WARNING: PHOTOSENSITIVITY/EPILEPSY/SEIZURES A very small percentage of individuals may experience epileptic seizures or blackouts when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or when playing video games may trigger epileptic seizures or blackouts in these individuals. These conditions may trigger previously undetected epileptic symptoms or seizures in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic condition or has had seizures of any kind, consult your physician before playing. IMMEDIATELY DISCONTINUE use and consult your physician before resuming gameplay if you or your child experience any of the following health problems or symptoms: • dizziness • eye or muscle twitches • disorientation • any involuntary movement • altered vision • loss of awareness • seizures or convulsion.

______RESUME GAMEPLAY ONLY ON APPROVAL OF YOUR PHYSICIAN. Use and handling of video games to reduce the likelihood of a seizure • Use in a well-lit area and keep as far away as possible from the television screen. • Avoid large screen televisions. Use the smallest television screen available. • Avoid prolonged use of the PLAYSTATION®3 system. Take a 15-minute break during each hour of play. • Avoid playing when you are tired or need sleep. ______Stop using the system immediately if you experience any of the following symptoms: lightheadedness, nausea, or a sensation similar to motion sickness; discomfort or pain in the eyes, ears, hands, arms, or any other part of the body. If the condition persists, consult a doctor. NOTICE: Use caution when using the SIXAXIS™ wireless controller motion sensor function. When using the SIXAXIS™ wireless controller motion sensor function, be cautious of the following points. If the controller hits a person or object, this may cause accidental injury or damage. Before using, check that there is plenty of space around you. When using the controller, grip it firmly to make sure it cannot slip out of your hand. If using a controller that is connected to the PS3™ system with a USB cable, make sure there is enough space for the cable so that the cable will not hit a person or object. Also, take care to avoid pulling the cable out of the PS3™ system while using the controller. WARNING TO OWNERS OF PROJECTION TELEVISIONS: Do not connect your PLAYSTATION®3 system to a projection TV without first consulting the user manual for your projection TV, unless it is of the LCD type. Otherwise, it may permanently damage your TV screen. HANDLING YOUR PLAYSTATION®3 FORMAT DISC: • Do not bend it, crush it or submerge it in liquids. • Do not leave it in direct sunlight or near a radiator or other source of heat. • Be sure to take an occasional rest break during extended play. • Keep this disc clean. Always hold the disc by the edges and keep it in its protective case when not in use. Clean the disc with a lint-free, soft, dry cloth, wiping in straight lines from center to outer edge. Never use solvents or abrasive cleaners.

CONTENTS

Getting Started ...... 2

Controls ...... 4

Overview ...... 6

Mission Critical ...... 6

Basic Guide to Getting Started ...... 7

Troubleshooting Online Play ...... 20

Map Objectives ...... 21

Credits ...... 24

Customer Support ...... 29

Software License Agreement ...... 30

1 GETTING STARTED PLAYSTATION®3 system front

Slot cover CF*1 slot Eject button SD*2 Memory Card slot Memory Stick™ slot

CF SD/miniSD Insert the disc with the label side facing up. *1 CompactFlash® *2 Secure Digital

Disc slot Power button Vent Eject button WLAN access indicator HDD access indicator USB connectors

Note: Some models of the PLAYSTATION®3 system do not include media slots. For specifi c features included, refer to the instructions for use of your model of the PLAYSTATION®3 system. Starting a game: Before use, carefully read the instructions supplied with the PLAYSTATION®3 computer entertainment system. The documentation contains information on setting up and using your system as well as important safety information. Check that the MAIN POWER switch (located on the system rear) is turned on. Insert the Enemy Territory: Wars™ disc with the label facing up into the disc slot. Select the icon for the software title under (Game) in the PLAYSTATION®3 system’s home menu, and then press the ≈ button. Refer to this manual for information on using the software. Quitting a game: During gameplay, press and hold down the PS button on the wireless controller for at least 2 seconds. Then select “Quit Game” from the screen that is displayed. Hint: To remove a disc, touch the eject button after quitting the game.

