Return to castle wolfenstein dsetup.dll




















Shortly after, two skeletons will come out of the wall in the middle area. The heads along the walls will also start to breathe fire, so don't go near them. Dispatch the two skeletons and an earthquake will make the floor crumble. Drop down below. There are two doors in this room, but you can only open one of them, so go through it. Alright, you made it out of the catacombs! After pestering the poor doctor for a while, Helga will finally look satisfied What could this all mean?

Unfortunately you'll soon find out, as you're getting closer to Helga. One of Helga's elite guard will come in and order the men to start searching the area. I suggest going forward and take them out by surprise while they're still talking. Start by killing the elite guard as she's more dangerous than the others. Collect the health bags around the room and go through the door past the mutilated body.

Go through the hallway and in the door at the end to enter another big room similar to the first one. A lone guard patrols there, so get rid of him. Keep going forward and you'll see a coffin opening by itself. Inside is a zombie, but it won't attack you. You can take the health bag by the coffin. There's also a large health bag on top of the crates in the middle of the room. Next go up the stairs in front of the crates and you'll be ambushed by two elite guards.

Be very careful as you take care of them. One is hidden behind some crates up ahead and the other is in the corner of the room to your right as you enter. In the smaller room with crates and coffins at the end are more health bags in case Helga's women hurt you. When ready, open the gate by using the lever next to it. Looks like there's a nasty storm outside, huh? Go in to complete the objective. You're now in the church proper.

Near the top you'll hear Helga giving out an order to 'deploy the remaining elite guards'. Uh oh, looks like they're expecting you. You can't open the door at the top of the stairs so open the gate to the left with the lever. Then go through the door and into the cathedral. Hmm, no elite guards in sight. They must be hiding. There's one behind a column on the left, two to your right and one in the upper-right corner, from your position.

Eliminate them all, then stand in the middle of the cathedral, facing the altar. If you turn around, you can find ammo, grenades and health by a sealed door, so take what you need.

Go through the doorway to the right of the altar then turn left and pass behind it. An elite guard should try to surprise you from the doorway in front of you. Surprise her with a bullet in the head.

Also on the altar is a letter. Our team has just uncovered evidence of an even older burial site within the church ruins. If this is the case, then contained within may be the long lost Dagger of Warding, one of the most coveted relics in all of Thulian lore.

What a glorious discovery this would be for all of us. Regards, Oberst Helga Von Bulow, SS Paranormal Division Well, things keep getting better and better around here don't they? What's that Legion of the Dark Forge all about? Anyway go through the doorway where the elite guard attacked you from.

As soon as you enter this small tower, someone will throw grenades from the hatch above, so quickly back out. She'll throw two grenades, then pause for a moment. You can use this pause to quickly climb the ladder on the right and dispose of the guard at the top of the tower. She'll probably have time to shoot you as you climb though. If you'd rather try something safer, stand on the edge of the altar, kind of on top of the letter.

Then look up the tower and you'll see a window. Shoot the boards covering it, then throw a grenade in it. It's kinda tricky to aim up there, but with some practice you can do it. So once you're up the tower, face the window. Shoot the boards if you haven't already and you'll see another window exactly like it on the tower on the other side. Shoot the boards on this window and you'll see some kind of glowing skull through it. Oooh, must be a secret.

So exit the tower through the door and you'll have to face three more elite guards. Then go through the door in front and exit through the other door in the small room. Next go left and onto the small wooden balcony overlooking the cathedral.

Carefully jump on the railing then jump on the other side, opposite from where you came from the side where you saw the glowing skull. Go through the door at the end of this secret area to enter the room where the skull is and pick it up. There's also ammo and health in the room. Yay, now go back to the balcony. As you exit the balcony will be a door to your left. Go through it and another elite guard will be waiting for you at the end of a small corridor.

