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    Multiplayer Test FAQ/Strategy Guide by Alari

    Version: 2r3 | Updated: 09/27/01 | Search Guide | Bookmark Guide

            Return to Castle Wolfenstein -  Multiplayer TEST
                      Simple strategy and FAQ
    Copyright 2001: Alari (alari@hyenamail.zzn.com) except portions noted.
    Second Edition, Revision 3
    11:58 PM 9/27/2001
    Future updates as I think of more stuff to write.
    Additions, suggestions, comments, flames, and fellatio welcome. =)
    Here's some strategy for you all. I don't profess to be an expert at
    this game, but I thought I might write up a few simple tips since no
    one else has yet. This is the first public FAQ I've written, and
    constructive critism is welcome. =)
    UPDATES will be submitted to www.gamefaqs.com. They will always have
    the latest version of this document. You may freely copy this document
    whereever. I don't particularly care if you copy it verbatim and post
    it one a web site, magazine, etc. The only requirement is that all
    copyright notices are retained.
    Formatting notes: I've placed the default key bindings next to the
    commands. Ex: [request] Ammo (V, R, A). This means press V, then R,
    then A. In places where this is not the case, I've indicated what I'm
    referring to, such as an abbreviation.
    Major changes are indicated by an "edition" number, and minor changes
    will be marked by a "revision" number. Ex: Second Edition Rev 2 is
    more recent than Second edition, but third edition will be more
    recent than second edition revision 5.
    NEW PLAYERS - Tips and suggestions:
    Don't be a jerk. =) This is a team game. There are no bots. Your
    actions, or lack thereof, WILL affect the outcome of the game.
    Choose "GET NEW LIST" instead of refresh, and sort by ping time. You
    want to get on a server with a low ping.
    Find a newbie server with Friendly Fire (Often abbreviated as "FF")
    disabled. Practice a lot. Memorize the map. There are multiple paths
    to EVERYTHING. Or, better yet, create your own multiplayer server
    (NOT dedicated!) and set the max number of players to 1. This lets
    you wander and explore on an empty map. You should do this for your
    first few games, until you get the hang of the basics. Unless you
    want to jump right in, of course. =) Just be prepared to run into the
    side of the learning curve. (I did, anyway. ;)
    As you get more skilled at the game, you can begin to contribute to
    the team effort. Be sure to announce your Function (character
    class - V, F)  and what you plan to do  (Defense - V, S, D;
    Offense - V, S, O)  if you decide to pick a fixed role in the game.
    Don't ABUSE the chat functions, it's annoying and it makes people
    ignore it when it could be useful.
    Crouching increases your accuracy. As a suggestion, bind crouch to
    If you need a medic (V, R, M) or ammo, (V, R, A)  just announce once.
    Wait a little while, try and stay in the same area. If no one shows
    up, ask again, ONCE. Don't keep asking repeatedly. Check TAB to see
    if your team even HAS any of those people. If not, consider
    When (not if ;) you die: WAIT until the respawn timer is low before
    going to limbo. Someone might revive you while you wait. Tap out at 2
    or 3 seconds to respawn, unless you see a medic coming. If you need
    to do something in the Limbo menu before your time is up, that's
    different... Then again, remember you can press L at any time during
    the game to fiddle with those settings.
    Use mouseover/popup info on your teammates, as well as the TAB key,
    to check who's doing what. Consider adjusting your class to fit the
    team better. (An example from my games: I play a lieutenant guarding
    the war room, but will switch to a medic if there aren't any on guard
    Changing your name: Do it in the limbo menu (L), or when you die, or
    in the CONSOLE (~) and type "/name <newname>" See below for colors.
    Colors: ^1-9 makes a color. Ex: ^1RED^4BLUE. The ^ is a caret (shift
    6), not CTRL-<number>.  You can use colors in your character name and
    the server name, and probably other places too.
    1 - Red     2 - Green    3 - Yellow    4 - Blue    5 - Light Blue
    6 - Pink    7 - White    8 - Black     9 - Red
    (Info on colors from 3dactionplanet's guide, see bottom for link.)
    Your power bar (lower right) controls your ability to jump, perform
    special functions, and to reload some guns. If you can't do something
    (or are wondering why that medic or lieutenant won't heal or resupply
    you), remember that the game prevents you from doing those things too
    Points: You get points for doing stuff. Fragging opponents, reviving
    fallen comrades, breaching the walls, stealing or returning the
    documents, etc. Things which contribute to the team effort (grabbing
    the documents, returning them, killing an enemy in the war room, and
    such like that) garner you more points. There's a bug(?) in that
    transmitting the documents gains you no points.