2 GETTING STARTED

Using the SIXAXIS™ wireless controller (for PLAYSTATION®3)

Port indicators USB connector

L2 button R2 button L1 button R1 button

button Directional button buttons button button

Left stick/ Right stick/ L3 button* R3 button*

SELECT button START button PS button

*The L3 and R3 buttons function when the sticks are pressed. Note: To use the controller, you must fi rst register or “pair” the controller with the PLAYSTATION 3 system and assign a number to the controller. For details, refer to the instructions supplied with the system. SAVED DATA FOR PLAYSTATION®3 FORMAT SOFTWARE Saved data for PLAYSTATION 3 format software is saved on the system’s hard disk. The data is displayed under “Saved Game Utility” in the Game menu.

3 CONTROLS PLAYER

Enter/Exit Vehicle/Mount Left Stick Player Movement ç Weapon/Rotate Deployable Right Stick Aim Ω Crouch

Reload (GDF)/Transfer Health Cycle Grenades/Equipment/ å √ Stroyent to Ammo Stroyent Deployable (Strogg)/Rotate Deployable Iron Sights/Scoped View/ ß Drop Grenade/Plant ≈ Jump Tripmine ∂ Cycle Weapons μ Command Map Fire/Deploy ƒ ≤ Mission Select (Primary Selector) Transfer Ammo Stroyent to R3 Quick Chat ∫ Health Stroyent (Strogg)

÷ Pause Menu ñ Match Screen

SELECT Limbo Screen

GROUND VEHICLES Left Stick Vehicle Movement Right Stick Camera/Aim å Boost/Shield (Hog) ß Switch Seat

4 L3 Decoy ∂ Cycle Player Weapons (Passenger Only) ƒ Fire R3 Quick Chat ç Exit Vehicle Ω Hand Brake/Siege Mode (Desecrator and Cyclops) √ Horn ≈ Jump (Icarus)/Stomp (Cyclops)/Hand Brake ∫ Internal/External Camera

AIRCRAFT Left Stick Move Forward/Backward/Strafe Right Stick Turn Left or Right/Pitch Up or Down å Boost ß Switch Seat L3 Decoy ∂ Switch Weapon ƒ Fire R3 Quick Chat ç Exit Vehicle/Eject from Vehicle Ω Move Down ≈ Move Up ∫ Internal/External Camera

5 OVERVIEW Ready to join the war? You’re only a few short steps from enlisting with Earth’s Global Defense Force or the invading alien Strogg in an all-out battle for Earth. This manual is intended to assist you with the critical steps required to get you into battle. MISSION CRITICAL

Welcome to Enemy Territory: QUAKE Wars.™ The basic rules of the game are simple. In Enemy Territory, one team assaults while the other defends. Each battlefi eld is divided into three to four key missions or Primary Objectives. To win the game, the attacking team must complete all of the Primary Objectives within the defi ned time limit. The defending team must stop them. Primary Objectives are identifi ed by a yellow diamond icon. Some Primary Objectives require a specifi c device or tool that is only carried by one character class (see Step 10: Completing Objectives section for more detail). When an objective is accomplished, the team takes control of the territory around that objective, identifi ed by green boundary lines on the map. Teams can deploy battlefi eld support assets such as fi re support, turrets and reinforcements in any territory it controls. Once the attacking team completes a primary objective and is rewarded with additional territory, it cannot be retaken by the defending team. Once inside a game, important controls to remember are: (SELECT button) Limbo Menu — Press the SELECT button to enter the Limbo menu. Select your team, character class and spawn point, and review your game and player status. Additionally, you can check your rank and current XP. You can also call votes from the Limbo menu, such as whether to kick a player or to play a different map. Ranked matches have fewer voting options. You cannot vote to kick the host of the game. Additionally, the host will not receive notifi cation when a client has fi led a complaint after being team killed. (ç button) Enter Vehicle/Mount Weapon — Approach a vehicle or weapon emplacement and press the ç button when prompted.

