and on the last objective, in the room with the 2 vents so the 
Infiltrators can guide their flyer drones through the vents to the energy core. The 
tactical shield should protect the Oppressor from the blast of the mines. The flyer 
drone, vehicles and players can pass through tactical shields.


-=Strogg Infiltrator: Places to use his teleporter and flyer drone=-
* You can also place the teleporter at objectives or at yours or the enemies’ 
forward spawns, to capture/liberate them if they have been captured or liberated.

* Area 22: On the roof of the first objective building there is a vent that is 
slightly open. The Infiltrator can guide his flyer drone down it into the room 
below, over the handrail to the generator, and set off mines and/or kill enemies.

* On the last objective, down the corridor to the left of the Service door, there 
is a hole in the ceiling. The Infiltrator can use his teleporter to teleport up 
there, although it isn’t necessary if the Service door has been destroyed. Strogg 
can also get up there on an Icarus.

* The Ark: On the last objective there are 2 square holes that the Infiltrator 
can use. After the mining laser has destroyed the doors to the biodome, from 
Strogg’s forward spawn, go forward and up a few steps to the doorway in the right 
corner and turn left into a room with stairs. In one of the shorter walls opposite, 
on the floor above, there is a small hole in the wall near an ELLKTEK sign. Use 
the flyer drone in this hole.

* For the other hole turn right, at Strogg’s forward spawn, and through the wide 
doorway then through a doorway opposite and turn left up the stairs and through 
the opposite doorway into a room with 5 mainframe computers surrounded by a glass 
handrail. Opposite one of these end mainframe computers is a small hole in the 
bottom of the wall. Crouch or go prone in front of it and fire the teleporter 
through it and teleport. This one isn’t worth the hassle, though.

* Refinery: Any player from any team can use this route. After the SSM destroys 
the entrance to the last objective a shaft is exposed above it. There are two 
ladders to get to it; one is right around the corner to the left, and the other 
is at the end of the building to the right. There is enough room to stand up in 
the shaft. Strogg Infiltrator can also teleport into the shaft from below.

* Salvage: At the first objective the Infiltrator can teleport through the upper 
floor open side window of the building, nearest to Strogg’s forward spawn, from 
near the box below. He can also teleport onto the roofs.

* After the mining laser destroys the doors and the orange hut there are 2 places
the Infiltrator can use his flyer drone and teleporter. If you drop down the 
hole in the destroyed orange hut and turn the corner to the left, there is a doorway 
on the left to a locker room. An open panel is on the wall that the Infiltrator can 
launch his flyer drone into.

* The other place is through the main destroyed doors, turn right. The room at the 
end has a reddish hole in the wall. The Infiltrator can teleport into this and climb 
a ladder into a shaft which comes out into a room overlooking the salvage objective.

* Volcano: After the Forward bunker door is destroyed the Infiltrator can go through 
it and through the doorway at the end and turn right. There is an open panel in the 
wall that he can teleport into. If you want to get out the same way, you’ll have to 
wait until the teleport bar recharges but you can crouch into the shaft next to the 
bottom-right of the ladder and drop down a hole to get out. You can also go up the 
ladder, crouch in the upper shaft, and follow it round to an opening where you can 
see the security controls below, to the right.

* The other place is from GDF’s forward spawn. Go down three flight of stairs and at 
the top of the fourth flight of stairs you will see a square hole above some pipes 
in the top-right corner. Crouch and teleport into this hole.


-=Trick plants (plant charges - Soldier/Aggressor)=-
* Area 22: On the last objective, if you are a Strogg Aggressor, fly to the slipgate 
core on an Icarus, through the service door if it’s destroyed. Directly face one of 
the 4 sides of the slipgate core, in the middle of it, touching it. Press boost (left 
Shift) for 1 second, press G to get off in mid-air, then 1 second after getting off 
the Icarus press W to go forward. You should land on the Icarus and be able to plant 
a charge high up where it can’t be disarmed. It’s difficult though. There’s a box at 
the side you can land on and then drop onto the Icarus to plant the charge high up 
but that is also difficult.

* Area 22: On the last objective, near the end of the corridor with the service door, 
there is a hole in the ceiling. Strogg Aggressors can get on an Icarus and boost up 
the hole and plant a charge on the rear of the Service door or climb the ladder near 
the slipgate core and plant a charge on the rear of the Service door.

* The Ark: On the last objective, Strogg Aggressor can jump onto the handrail (equip 
spikes first) that is near the bioscanner (up the steps - laboratory window end), and 
then jump on top of the bioscanner and plant a charge (crouch and plant it). He can 
also jump on the console terminal next to the bioscanner at the opposite end and jump 
onto this bioscanner to plant a charge on top of it. Not the square part on top, the 
edge around it.