Get her before she gets you, then go through the corridor and down the spiral staircase. Down there you'll encounter more elite guards. There are some health kits just under the staircase if you need them. Go through another small corridor and there will be a door to your right and a gate to your left.

Open the gate with the lever in front, go through it and through the right door at the end. You'll be in a small chapel of sort with some crates scattered around the room. The four elite guards hiding in the room are Helga's last line of defense.

Once they're dead, you'll have completed this objective. When you're ready, go to the door at the end. It is blocked by a wooden plank, so break it it's quite resistant for a piece of wood and open the door.

Go through to exit the level. You finally caught up to Helga! Helga won't listen to reason and shoot the poor doctor. Then she'll enter the crypt and retrieve the Dagger. But it seems Zemph was right This is your first boss fight, but it's not that hard at all. Instead you'll face what I believe is Olaric, who has been awakened when Helga tried to take the Dagger of Warding. See the previous letter for my reasoning. If anyone knows better I'd love to hear the explanation So go forward and you'll fall through the floor down to the level below.

This room is fully stocked with health and ammo, so make sure you're fully prepared before going any further. When ready, exit through the opening and climb up, through a breached wall and into the ruins of the cathedral.

Get on the other side, and to your right you'll see Olaric slowly running towards you. If timed correctly, it should explode just as Olaric opens the fence and hurt him. Next RUN back towards the room with the health and ammo, but stand just outside, hiding behind the breached wall.

This place is safe, so retreat to it whenever you get in trouble. From there, Olaric will wait for you in the middle of the ruins, just around the corner. Zombies will also start coming out of the ground around the ruins, but they're not much to worry about. Here's what I do. Go forward until you can see Olaric and shoot him some any SMG will do. When he starts spinning those skulls around him, run back to safety behind the wall.

The skulls won't chase you there. They are similar to the ones the zombies shoot, except they're bigger, they hurt more and you'll go blind for a few seconds whenever one hits you. Also take care of any zombie that gets too close to your position. Repeat the pattern until he dies. They should pose no problem for you at this point. Once they're dead Mission complete! But there are more pressing matters.

It seems one known as "Deathshead" has been tracked to a remote rocket base and is planning to launch a new type of chemical warhead at London!

They'll also mention that's it's worth investi- gating whether this man has anything to do with the previous events. As it turns out, B. Finally back to the land of the living, you'll face Nazi soldiers almost exclusively throughout this mission. There are two drop containers to find as well to get the rest of your gear. This is the first stealth level and it can be a little tricky as you must remain undetected all the way through. In any case, you'll need to achieve four objectives.

There is a sentry patrolling outside so get rid of him silently. If you approach the barn un-noticed you'll hear two guards talking about the parachute across the lake. Dispatch both of them and go in the water towards the tree with a parachute stuck in it. Under the tree is the first supply crate, containing a Colt, some. Grab the loot and head back to the barn.

Now keep going in the valley until you reach a small house. You'll know you're there when you see two planes pass overhead. Silently take care of the sentry outside and the other one inside the house. Now if you look around you'll see a guard tower and a bridge down the road near the house.

If you look closer with your binoculars, you'll see one sentry in the guard tower and two guarding the bridge. If you go that way you'll be spotted for sure.

So instead go behind the house and follow the mountain wall to a tunnel. Then go through the mountains left of the tunnel. You'll pass behind the first guard tower, past the river and eventually see a second guard tower up ahead. The sentry up there isn't looking in your direction, but he'll hear you if you make a lot of noise. So quietly sneak to the guard tower and climb it up to get rid of him. Hopefully the guards at the bridge didn't see you. You can look at them with the binoculars to make sure they have their backs turned beforehand.

Now climb back down and go in the tunnel ahead of you. While the guards at the other end are checking up on the truck, quickly sneak to the door with a red light in the right wall.

Follow the passage behind the door and it will lead you up above through a hatch on the other side of the tunnel. From this position you can see the forest compound down the road. It is well guarded however, so turn around and follow the mountain path. Soon you'll reach a small fortified position with an MG gun and two guards, so kill them quietly. There's an armored helmet by the alarm switch if you're interested.