6 (å button) USE — The USE button is context sensitive and will automatically equip the correct tool for you. If you can use a tool on a target, approach it until the Button Icon appears and then hold the å button. When you are ready to start playing, go through the manual and take it step by step, from setting up your character to learning how to gain rank and advance your abilities in a campaign. Take the time to experiment with the various character classes, tools and devices. Destroying the enemy is always useful, but if at any time you want a hint on how to help your team, press the ≤ directional button to cycle a useful mission to the top left of your screen. (It may also gain you some additional XP.) BASIC GUIDE TO GETTING STARTED Now that you understand the mission critical information, below is a step-by-step guide for making it through the game. STEP 1: MAIN MENU After starting the game, the fi rst menu you will see is the Main Menu. Single Player — To play an offl ine game against computer-controlled players, select Single Player. The screen that appears next allows you to create your own game, add bots and adjust their skill . No Internet connection is required. LAN Play — To play against other players, both human and computer, on a local area network, select LAN Play. From this selection, you will be given the choice to join an existing match or create a new one for other players to join. Online Play — To play against other people from all around the world, select Online Play. To search for existing games, select Join Game. To host your own game with your own settings, select Create Game. To invite friends and join games together, select Create A Party. To view your stats, compare to friends and people around the globe, choose Leaderboards.

7 Options — From this menu selection, you will be able to adjust your audio, video, game and controller settings. Hint: If you don’t want the Bots on your team to complete goals then set the Bots Finish Tasks Option to No when you are setting up a match. However, if this option is set to No and no human players are on the team, the Bots will complete tasks. STEP 2: SETTING UP THE CONTROLS To change your controls, from the Main Menu, go to Options and then Controller Settings. The default controls are similar to other games you have played. From the Main Menu, a Player can personalize their stick layout, look sensitivity, or invert the Y-Axis per Controller Mode (On Foot, Ground Vehicles, or Aircraft). The stick layout can be changed to Default, Legacy, Southpaw and Legacy Southpaw. Note: Make sure to press the ≈ button to accept and save your changes. Limbo (SELECT) — Press the SELECT button to enter the Limbo menu. Select your team, character class, spawn point and weapons, as well as review the command map. USE (å button) — The USE button is context-sensitive. It will USE tools and cycle selections. Different classes have different tools. For example, the Technician can revive wounded teammates with his Stroyent tool. Walk toward and look at the target until a USE icon appears. Press and hold USE (å button) to ready the tool and perform the required action. The action will be complete when the timer circle around the crosshair is full. Enter Vehicle (ç button) — To enter or exit a vehicle and mount an emplaced GDF machinegun, press Enter Vehicle (ç button). Press the ß button to change seating positions inside a vehicle. The ß button brings up Iron Sights or Scoped View. With certain scoped weapons, you can zoom in with the ç button and zoom out with the ≈ button. Press the å button to activate your GDF parachute or Strogg air brake. Options can also be changed while in game (press the START button), but your settings will not be saved until you leave the match and return to the Main Menu. 8 STEP 3: LOG IN TO THE PLAYSTATION NETWORK® When you select Online Play, you will be prompted to enter your PlayStation Network® sign-in I.D. and password. If you do not have a PlayStation Network® sign-in I.D. and password, quit the game and register for an I.D. from the PlayStation Network® in the PlayStation®3 system’s PlayStation Network® menu. STEP 4: JOINING A GAME After logging into the PlayStation Network,® select Join Match from the Online Play menu. The screen that appears next displays a list of online games. There are a number of options to help you locate a game. Sort the list of servers by pressing the ç button to create server fi lters. Optimal Server Selection — In order to provide the best connection possible for all players, upon launching the match from the Team Selection screen, the game will assign the host to be the PLAYSTATION®3 with the best connection. So be sure to gather everyone that you want to play with on the Team Selection screen before launching. Warning: If a match is started while a client’s connection is being tested, they will not be considered during the Optimal Server Selection process. You will also notice three different game types. Objective — A one map battle. Campaign — Three maps played in succession. Stopwatch — Teams alternate between attacking and defending and compete to beat the other’s time.

Warning: If your profi le name contains unsupported characters and/or symbols, they will be displayed as “_” characters to other users.