    Note: Points don't matter too much except to show each player's
    average accomplishments. Worry about the goals, not the points. On
    the other hand, you can check the score list (TAB) when you join a
    game to see if there are a lot of team-killers (people with negative
    scores) in the game.
    Character functions:
    Name (Abbreviation)
    Soldiers (S) - No special functions, but they can carry any of the
    2-handed weapons.
    Medics (MD) - Can distribute health packs (5), revive people (6). Be
    sure to find a lieutenant to give you ammo, you start with 1 clip in
    your gun, and no spares.
    Lieutenants (LT) - Call air strikes with a smoke grenade (5),
    Distribute ammo (6), call for artillery bombing (B, target, then
    click, no matter what weapon is active)
    Engineers (EG) - Can disarm dynamite and repair weapons (5), plant
    dynamite (6)  NOTE: Engineers are REQUIRED by the Allies to plant
    dynamite to breach the walls, you CANNOT get in unless you do that!
    GENERAL - TIPS and suggestions
    When playing a special class, perform your function when someone
    walks up to you. (I.e. heal, supply ammo, etc.) You should do this
    without them asking.
    Conversely, if you're in need of the services someone provides, just
    walk up to them and stand in front of them. They should get the hint.
    (Of course, don't do this in the middle of combat, find a safe place
    to be, out of the way.)
    The above two rules increase team efficiency.
    This is NOT Quake. Remember that. It's all too easy to get killed
    doing something stupid. I should know, I do stupid things a lot. =)
    And, surprise surprise, I end up dead most of the time.
    AXIS - General strategy:
    Separate into 2 teams, one guarding the war room and one doing assault
    to keep the Allies at bay. Each team should have a lieutenant and a
    medic for every 2 soldiers, roughly. More medics and lieutenants are
    Of course, those 2 teams don't have to stick too close together. The
    ones guarding the war room can be scattered all throughout the
    hallway and room, vents, guarding the stairs, etc.
    AXIS - At the Beginning of the game:
    At the very beginning of the game, everyone who would normally play a
    soldier should select Engineer instead. Your job is to disarm (5) the
    dynamite the Allies will plant. You can also repair the stationary
    guns if they get blown up. Go outside and to the right, there's a
    hill there you can climb over. You can't get back up into the
    compound once you're out though. Get a medic to help you and a
    lieutenant to provide cover fire and supply you with ammo.
    Good players and excellent teamwork can keep the Allies from
    breaching the sea wall for pretty much the whole game.
    AXIS - During the middle of the game:
    The Allies have breached the walls, and are attacking. Offense team
    should work on holding them back while defense team should fall back
    to the war room and prepare. Depending on how skilled the Allies are,
    they can be in the war room 30 seconds to a minute after the walls
    have been breached. All it takes is one to nab the docs and sprint to
    the radio room...
    There are offense points on the second level. The fastest route for
    the Allies is through the WALL and up the ladder, then straight
    forward and down the stairs to the basement. Guard this path.
    AXIS - For the duration of the game (War room):
    A medic or two, a lieutenant, and some soldiers can hold off waves of
    Allies in this choke point. More defenders from the offense team,
    positioned in the hallways and stairwells above can help to reduce
    the initial attackers down to a few stragglers easily picked off by
    the defense team in the basement.
    Avoid using flamethrowers in the enclosed spaces of the war room,
    Allies can run through it with minor damage, and you'll just end up
    killing your teammates and blocking their shots. Soldiers with
    flamethrowers are better off guarding the paths to the war room
    rather than the room itself.
    Beware the vents, sneaky Allies can go through them to reach the back
    area of the war room.
    ALLIES - General strategy:
    2 teams again, one group should be clearing the way for the second
    group, who will be the ones to actually take the docs. While the
    second group is taking the documents to the radio room, the first
    group (respawning) should clear the radio tower area of enemies, and
    hold the area for the Allies. There should be a couple of medics and
    lieutenants to rearm and heal the soldiers.
    (The above is a suggestion only, I don't play Allies much since I'm a
    defensive player. Comments from more experienced players?)
    Multiple routes to the war room, you can go through the vents for a
    sneak attack, or come in the front door guns blazing. You'll have the
    most success doing both though. Coordinate your attacks so the enemy
    is distracted. Teamwork is the key!
    ALLIES - At the Beginning of the game:
    At the beginning, everyone who would normally play a soldier should
    select Engineer instead. Your job is to plant dynamite at the weak
    spots in the walls. Also, blow up the tank traps (those big wooden
    things) that block certain paths through the barbed wire.