Now face the MG, and turn around. Go forward and near the mountain wall you'll see another parachute with the second drop container. There you'll find health, some more ammo, a Thompson and the Snooper rifle!

Kill the sentry up there with your new toy, the Snooper. Then face the compound and quickly snipe the two sentries guarding the entrance before they set off any alarm. There is one patrolling in front of the main gate and one above the gate standing in a doorway. This can be tricky because they probably saw the guy you just killed fall down from the guard tower, but not that hard to pull off.

To be safer, go back to the hatch near the tunnel and snipe them both from there. They shouldn't be able to see you. Once that's done, run to the left of the main gate and follow the wall until you reach an open window. How convenient! Climb in and you'll be in the compound. Take it if you want. Then to your right in the next room is an officer facing the wall before a table.

Take him out. Next to the table is a clipboard. It is essential for this shipment to be fully staged and delivered to Component Integration immediately upon receipt. Because of last Thursday's unfortunate incident, time is now extremely critical and delays will no longer be tolerated. Look out one of the two windows and you'll see a water tower in the distance.

Get out your Snooper rifle and target the platform up the tower. A sentry is circling around it. When you have a clear shot, quickly kick the window to break it then shoot the guard. If you break the window too soon he'll see you through it. Now climb on the table where the Mauser rifle was to your left and go out the window.

Climb on the pile of crates that are right next to the window on the corner of the building and jump on the cable that's running between the two buildings. Walk on the cable and jump on the roof of the larger building. While on the roof, look past the water tower and you'll see the shipping dock where a truck is parked.

There is a sentry patrolling the dock, so snipe him from your position. Then go down the hatch on the roof into a secret area. Inside you'll find some ammo and an helmet. But that's not all. See the gas canisters next to a crate? Shoot them to blow the crate open and reveal a golden helmet!

Just how many of those do you have by now anyway? Now exit the building through the door, then go to the gate in front of you and slightly to the right. Go through it and enter the building directly to your left. Shoot the officer who's mumbling to himself inside. Exit, walk around the building and go to the shipping dock.

Enter the back of the truck to sneak inside the rocket base. In there it doesn't matter anymore if you set off any alarms, so you can go back to being the mindless killer that you are. There are two ways you can get through the next sequence. I'll call them the Fast way and the Long way. Take the Fast way if you don't need any more health or armor than you have right now. Shortly there will be a rocket test announced over the PA. As the test is in progress, go to the front of the truck, and look to the end of the hangar.

You will see a cage attached to a crane, containing several canisters. Run in the cage un-noticed and stay hidden in there. All the rest is automatic. The cage will shortly be lowered to a train below, then the train will take you near the control room.

As long as you stay in the cage, no one will see you you don't have to crouch. Once the train stops, get out. Then proceed forward and shoot any guard you see. Climb up the stairs and turn right. Go forward, past the crane console. There is an alarm switch by the hallway if you need to use it.

Proceed in the hallway until you see a door to the right. You'll hear two soldiers chatting behind the door, so enter and gun them down. In the barracks you'll find lots of health, some ammo and a flak jacket. Exit and continue down the hallway. At the end is an elevator, that will automatically come up once you get near it. Watch out as there are two guards riding it. Then ride the elevator down to the train room below. Shoot the Nazis and follow the train tracks into a tunnel. Follow the tunnel until you reach the end of the tracks.

You now have two minutes to deactivate the rocket before it launches, as the man announced over PA. Shoot the operator and the two guards coming down the elevator, then ride that elevator up.

You'll see three engineers working around a fuel tank. Shoot the fuel tank to blow them all up. Wasn't that satisfying? Then climb the ladder immediately to your right. Up there will be a door marked 'Nur mit Autorisation'. Enter it to complete the first objective.