9 STEP 5: CREATING/JOINING A PARTY Once Logged into the PlayStation Network,® select Create A Party from the Online Play Menu. The next screen will display all your current friends. To invite a friend to your party, highlight their name and press the ≈ button. Once your friends have joined your party, press the √ button to join an existing match, or the ç button to create a match. A better server connection is needed for more players. The greater the number of players in a multiplayer match, the higher the bandwidth required for solid gameplay. STEP 6: ENTERING THE BATTLE After the map has loaded, you will see the Limbo menu. This is where you choose your team, class, weapons and spawn point. This menu can be accessed at any point during the game by pressing the SELECT button. After you select your team, class and weapon, select Respawn (≈ button) to enter the game. Note: If you want to change your character class immediately, press the ≈ button to Respawn. If you want to change your character class upon dying for the next Respawn, press the √ button to Deploy. Use the map in the Limbo menu, under the Command Map tab, to select your Spawn Point. By default, you will deploy at the furthest advanced team spawn point. There are, however, other deployment locations represented by fl agpoles on your command map. Select any green fl agpole to deploy at that location. STEP 7: CHOOSING A CHARACTER CLASS To win the game, the attacking team must complete all the Primary Objectives within the time limit. A Primary Objective is identifi ed by a yellow diamond on the map. Most Primary Objectives require a specifi c character class to complete them. However, having a good mix of combat and support classes is vital. Below is a basic list of the character classes and their abilities. Play Style & Basic Class Icon GDF Strogg Unique Abilities Aggressive and guns-blazing. Uses heavy Soldier Aggressor weapons and explosive charges.

10 Supportive and selfl ess. Dispenses health/ Medic Technician Stroyent and revives fallen teammates. Defensive and strategic. Deploys defensive Engineer Constructor turrets, constructs and repairs, plants mines, disarms explosive charges. Strategic and Supportive. Deploys artillery Field Ops Oppressor and missile systems, “paints” enemy positions for attack, calls in air and orbital strikes.

Stealthy. Sniper. Hacks, uses remote viewing Covert Ops Infi ltrator equipment, deploys radar and steals identities.

STEP 8: LEARNING THE INTERFACE

1 2 10 3

9 4

8 5

7 6 1. Objectives & Missions — Current mission and XP value. Press the ≤ directional button to cycle through available missions. 2. Command Map — Top-down view of the battlefi eld. Press the μ directional button to expand. 11 3. Mission Status — Includes current objective number, status and mission time remaining. 4. Weapon Selection — Select weapon to equip. 5. Weapon Status — Selected weapon and ammo. 6. Deployable Status — Type, health, fi re status of deployable you have on the battlefi eld, and available Mines (Engineer/Constructor only). 7. Compass — Indicates compass heading and direction to primary objectives. 8. Player Status — Health, rank and experience points (XP) earned. 9. Equipment Selection — Select tool to equip. 10. Mission Personnel — List of teammates on the current objective. 11. Obituary Text — (Not shown) List of who killed whom. COMMAND MAP ICONS Green indicates friendly. Red is hostile. Infantry Health Requested

Vehicle Spawn Point

Radar Deployable Supply Drop Location

Defensive Turret Deployable Mine Location

Stroyent Requested Incoming Fire Support Target

Revive Requested Offensive Artillery Deployable

Ammo Requested

12 STEP 9: CHOOSING A SPAWN LOCATION Your default spawn location will automatically be the one closest to the front lines of the action. However, you can change your spawn location to any spawn points that your team controls. To choose your spawn point, press the SELECT button to bring up the Limbo menu. From there, cycle to the Command Map using either the ƒ or ß buttons. Once on the Command Map, you can see your current spawn point. Press the ∫ directional button to cycle to a spawn point that is closer to your team’s base. Press ñ directional button to cycle to a spawn point that is closer to the front lines. The spawn point that is highlighted when you leave the Command Map screen will be your new one. Note: You will not have an initial spawn location until you pick a character class and attempt to join the match. Note: Because the Slipgate map takes place in two different theaters of war, Strogg players can select spawn points in the Antarctic Theater even though the Command Map may not show a map of that Theater. STEP 10: COMPLETING OBJECTIVES To win the game, the attacking team must overcome the defending team to complete all the Primary Objectives within the time limit. Primary Objectives are indicated by a yellow diamond icon fl oating above the objective. The status of the Primary Objective is indicated on the top right of your screen, under the compass/map. Note: Secondary objectives do not appear on the compass. Each class has a unique tool; for example, the Soldier has explosives and the Engineer has pliers. Most objectives require the use of a class-specifi c tool. To complete an objective, approach the target and point at it until a USE icon appears. Hold USE (å button) until the timer circle around the crosshair is full and the objective is completed. Below is a chart of Primary Objectives and the classes required to complete them respectively.