    { The following ALLIES strategy submitted and copyright by:
        Poccri  (poccri@hotmail.com)
    GENERAL: Basically, as Allies you must get the plans and transmit
    them to win. The Objectives can be seen (with pictures) in the Limbo
    mode(L). From my experience, a good rush on the War Room with 4 or 5
    allies (at least one medic) can get the plans and get out alive. One
    or two allies alone are on a suicide mission if they try to rush the
    room without waiting for backup. [Ed. note: True, very true - Alari]
    BEGINNING: At the beginning, you all start at the Beach and have to
    work your way up to the fort. A must is an engineer to blow the door
    and wall up, and its good to have a few in case they have an engineer
    disarming them as you plant them. It's a good 1 minute - 3 minutes
    before there is an opening to get in, so a good strategy is to have a
    balanced attack at this point from the beach. Snipers can stay back
    and take out guys on the mounted guns, while guys with rocket
    launchers can send a few in the bunkers to help keep it clear. Others
    can rush and stay near wall and take out guys who jump out or peak
    out the bunkers. Once door or wall is breached, it's time to go in!
    MIDDLE: There are a few ways into the War Room, which I won't get
    into too much for lack of ways to explain them. However, I want to
    reiterate that to be most successful you need a diverse group of
    classes and numbers. The kamikaze guy doesn't fare well in this game
    because of the limitation of the classes. When the doors are
    breached, I then make myself spawn IN their forward bunker when I
    die. (In Limbo mode find CONFIGURE on the right side and set it to
    spawn closest to War Room) It is a good practice to wait for a few
    guys there before heading in. With a 4 man group or so, you can take
    any route to the War Room and probably get there. One bit of advice
    though is to heal up the soldiers to full and give them ammo before
    going in. Plus always remember to reload before engaging a big fight.
    IN WAR ROOM: When you and your group finally get to the War Room,
    don't just storm in. The halls are narrow and force you to go in single
    file and you become easy prey for an Axis looking down hall. I would
    wait and/or draw some out to the hall near stairs and have your guys
    ready to take some out. When/IF you know there are 2 or less in room,
    you can probably run in and take them. When someone has the Plans,
    you will see a green Exclamation mark on their head. COVER HIM. I
    suggest he go in the middle of your group and just try to make it up
    to Radio Room at top of one of the stairways. I have seen many
    attempts fail in this room because of sloppy play and no teamwork.
    MEDIC: A good medic is always ready to revive. Try to stay ALIVE so
    that you can keep the others alive. Don't be the one to rush in
    first. Also, if you have some time to spare as you are waiting for
    more to join a rush, throw down some health packs, because you will
    regen your power by the time others get there and they may be hurt.
    It's also a good tactic to seek out a lieutenant to give you ammo
    because you start with so little. If you can't find a lieutenant, use
    the handgun too to save machine gun ammo for when you need it.
    LIEUTENANT: Use B and Fire button to send out Artillery Fire a long
    distance. This is a good tactic from the Beach. Also, when sending
    out air strikes, work together if you can with another LT and have
    your strikes take up a huge area by throwing them near each other.
    Strikes on the beach are kinda useless, but a finely placed one in a
    trench can get a storming team or defending team killed. Also, GIVE
    AMMO to Medics when you see them because they always need! Plus, if
    you have a full energy bar, drop some ammo packs near your team,
    especially in the War Room. Ammo is very valuable in Wolf.
    Don't Forget:
    - The KNIFE is a strong weapon too.
    - Teamwork wins the board.
    - Keep an eye out with TAB to see what classes there are and pick
      yours accordingly. 5 soldiers alone aren't that good, but 3 soldiers,
      1 lieutenant and 1 medic are so much better.
    - Try out the option TEAM OVERLAY (especially the medics). It tells
      you WHERE your teammates are, WHAT class they are, HOW much health
      they have. It's very useful for knowing where to go to give health or
      ammo, and who is dead at the moment. Also it's good to see where
      people died in case you yourself are headed there.
    - Enjoy the game, and be calm if you get team killed. Nothing more
      annoying then some guy yelling and fighting.
    The above ALLIES strategy submitted and copyright by:
       Poccri  (poccri@hotmail.com)
    Minor revisions, mostly for grammar and context, by Alari.     }
    Tweak guide: Good if you can't get the game to work:
    Info and strategy, as well as beginner tips! Excellent guide!
           This guide dedicated to:    FOXIES! =)
                Cute, fluffy foxies!  YAY!

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