Enter the next room and again shoot everyone even if they plead you not to kill them, mwahahaha. On one of the consoles is a big red button. Push it to destroy the rocket and prevent the launch. Intruder alert! Exit the control room and climb back down the ladder. As soon as you approach the elevator it will go crashing down below. Oh, there's a health bag to the right of it if you need it.

Go to the blast doors right in front of where the three engineers were before you blew them up. The explosion has forced open one of the doors, so go through it. Walk around the hole where the rocket was to reach a door with a red light above it and go through it. In the hallway will be several soldiers waiting for you, but this is certainly nothing you can't handle by now.

Keep going in the hallway, across a bridge more soldiers will attack you from another bridge below and to your right and down a set of stairs. Another hallway, across another bridge and eventually you'll see a 'jail' door with a 'Erste Hilfe' sign. Inside the room you'll find ammo, lots of health, a flak jacket plus a helmet! However as you enter the room several guards will come running down the hallway. Take care of them and continue. At the end of the hallway you'll reach a big room.

Inside is a bridge that is about to collapse. Quickly cross it before it does. Keep going on until you reach some kind of computer room. On a table to your right is a letter. Clearly, the success of this project has exceeded all expectations.

Also, I've just read the lastest test reports on the "Kobra" rocket plane. Suffice to say, I couldn't be more pleased with the results. Unfortunately, I am not nearly as pleased with your performance on another project. This is especially true following the Extraction Team's successfully recovery of the third Dark Knight. I expect no less than a maximum effort from you at all times. I sincerely hope it will never become necessary for me to remind you of this again.

Yours fondly H. Himmler So Deathshead's real name is Wilhelm Strasse huh. Looks like he and Himmler are good buddies, kind of. And this Operation Resurrection business Looks like Deathshead is involved in all this one way or the other after all. Now then, on the wall near the letter to the left is a picture of a map. Smash it to reveal a door beyond, but you can't open it.

It takes a bit of searching to find, but it's actually under the table where the letter is, on the left side. Crouch to see it. Use it to open the secret cache and the gold is all yours. Exit through the doorway at the top of the stairs and go through a door at the end. You'll be back in the hangar from the beginning. A guard will open the door on your left.

Shoot him and go in. There's some health in the room if you need, then go up the stairs. Between two computers with flashing green lights is another letter. I am pleased to report that the A9 rocket has proven more than sufficient for the delivery of a biological payload to London. A shipment of the latest generation, mutated Bothrax D virus from my Germ Warfare Team in Norway is expected to arrive within four days. Steiner assures me of full operational readiness by no later than the second week of April.

Did he come here recently? Anyway, all this secret weapons research and development sounds even worse than the undead. Exit the room through the door and follow the catwalk to the right until you reach a grate in the wall with a red light above it. Smash the grate and crawl through the opening to escape to the outer compound. But along the way you must find and destroy a new type of radar array the Nazis have installed around here. Deal with any soldiers there, then turn right and cross the bridge.

Enter the first building on your right if you need to restore some of your health. Then go in the next door on the left to enter the bunker.

Go through the other door, then up the ladder into the next room. Use the MG42 gun and look in the tunnel on the left. Shortly a group of soldiers will come running down through it, so put the stationary gun to good use. Then exit through the door just to the left of you and go through the tunnel yourself. After you reach about the middle of the tunnel you'll be attacked by a sniper up ahead and to the left.

Hide in one of the alcoves on the right and take care of him plus the other soldier on the bridge. Keep going until there is a search light in front of you. Now as soon as you turn the corner there, a soldier will fire a rocket towards you, so avoid it by quickly stepping back a bit. Afterwards he'll switch to his MP40, so don't worry. Go on and quickly enter the door marked 'Feldlazarelt'. Inside are some sleeping quarters where you can find a few health bags.