* Island: On the second objective, GDF Soldier can plant a charge on the right side 
of the right handrail, along the top bar. Position the cursor on the bottom vault 
door hinge, just to the right of the handrail and then place the charge and arm it. 
If done correctly only half the charge will be exposed, the other half will be 
embedded in the vault door. It’s hard to notice first time. If bots are in the game 
half the time they get in each other’s way trying to disarm it, jumping over the 
handrail.

* Outskirts: For the first objective GDF Soldier can drive to the barricade in an 
Armadillo, right up to the barricade, get out, jump on the front of the Armadillo 
and plant a charge high up on the barricade spike. He can also plant a charge on 
the rear of the barricade, up on the spike, by jumping on the cables at either end.

* Sewer: GDF Soldier can jump onto the trash box to the left of the barricade, jump 
onto the wall, then plant his charge on top of a barricade spike and arm it. He can 
also jump on the front of an Armadillo in front of the barricade and place a charge 
on top of a spike and arm it.

* Sewer: For the second objective, GDF Soldier can plant a charge on the Overflow 
hatch and when it’s destroyed go through. He can now plant a charge on the rear of 
either sewer grate. Plant it on the bottom bar, at the front, facing you. The charge 
can only be disarmed from this side. If you plant it on the rear of the sewer grate 
itself, above the bar at the bottom, sometimes bots still disarm it from the front, 
through the grate. You can shoot at enemies through the grate, but grenades won’t fit
through.

* Slipgate: GDF Soldiers can drive right up to any of the 3 barricades in an Armadillo, 
get out, jump on the front of the Armadillo, and plant a charge on top of the barricade 
spike, although bots don’t disarm charges on these barricades, human players might 
(online).

* Valley: GDF Soldier can plant a charge on the rear of the sewer grate by going down 
any of the manholes in the building facing the last objective, but it takes a while 
to get to it.

* Volcano: For the second objective, Strogg Aggressors can plant a charge on the rear 
of the transformer. Stand either side of the transformer and slightly back, to the 
side of the girder. You should be able to see the rear end of the transformer (black). 
Position the cursor to the right of the rear, on the black part, place your charge 
and arm it.

 
-=Other Tips=-
* Rewards: When you unlock some rewards you may need to respawn for them to become 
active such as the Covert Op’s Personal Jammer.

* You can’t use the Soldier’s rocket launcher or Aggressor’s obliterator while prone.

* The Soldier’s/Aggressor’s charge disappears after 30 seconds if it hasn’t been armed. 
If a mine isn’t armed it disappears after 30 seconds (except Self-arming mines - unlock).

* It takes 5 seconds to capture your team’s forward spawn and 10 seconds to liberate 
the enemies’ forward spawn, unless more than 1 are capturing/liberating it then it is 
faster.

* You run faster with knife/spikes equipped.

* If you sprint and jump at the top of steps, ramps, slopes/hills (with knife/spikes 
equipped) you’ll jump higher.

* If a team-mate is planting a charge on an objective but is killed before they arm it, 
or you kill them if Team damage is on, and you arm their charge, and it’s the first 
charge on it to be armed, you’ll receive XP and proficiency reward when the charge goes
off (after 40 seconds) and take the credit for it. You can also plant your own charge 
on the objective and arm it. It doesn’t do this if you arm team-mates mines, though, 
the XP and reward goes to the player whose mine it was.

* If Team damage is on you and you are the Soldier/Aggressor, you can select the charge 
and manually place it on your own deployable (or a team-mates) or your team’s vehicles 
and arm it with mouse 1.

* Guard towers and mg nests can be destroyed with the Soldier’s/Aggressor’s charges. 
Plant a charge anywhere on a guard tower, or on the metal plate below the GPMG on the 
mg nest, and when they go off the building materials will respawn so they can be 
constructed again by the Engineer. GDF Soldiers can plant charges on them if ‘Team 
damage’ is on. You don’t get any XP or reward when it goes bang, though. Charges take
40 seconds to go off.

* If an enemy is downed if you are the Covert Ops/Infiltrator you can finish them off 
quickly without using ammo by starting to take their disguise for 1 second then stop. 
You can also do this with the Technician when he creates a spawn host or you can use 
the knife/spikes to save ammo.

* If an explosive is on an objective and there are no Engineers/Constructors around 
you could respawn as one to try and disarm the explosive and then change back.

