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Enemy Territory: Quake Wars Game Guide by gamepressure.com

Enemy Territory: Quake Wars Game Guide

Table of Contents

Refinery | Battlefields ET: QW Guide

Last update: 11 May 2016

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

Attackers: GDF

Defenders: Strogg

Primary objectives:

1. Any GDF unit must get into the MCP and driver it to the central outpost;

2. GDF spy must hack the shield generator;

3. GDF soldiers have to destroy two Stroyent filters.

Secondary objectives:

1. Capture hotel spawn point;

2. Destroy the barricade.

Description:

GDF: First of all, a spy and a field ops should call a radar and an artillery. One of the players must get into the MCP and take one of two possible routes. Check the map above to see how these ways are planned. In the rectangle between two MCP routes, you'll find two constructable objects. These are: GMPG emplacement and a watch tower. They don't have a big strategic meaning (unless The Strogg turn out to be strong and begin some offensive actions), but will provide engineers with some XP. The MCP should be supported by soldiers equipped with rocket launchers - eliminating enemy turrets and vehicles is necessary in this part of operation. Some sniper spies, medics and engineers should find a lot of some here too.

Note that if you take the eastern route while driving the MCP, after the second turn you can turn right, fall from a little height and get to the deployment area through the buildings. You'll have enough time to do it, but some server admins may treat it like a cheat.

Well, no matter how you get the MCP to the central outpost. When you'll do it, most of the team should attack the hotel and capture the spawn point located inside (secondary objective 1). This shouldn't be troublesome, as the Strogg will probably concentrate on establishing their defence. 1 or 2 soldiers have to get to the barricade and install some explosive charges on it (secondary objective 2). Without it, tanks and other vehicles will have a way of attack. South of the generator, you'll find a footbridge - engineers should construct it and thus open another way of attack for infantry. If the opponent has some anti-artillery systems, soldiers with rocket launchers should get through the front line (preferably using the footbridge) and destroy them. Vehicles may try to perform that task too, but enemy Cyclops will probably stand in their way. However, vehicle attacks are necessary, because they distract troops guarding the generator. If the Strogg don't have (or lose) anti-artillery system, a field ops or two should call an artillery strike on the generator and its vicinity (where you'll surely find not only infantry, but also an anti-personnel turret). A spy in disguise has almost no chance to complete this objective - there's too many enemies patrolling the generator, ready to shoot everyone trying to hack the device. Attacking the target with big groups from different directions should do the trick. Except mentioned soldiers' and field ops' attacks, the main force should be consisting of medics and spies.

The third phase of this mission takes place indoors. Who should attack? Soldiers and medics, of course. The key to success here is rapid movement of medium-sized groups of infantry. Expect mines and aggressors with hyperblasters on your way to the target. The refinery's layout is a bit complicated, so bet acquainted with it by playing with bots.

Strogg: First of all, establish the central outpost defences. Deploy near it at least two anti-vehicle turrets. One anti-personnel and a psi radar should be quite useful too. Constructors - after calling all these defence installations - should take their guns and shoot at incoming enemy infantry. Aggressors with obliterators are significant here, as they easily turn enemy vehicles into a pile of rubbish, including the MCP. A few snipers may find someone to kill too. One of the least important issues here is the oppressor's artillery. Choose it if you really like this class, but I recommend choosing a soldier or constructor - they're just more useful here.

If the GDF manages to get the MCP to the deployment area, the Strogg forces will have to fall back and prepare new defences in the vicinity of the shield generator. Leaving a few mines in the hotel should bring additional frags and experience, as the enemy will try to capture the hotel spawn point. Generator defence must be consisting of turrets (the more you have them, the longer you'll prevent GDF from hacking the device), 1-2 anti-artillery systems and infantry, with one or two infiltrators armed with some long-range weapons (quite useful in defending the footbridge construction site). Moreover, remember about mines - placing them on the barricade and inside the building, through which the GDF sends a frontal attack, is a great idea. Generally, the busiest here are constructors, as they must remember about repairing turrets and Cyclops, which firepower should be a great help in defending the generator. Technicians must support teammates by delivering Stroyent.

When the GDF breaks through and turns of the generator, the team should instantly fall back and organize the defence in the refinery building. Cyclops and anti-personnel turrets can be still useful, as damaging enemy troops outside surely relieves defenders inside the complex. Don't forget about mines and aggressors with hyperblasters lying in the longest corridors of the building. The worst thing is that the opponent has a comparable access to both targets, so the team will have to split up into two groups instead of concentrate on defence of only one object. Spawn hosts will be useful here for sure, just like Stroyent cells lying everywhere in the refinery building.

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