Now shoot the partially open window at the end and go through it. Just to your right will be another stationary machine gun behind sandbags. Use it to dispatch all the soldiers ahead. You'll then see a hangar and barracks to your left. The hangar is empty but you can go in the barracks for some ammo and health. Where you're done, keep following the street through another short tunnel. Watch out for a sniper on a catwalk above, then climb the stairs ahead of you.

There will be two doors up there, take the right one first. See the grating on the floor? Shoot it and crawl through the duct into a secret area. There are lots of goodies including 7. But that's not all, exit through the only door and in the other storage room just in front you'll find some dynamite. Next follow the passage up a flight of stairs watch out, there are two guards at the top of the stairs, one on each side and through the doorway in the next room.

Behind the door on the left is a small lunch room with a few meals if you're hungry. Take the door across from the lunch room then enter the bunker ahead and to the left.

Inside are two gold bars on the tables. Exit the bunker and go back through the door you came from. Take the passage right of the cafeteria and again through the door at the end. You'll be on the bridge just outside the first tunnel you passed through. To your left you'll see the radar dish.

Open the door and shoot the control panels in front of you from the doorway. Don't enter the room! Once it starts blowing up quickly backpedal. Or if you prefer you can simply drop some dynamite in the room and safely wait outside. Watch the nice fireworks. Go through this door and the next one to enter the now useless control room for the radar.

On a table is a clipboard. Also, all rumors attributing vomiting, diarrhea, and hair-loss to such exposures have proven to be completely unfounded. It is the opinion of the ministry that current procedures in effect for radar operators are well within acceptable safety limits.

We do not, at this time, recommend any changes. Wolfgang Ungeschickt Deputy Reichsminister, Office of Industrial Safety, Berlin Nice working environment.

Better get out of there fast. Now go down the ladder into another computer room, and of the two doors take the one on the left. Exit to the airbase through the door in the power room. They're obviously more of a threat than the ordinary soldiers, so be careful as you fight them. Now from this position up the hill get out your favorite sniper rifle well, you shouldn't have much Snooper ammo left, so just use the Mauser and begin picking off any sentries you see.

There's one on the radar tower right of the control tower, after which an officer will go check on him , one near the hangars by the landing strip, and one on the ground between the two towers.

After they're all dead, a truck will come speeding down the landing strip and stop about halfway, letting several soldiers off.

Keep your cool and quickly cap them all as well. Concentrate on the ones carrying Mausers first, as they have a very good aim, for once. The ones carrying MP40s won't shoot you from that far away, so they don't pose any immediate threat.

When you're done, follow the path on your right down to the control tower. Just in front of it is a grate on the floor. Go through it and into the storeroom below. Take the ammo then exit through the door in the next room. There are some health bags and 7. Exit this room and you'll be in a hangar. Around it you can find more ammo, grenades, and several guards. When you're done exit the hangar through the door just besides the one you came from.

Now you're on the ground level of the airfield. The next part is optional, so skip the next paragraph if you don't want to check in the hangars by the landing strip. First go in hangar number one there's a big '1' on it. You'll find some dynamite, health and a Panzerfaust in an open crate.

When you exit the hangar, several guards will be waiting around for you. Kill them and proceed into hangar number two if you need more health.

Again, as you exit the hangar some more soldiers will come running at you. Finally, right in front of number two is an unidentified hangar that you can't enter.

Other than shooting Nazis and other human foes, players will experience a large number of paranormal animals and natural analyses. The story is cleverly entwined with the levels, and it stays new and engaging all through. Utilizing an assortment of weaponry both sensible and powerful , you endeavor to battle your way through various stages. Like the first game, numerous levels can feel labyrinth like.

From guns and battle blades to shotguns and SMGs, there are a large number of fun weapons to draw in with. Every territory of the game additionally contains various mystery regions to find, just as shrouded fortunes to discover. In general, Return to Castle Wolfenstein is an extraordinary first individual shooter that is heaps of amusing to play. It prevails with regards to giving recognition to the exemplary shooter establishment while additionally offering new and better approaches to play.