* Supply crate trick: If the GDF Medic throws the supply crate marker, when the 
respawn timer is under 10 seconds, and changes class, the supply crate will still 
arrive and if any of GDF use it you will still receive XP and Proficiency reward 
for the Medic. If you unlock Additional Supply Crate and have 2 crates on the ground 
when you change class the first crate will disappear. The crate will also disappear 
if you change class again. A supply crate icon is shown to the left of the ammo bar.

* You can use the Medic’s supply crate as a step on the Refinery map, 2nd objective, 
and place one at the end wall next to the fence (to the left of the left open shutter 
entrance) and jump on it to jump onto the roof to get to the shield generator 
objective. You can also use the supply crate on Refinery to block the rear door next 
to the Strogg base, at the rear, to slow down the bots on the 3rd objective as bots 
don’t destroy supply crates. It can also be used to look over fences so you can shoot 
at enemies. If you are behind a supply crate that is near an enemy APT the APT will 
not fire at you.

* If you have thrown an emp grenade and a violator beacon is thrown near it or if you 
have thrown a scrambler grenade and the airstrike marker is thrown near it, it will 
prevent the violator/airstrike from arriving. This rarely happens, though. Emp grenades 
won’t stop the Airstrike and Scrambler grenades won’t stop the Violator, though.

* When the Hammer reloads the launch tube goes down for 50 seconds. You can place a
mine, charge or camera in the end of the tube and it will go up with it when it rises. 
When the hammer fires and if they are still in the tube, it will destroy itself. 
Tactical shields fall off it. You can place a tactical shield over the top of the DMC 
and when it fires it will destroy itself.

* You can place a Charge and arm it, drop Medpacks, Ammo packs, Stroyent Cells, place 
a Tactical shield, throw the airstrike marker or violator beacon, launch the hammer 
or dark matter (cannon), throw a grenade or the smoke grenade, create a spawn host 
and change class/team and they will still be there/go off.

* If you are the Soldier/Aggressor or Field Ops/Oppressor and are in a vehicle, if 
a deployable is far away you can select it on the Mission select and a purple/black 
square with a white skull in it will appear above the deployable with the range to 
it in meters.  You can then shoot below the skull and disable/destroy the deployable. 
You’ll get a reward for Vehicle rewards and Soldier/Aggressor or Field Ops/Oppressor 
rewards. You can also select the deployable and destroy it with weapons and receive 
rewards in Soldier/Aggressor or Field Ops/Oppressor rewards and Light weapons rewards. 
If you do it with the Covert Ops/Infiltrator the skull disappears when the deployable 
is disabled.

* If you are the Soldier/Aggressor or Field Ops/Oppressor and in the Anansi or Tormentor 
aircraft and a deployable is out of lock on range (210 meters) you can select the 
deployable on the Mission select (press M) and a purple/black square with a white skull 
in it will appear above the deployable with the range to it in meters. You might need 
to spot them first with the middle Context menu order. Fire the Anansi’s Law or the 
Tormentor’s Strocket below the skull square and you should hit the deployable - they’ll 
be out of lock on range but there’s no need to lock on as deployables don’t move, just 
fire below the skull. You’ll know if you’ve hit it as there’ll be a faint red flash 
(cursor) and your XP will go up. Hold left Ctrl (airbrake) for the Anansi to stay in 
place. Tap or hold left Ctrl (reverse) or tap left Shift (boost) to stay in position 
for the Tormentor. The Anansi’s LAW range is about 475 meters (cockpit view) and its 
rocket’s range is about 825 meters (cockpit view). The Tormentor’s Strocket range is 
about 380 meters (cockpit view) but its plasma cannon’s range is only about 180 meters 
(cockpit view). The Tormentor can fire Strockets into the rear of the ship, on Quarry, 
to try and clear the mines and kill enemies.

* Request vehicle Icarus - If you have unlocked vehicle drops and you are the Strogg,
use the Infiltrator and throw a scrambler grenade at a GDF vehicle (outside), such 
as the Titan, to disable it for 30 seconds, jump on it and press V for the Context 
menu and select the bottom order - ‘Request Icarus’. When the Icarus arrives (Icarus 
drops take 12 secs to arrive) it will land on the vehicle, destroying it in one go. 
The scrambler grenade only disables the MCP for 5 seconds. If a Requested Icarus lands 
on the MCP it completely damages it but it is difficult to do. It won’t kill the 
driver of the MCP but if the Icarus lands directly on the gunner of the MCP it will 
kill them. If you have god mode on and are in a vehicle and a requested Icarus lands 
on it, it won’t damage the vehicle and the Icarus will still be intact.