13 Icon Objective Description Class Drive the MCP to a Deploy MCP Any Class (GDF only) destination and deploy it. Repair or construct Construct Engineer/Constructor the objective.

Destroy Plant and arm explosives. Soldier/Aggressor

Hack Hack enemy objective device. Covert Ops/Infi ltrator

Detonate Flyer Drones Drone Attack Infi ltrator (Strogg only) against an objective. Deliver an object to Transport Any Class a destination.

Defend Defend objective from attack. Any Class

In addition to your Primary Objective, other missions and tasks become available to you as the action progresses. Press the ≤ directional button to cycle through your available missions and highlight their location with an icon on your screen and compass. Your current mission is located on the top left of your screen. You do not need to select a mission to complete it, but you may gain extra XP if you do. Tasks are generated when a teammate identifi es a target or needs assistance. When a task is generated you will hear audio announcing the task (for Primary Objectives only) and an icon will identify the location of the target or the teammate requesting assistance. STEP 11: HOW TO FLY AND DRIVE To enter a vehicle, approach it and point your crosshair over it until you see the Enter

14 Vehicle icon. Press the ç button to enter the vehicle. Cycle seat positions by pressing the ß button. Press the ∫ directional button to cycle through camera options. To evade missile lock on, press Decoy (L3 button). To exit a vehicle, press the ç button at any time. You cannot enter or use enemy vehicles. Hold Boost (å button) to increase vehicle speed. Some vehicles offer unique functionality. When fl ying an aircraft, use the ≈ button to Move Up and the Ω button to Move Down. Note: If you bail out of an aircraft at a low altitude, you may not be able to deploy your parachute in time. Note: If you abandon your vehicle, it will decay after a short period of time. Infi ltrators can use remote Flyer Drones to detonate objects in hard-to-reach places. Press the å button to cycle to and select the Flyer Drone. Press the ƒ button to launch the fl yer drone and after launch, to detonate it. Use the right and left sticks to move the drone. Press the ß button to disable the drone without detonating it. After launching a Flyer Drone, you must wait for it to recharge before launching again. STEP 12: USING EQUIPMENT To select an item from your inventory, cycle to the item using weapon cycle (∂ button). Press Fire (ƒ button) to use a selected item. Scope, iron sight and remote cameras on items that offer these capabilities can be reached by pressing the ß button. Firing your weapon from a Crouched (Ω button) position may improve accuracy, depending on your weapon. Note: The ∂ button will cycle among your primary weapon, secondary weapon and a knife/spikes. The å button will cycle between grenades and equipment. Weapons require ammunition. Each GDF weapon has a separate ammunition type while most Strogg weapons share one common supply of Stroyent. GDF Medics can call in Supply Crates to provide ammunition, grenades and health, while GDF Field Ops can hand out ammunition. Strogg Technicians can provide Stroyent.