The conditions are all around planned and shockingly dangerous, the story mode is protracted and energizing, and the multiplayer is fast and locks in. What certainly lets the game down is the Al.

While soldiers will run for cover to reload, occasionally throw back the odd grenade since they don't seem to have any of their own , or hold back in numbers for you to take them on, they soon become easy to suss out. Though the enemy has an overly keen eye, most would appear to be hard of hearing, with soldiers in the next room oblivious to gunfire erupting around them. But it's these human opponents that are the most exciting to take on and compared to Half-Life there are loads of them.

It's to the credit of the level designers also that just the right amounts of ammo and weapons are left lying around to add to the challenge. The more exotic creatures especially are tar too easy to figure out; their strength only being the ridiculous number of bullets they can soak up and the ordinance that they deal out. In essence the Nazi 'Super Soldiers' and legless X-Creatures are little more than better-looking versions of the lumbering and dim-witted boss creatures from Doom , where so long as you have enough firepower and keep moving, you'll dispatch with ease.

Needless to say, after nearly 20 hours of gameplay, the very last of your enemies is so easy to eliminate it's a wonder he was left to last. It's a shame that last singleplayer experience will leave you feeling both relieved and somewhat cheated. Of course Wolfenstein wouldn't be much of a first-person shooter without weapons and in this area there are plenty of ways to put holes in the enemy and you even get a couple of hand-guns that serve a useful purpose once you've got your hands on more lethal ordinance.

All beautifully modelled, it's the machine guns that will be most used, the best of which is the US Thompson, ammo for which is hard to come by. By far the most useful weapon however is the german Paratrooper rifle, which can lay most soldiers with two shots and comes complete with handy scope. Add to that two sniper rifles, one of which is silenced, and later on the panzerfaust and two experimental weapons.

As a whole, they each have a purpose, and you'll be switching between them all in each level. But the star of the show graphically is the flame thrower, which apart from filling rooms with deadly plumes of flame, looks by far the best weapon of it's kind to date.

Unfortunately it's only really useful against the undead, you only need a quick squirt to swiftly send them back from whence they came. Rather than include deathmatch levels, Wolfensteiris multiplayer game is all about teamplay.

Similar in scope to the popular Half-Life mode Day Of Defeat and infinitely better looking, Wolfenstein offers a range of class-based mission, with Allies taking on Germans without a boss creature or zombie in sight. Three multiplayer game modes are available; Objective, Stopwatch and Checkpoint.

If you've played the multiplayer test that was released a couple of months back you'll already have had a taste of objectivebased games, which involve one team blowing through doors, stealing documents and destroying radar towers, while the others try to stop them. Stopwatch mode basically is the same, with teams switching sides every round with the aim to beat the previous team's time, while Checkpoint is essentially a WWII-themed version of Unreal Tournaments Domination mode, where your side has to bagsy all the flagpoles.

In a move of relative genius, most of the eight multiplayer maps are based around levels from the single-player game. The focus on teamplay dynamics is enhanced by the class system, where you choose to be a Soldier, Engineer, Medic or Lieutenant.

Each class has its strengths and weaknesses and they work well together, with squads more than happy to flock around lifesaving medics. In terms of the soldiers and the weapons available, things are much more real here than in the single-player game and you would be forgiven for thinking it was created by a totally different developer - which it was.

While there are a few ZONE staff who feel Wolfenstein is on the short side, I'm of the opinion it's a couple of levels too long. While I admit it looks the business indoors, it doesn't quite match Medal Of Honor's lush outdoor levels, Wolfensteirfs level design is its greatest caveat and a predictable experience from start to finish.

Wolfensteirts animated and more varied opponents, especially later on, rely too heavily on fire as opposed to brainpower. The story too is paced quite poorly and while the tension remains throughout, there are too many instances where you'll be playing a level and hoping for it to end so you get to the next.