* If you are the Strogg Aggressor, and have unlocked Vehicle Drops, after planting a 
charge on the generator (on Quarry, The Ark, Salvage) request an Icarus, in case GDF 
Engineers try to disarm it, so it lands on them giving you more time to defend the 
charge. Icarus drops take 12 seconds to arrive.

* The Soldier’s GPMG, GPMG on guard towers and mg nests, MG on vehicles, Minigun on 
vehicles, Aggressor’s Hyperblaster, Hyperblaster on vehicles, the Infiltrator’s Flyer 
drone, GDF base defense turrets and explosive weapons can damage/destroy the 
Constructor’s Repair flyer drone.

* To get out of the mission area without taking damage, stand at the edge of the 
mission area, facing it, and request a vehicle (Icarus works best). Get on it and 
you can fly into the out of bounds area without taking damage. You’ll start taking 
damage if you get off the Icarus/Husky, though.

* Barricades: You can jump over barricades from the rear to disarm charges on the 
Sewer barricade and Slipgate barricades - East and West barricade, the South barricade 
on Slipgate can only be jumped over from the right half of the ramp at the rear of it. 
It’s best to equip knife/spikes to sprint and jump over them when you near the top of 
the ramp. You can’t do it on Outskirts and Refinery.

* Jump pads: There are Strogg launch pads on Outskirts map (1 in the last objective 
building) and on Slipgate map (at GDF’s 2nd forward spawn and the last objective 
building - Nexus core, on the Antarctica side after you go through the slipgate). 
If you are on a Husky or Icarus you can drive onto them and be propelled upwards.

* Area 22: Strogg can place a deployable on the roof of their first forward spawn 
(Warehouse).

* In GDF's base on Area 22 there are 2 Armadillos under a roof canopy but only 1 can 
be seen. When you get in the Armadillo that is there and drive off the other one will 
spawn.

* If a bot is kicked they are replaced by another bot and a number is added to a class 
box on the limbo menu when the respawn timer reaches 0. If you want more bots of the 
same class keep kicking a bot from the other classes that you have more than 1 of - 
hold Tab or F4 to show the Match in Progress screen (Scores) to see the bots name, 
beside their class symbol, that you don’t want. Select the bot on Admin - Players - 
with the left mouse button then click the right mouse button and left mouse click on 
Kick halfway down (names are listed in alphabetical order). Keep kicking the bot 
classes you don’t need until a bot for the class you want is added (hold Tab or F4 
to see if the bot class you want has appeared on the Match in Progress screen).

* On the Kill text if a weapon/vehicle/deployable name is in red it means it is a 
team kill.

* The GDF Engineer’s grenade launcher has 5 grenades and the Strogg Constructor’s 
plasma launcher has 10. These grenades do more damage than hand grenades. The 
grenades bounce once then explode on impact. You’ll unlock Light weapons rewards 
faster using these and hand grenades on deployables and vehicles. Toggle between 
the grenade launcher/plasma launcher or bullets with mouse 2. They can be fired 
up to 150m.


-=How to use the grenade launcher/plasma launcher=- 
The grenade launcher/plasma launcher has a range of about 150 meters optimum. 
Practice using it on Volcano. Start the game (F3). Kick all the Bots if you want 
- Limbo (press L) - Admin - Kick all bots. Check Team damage as well so you can 
damage your own deployable. You can also change the Time Limit to 60, 100 or 0 
(unlimited time). Start as Strogg Aggressor and plant a plasma charge (takes 40 
secs to go off) on the Forward Bunker door to gain access to GDF’s compound. 
Change to GDF Engineer and construct 2 MG Nests to unlock the grenade launcher 
(select them on the Mission select first (press M) so you can see the wrench 
icon when you are next to one). Now change to Strogg Constructor and spawn with 
the plasma launcher. Place a deployable (APT or AVT) behind Strogg’s forward 
spawn (Strogg Base side) on the beach (don’t capture it). When it arrives damage 
it to half with grenades and it appears on the Mission select. Now stand on top 
of the highest MG Bunker - Front Bunker - there’s a ladder at the rear. Press 
mouse 2 to use the launcher. Select your damaged deployable on the Mission select 
(press M) and it will tell you the distance above it from anywhere on the map. 
Aim quite high and press mouse 1 to fire at the deployable. You can also select 
Strogg’s Forward Spawn on the Beach on the Mission select - Capture forward spawn, 
and it will tell you the distance above it. This makes it easier to gauge the 
distance to objectives and targets. Practice firing grenades/plasma at your 
deployable/forward spawn. After firing look down at the deployable to check its 
health. Aim the launcher slightly higher or lower each time after firing to see 
how close to the target it is and you should be proficient with the launcher in 
no time. You can also stand up to 150 meters away from primary objectives (yellow 
diamond) and fire grenades/plasma at it, unless it’s concealed. Vehicles usually 
have the distance above them up to 100 meters. Cheats: Open the console window 
with Ctrl, Alt and ~ or Ctrl, Alt and ` (under Esc), type net_allowcheats 1 to 
activate cheat mode. You can then spawn a deployable instantly for your side 
(See the other guide for Enemy Territory - Quake Wars for console command cheats on 
Cheatbook - 'Spawn Deployables'). You can place as many as you like at different 
distances. You can place them anywhere on the ground, not just on the normal 
deployable squares, even in the enemies territory. If you damage them enough you
can select them on the Mission select to show the distance to them. If you’re low 
on ammo or health type give ammo, give health, give all (ammo and health) or god 
(makes you invincible) in the console window.  