15 WSTROYENT TRANSFER ABILITY FOR STROGG Because the Strogg and their weapons are both powered by Stroyent, a Strogg player can transfer Stroyent between his health pool and his weapons. Press the √ button to transfer Stroyent from a Strogg’s health to his weapon and the ∫ directional arrow to transfer Stroyent from his weapon to his health. Equipment is used for tasks from repairing vehicles to creating spawn hosts. To use a tool, approach the target until the USE icon appears and hold USE (å button) until the progress timer around your tool crosshair is completed, or you can switch to the correct tool and hold the Fire button to use. For example, holding the USE button on a Destruction Objective will plant an explosive and begin to arm it. Mines can be placed by Engineers and Constructors. To do so, press the å button to cycle through and select the mine. Press the ƒ button to place the mine. The mine will become armed after a short period of time, at which point the Engineer or Constructor can place another mine. A total of three mines can be in place at one time. If a fourth mine is placed, the player’s fi rst mine will disappear. Tripmines can be laid in doorways or other narrow openings by pressing the ß button. You can’t place a tripmine in an area that is too wide for the tripmine’s sensor. Engineers and Constructors can also disarm enemy explosives that are placed on objectives. To do so, approach the explosive while looking at it, then press and hold the å button. The Stroyent Tool can be used by Technicians to revive teammates or to Spike Boost themselves (when unlocked as a Profi ciency). To revive a Strogg teammate, approach the fallen Strogg, and while looking at him, press and hold the å button. To Spike Boost yourself, equip the Stroyent Tool (by using the å button) and press the ƒ button. Spike Boost will give you a health boost and can temporarily increase your maximum health. The Defi brillators can be used by Medics to revive teammates or to Self Shock (when unlocked as a Profi ciency). To revive a GDF teammate, approach the fallen soldier, and while looking at him, press the å button. To perform a Self Shock, equip the Defi brillators (by using the å button) and press the ƒ button. Self Shock will give you a health boost and can temporarily increase your maximum health. 16 Spawn Host Functionality — Strogg Technicians can create Spawn Hosts from fallen GDF forces. To create a Spawn Host, approach the fallen GDF, and while looking at the GDF, press and hold the å button. Any Strogg may approach an available Spawn Host and press the å button to use it. Once a Strogg uses a Spawn Host, the next time he respawns, he will do so at that location. GDF Medics can destroy Spawn Hosts by using the Defi brillators (press the å button) on the Spawn Host. Note: Only one player can bind to each Spawn Host, and it will be destroyed after the player respawns. Covert Ops can use the Third Eye Camera to spy on the Strogg. Press the ƒ button to throw the camera. After the camera is placed, press the ß button to switch to the camera’s viewpoint. You may detonate the camera at any time by pressing the ƒ button. After placing a Third Eye Camera, you must wait to build up enough energy charge to place another one. The Third Eye Camera does not have unlimited range. The wrist display of the Covert Ops will indicate its signal strength. Infi ltrators can use the Teleporter to get into otherwise inaccessible places. Press the å button to cycle to and select the Teleporter. Press the ƒ button to launch the teleporter beacon and press the ƒ button again when you are ready to teleport to the beacon. Press the ß button to recall the beacon without teleporting. After teleporting, you must wait for it to recharge. Deployables APT – Engineer/Constructor: Anti-Personnel Turrets automatically detect and engage enemy foot soldiers, but will not engage vehicles.

AVT – Engineer/Constructor: Anti-Vehicle Turrets automatically detect and engage any enemy ground or air vehicles with salvos of missiles.

AIT – Engineer/Constructor: Artillery Interceptor Turrets automatically engage and destroy incoming artillery, but cannot defend against air strikes.

Hammer/Dark Matter Cannon – Field Ops/Oppressor: These artillery devices lob a single projectile of colossal destructive power, best viewed from a considerable distance.

17 Artillery Gun/Rail Howitzer – Field Ops/Oppressor: These artillery devices fi re a salvo of ten shells that are effective against area targets.

Rocket Artillery/Plasma Mortar – Field Ops/Oppressor: These artillery devices lob a six-round salvo on a precise area, and are very effective against armored targets. You can Lock On to ground or air vehicles to home in on them.

Radar – Covert Ops/Infi ltrator: Radar provides medium-range sensor coverage, displaying all detected enemy units within its range on the team command map. STEP 13: LEARNING TO DEPLOY Several classes are able to deploy weapons systems onto the battlefi eld. Deployments can only be dropped in a territory you own—indicated by the green territory border on the command map. To deploy, bring up your equipment by pressing the å button. Then, cycle to the specifi c deployable you wish to deploy by tapping the å button.

Find a location where the deployment grid and the deployable wireframe are green, then use the ç button to rotate clockwise or the √ button to rotate counterclockwise. Now press Fire/Activate (ƒ button) to call in the deployable to the designated location. Once your deployable arrives, a representation of it appears in the bottom right portion of your HUD, providing health and fi ring status of your deployable at all times.

18 Using Artillery — Field Ops and Oppressors must “paint targets” for their deployables to fi re upon. To paint a target, move within range and line of sight of the target and select your Targeting Tool by cycling to it with the å button.