Had we reviewed Return To Castle Wolfenstein last month, it would have fared much better. As a sequel, it surpasses its originator, retains much of it's humour though an appearance of Hitler himself would have been appreciated , and much of the game is damn good fun. But it certainly ain't no classic, despite the quality multiplayer game. Return To Castle Wolfenstein puts on an impressive show of strength through sheer firepower, but Medal Of Honor easily manages to outflank it, and deal the final blow.

Feel like you killed enough Nazis in Medal of Honor. Think again, fool. Nazi-killing never gets old, and RtCWIs a testament to that. It's nothing but you and your luger or MP40 or whatever other real-life WWII weapon you can find against legions of Hitler's boys--not to mention the undead and some nasty genetics-experiments-gone-awry.

Get online and get killing. But how? If you remember nothing else, remember this: Play as a member of the team, not as an individual. Common mistake. The four character classes in the multiplayer game are designed to complement one another, and a winning team plays accordingly. New to multiplayer? Shamelessly camp near the documents or the radio that the opposing team needs. Follow your more knowledgable teammates and provide support until you learn your way around the battlefield.

Try each class to see what suits you. Whichever you choose, use your special abilities to help your team attain victory. A specialist in all types of armament, the Soldier can choose any weapon. He should always be in the thick of the fray, covering a strategic location or defending a crucial objective. In addition to wielding weapons the other classes cannot use, the Soldier starts with the most ammunition except for grenades.

Because he constantly engages the enemy, however, his ammo supply and health need regular replenishing. Back him up with a Medic and a Lieutenant. The following strategies make the Soldier even more effective. Aim for the head. One or two headshots are worth half a clip of body shots. Call for ammo and health. Press Left on the D-pad for medical attention, Right to plead for ammo from the Lieutenant.

Cover objectives. Soldiers pack a lot more heat than other classes. Use it for important jobs, like guarding or assaulting team objectives. Use the Mauser to assist team members from a distance by picking off the enemy. Remember, aim for the head. Protect Engineers. As a Soldier, it is your job to keep the Engineer alive while he tries to complete demolition objectives.

Spread your fire around. Take one for the team. A specialist in explosives, the Engineer breaches fortified locations and destroys objectives. The Engineer can also repair broken stationary guns. And his many grenades are perfect for clearing out a room or destroying a gun emplacement.

Blow things up. The Engineer sets explosives to open a path for his team or to destroy an objective. The red dots on your compass lead you to obstacles or objectives you can destroy. The larger the dots grow, the closer you are. Planted dynamite, which glows yellow, needs to be armed before it can do its work.

Use the pliers on planted dynamite until the blue progress bar is full. When the dynamite is armed, it glows red. If you complete your demolition duty, switch to grenades and destroy camping enemies and enemy-held MG42s. Repair stationary guns. Only an Engineer can repair a destroyed MG To fix the broken weapon, use the pliers as you would to arm dynamite.

Be sure to tell your team that the gun is up and running again. They might not notice your handiwork in the heat of battle. He heals the wounded and revives the fallen.

When a Medic spawns, all his teammates gain an additional 10 Health Points. He carries little ammunition and has no choice in primary weapons. Bear in mind the old adage, "Discretion is the better part of valor. The Medic can help his teammates attack the enemy, but he should not do so alone. Mainly, he should spend his time aiding wounded or incapacitated teammates. An adept Medic can make sure his team is always fighting, leaving little time for the opposing force to catch its breath.

Heal the wounded. Give medkits to teammates in need. Dispensing first aid kits depletes your power, which regenerates over time. A full power bar yields four first aid kits. When a teammate calls for a Medic, an icon appears over his head. If you are far away, follow the icon on your compass to locate him. The closer you are, the bigger the icon grows.

When you find him, patch him up pronto. If no one else needs immediate attention, escort a Soldier or two and help them fight rather than wandering aimlessly or hanging back waiting to be called.



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