-=Deployable squares with AVTs placed on them that fire at vehicles at spawn points=-
* Area 22: GDF can place an AVT at the front of their first forward spawn, directly 
behind the small building in front, facing Strogg’s first forward spawn and it will 
fire at Strogg’s Icarus, when the forward spawn is captured.

* Island: When GDF capture their first forward spawn, Strogg can place an AVT on 
the beach (the third or fourth deployable square from GDF’s forward spawn) and it 
will fire at the Husky’s that spawn there.

* Refinery: At the last objective, behind the entrance to the last objective 
building, is a small square opened window building. Strogg can place an AVT either 
side of this building to fire at the Armadillo that spawns at the shield generator 
spawn.

* Slipgate: After GDF drive the MCP through the slipgate and the GDF’s (2nd) forward 
spawn is captured, Strogg can place an AVT on the hill in front of GDF’s 2nd forward 
spawn to fire at the Husky and Armadillo that spawn there.

* Valley: 
1.Strogg can place an AVT at the side of the river to fire at the Platypus. 
2.After the bridge is constructed and GDF capture the Tunnel forward spawn, Strogg 
  can place an AVT just to the side of the building, on the other side of the tunnel, 
  to fire at the Armadillo that spawns in the tunnel.
3.When the MCP is deployed and GDF capture the Reservoir forward spawn, Strogg can 
  place an AVT next to it, or on the mound opposite, to fire at the vehicles that 
  spawn there. 
4.Strogg can place an AVT above the sewer grate to fire at the Platypus on the other 
  side of the river.

 
-=Names and abbreviations=-
Vampire 
- this is the airstrike jet that the GDF Field Ops calls in by throwing the airstrike 
  marker.

Magog 
- the GDF Magog brings the MCP and delivers the Field Op’s artillery gun, rocket 
  artillery and hammer launcher. Aircraft can crash into the Magog but not the cargo 
  plane. The cargo plane delivers the Engineer’s defence turrets (APT, AVT, AIT), Covert 
  Op’s Radar and the GDF Medic’s Supply crate.

Makron 
- the Makron is the leader of the Strogg.

Stroggos 
- homeworld of the cybernetic Strogg race (Borg).

GDF 
- Global Defence Force.

GPMG 
- General Purpose Machine Gun 
  (the GDF Soldier class can use one and they are used on guard towers and mg nests).

MG 
- Machine Gun - used on Armadillo, Trojan APC, Platypus and MCP.

AA Missile 
- Anti Aircraft - used on the Trojan APC. It can still be fired at ground vehicles, 
  deployables, infantry, mines, flyer drones and tactical shields.

MCP 
- Mobile Command Post.

SSM
- Surface to Surface Missile (the MCP fires it after capturing the outpost).

 
-=Things to try=-
* Icarus skiing: If you are at the top of a hill, ramp or slope and walk off, holding 
down the Space bar on its own (without holding forward) will cause you to ski. You 
will be sliding on your feet if it has worked right. You can press boost for a split 
second (left Shift) to gain more speed. While skiing you can press A or D for a split 
second to strafe or S to ski backwards. Press W for a split second to ski forward again. 
Press C to stop.

* You can attach charges, mines (and tripmines if the cameras on a wall and rotated 
towards it), another camera and tactical shields to the Covert Op’s camera and then 
rotate the camera so they spin around like a disco ball!

* On the end screen when the last objective has been completed, if you were standing 
near it and didn’t die you can select respawn on the limbo menu and your body will 
respawn in front of it. If it shows the end screen outside you can hover above in an 
aircraft and respawn and your body will fall to the ground. Or order a deployable to 
land in the last 20 seconds or throw the airstrike marker, violator beacon, supply 
crate marker or launch artillery at the end screen.
 
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