Press and hold the ß button to zoom in with your Targeting Tool. While holding the ß button, press and hold the ƒ button to lock on to your target. Your deployable will fi re shortly after achieving lock on. STEP 14: COMMUNICATE WITH YOUR TEAM Communicating with your team is critical. Utilize these methods for quick and effective communication. Press and hold Quick Chat (R3 button), move the stick in the desired direction, and release to send the selected voice message to your teammates or everyone. Press and hold the R3 button to bring up the Quick Chat radial menu. Move the stick in the desired direction, and release it to send the selected message. You will have different options available depending on what your crosshair is over. Quick Chat commands can be used to communicate with other players. STEP 15: XP & PROFICIENCIES You will be rewarded experience points (XP) by performing your role and helping your team, and then receive upgrades when you accumulate enough XP in a certain profi ciency. Your rank, XP and Profi ciencies will be reset at the end of each match for Objective and Stopwatch games. However, Campaign games will retain your rank, XP and Profi ciencies until all three maps in the Campaign are completed. STEP 16: CHECKING STATS Leaderboards — You can access online rankings and stats by selecting Online Play and then Leaderboards. Any XP earned in a Ranked match will count towards your online ranking. Online Rank is based on your Total XP; Total XP is the sum of Class XP Stats, Battlesense, Light Weapons and Vehicle XP.

19 The Leaderboard screen will display 20 players at a time. You may scroll to the next set of 20 players by using the å and ∂ buttons. You can select the group of players around your ranking by pressing the ç button. Press the ç button again to go back to the list of all players. To see detailed stats on a player, scroll to that player using the μ and ≤ directional buttons and then press the ≈ button. Note: You can only change the list of viewable players once every three seconds. TROUBLESHOOTING ONLINE PLAY

To play Enemy Territory: QUAKE Wars™ online, you’ll need a dedicated broadband connection to the Internet with at least 256kbps upload bandwidth and 256kbps download bandwidth. Sharing your network connection among multiple computers or game consoles may reduce your bandwidth and cause instability when playing online. If you’re unsure about the bandwidth of your broadband connection, please check with your service provider. Note: For solid gameplay, online multiplayer matches with 16 players require a connection with at least 768kbps network bandwidth. For the best experience, plug your Internet connection from your broadband (DSL or cable) modem directly into your game system. Because of variations in routers, not all routers are supported by this product. Note: Not all Bluetooth headsets are supported. Note: By joining an online session, you must leave the -controlled environment for Enemy Territory: QUAKE Wars.™ The game’s content has been rated for Teen audiences, but the content of the game may change due to interactive exchanges. Activision and Sony Computer Entertainment America, Inc. take no responsibility for the content external to the game itself. , Inc. and Activision make no guarantees regarding the availability of online play and may withdraw online service at their discretion without notice.

20 MAP OBJECTIVES

AREA GDF STROGG Area 22 Nye County, Nevada, USA Objective 1 Defend Jamming Generator Destroy Jamming Generator Objective 2 Prevent Construction of Mining Laser Construct Mining Laser Objective 3 Defend Slipgate Core Destroy Slipgate Core

Ark Sogn og Fjordane County, Vestlandet, Norway Objective 1 Defend Jamming Generator Destroy Jamming Generator Objective 2 Prevent Construction of Mining Laser Construct Mining Laser Objective 3 Defend Bioscanner Destroy Bioscanner

Canyon Kings Canyon, Northern Territory, Australia Objective 1 Construct Bridge Prevent GDF from Constructing Bridge Objective 2 Drive the MCP to the Outpost and Deploy It Stop the MCP from Deploying at Outpost Objective 3 Hack Shield Generator Defend Shield Generator Objective 4 Destroy Stroggifi er Defend Stroggifi er

Island Reversion Island, South Atlantic Objective 1 Construct Generator Prevent Construction of Generator Objective 2 Destroy Vault Door Defend Vault Door Objective 3 Take the Data Disc to the Console and Prevent the GDF from Transmitting Data Transmit Data

Outskirts New Jersey, USA Objective 1 Destroy Barricade Defend Barricade Objective 2 Drive the MCP to Outpost and Deploy It Stop the MCP from Deploying at Outpost Objective 3 Hack Shield Generator Defend Shield Generator Objective 4 Take the DataBrain to the Console and Prevent the GDF from Transmitting Data Transmit Data

21 AREA GDF STROGG Quarry Lake District, England Objective 1 Defend Jamming Generator Destroy Jamming Generator Objective 2 Prevent Strogg from delivering energy cells Deliver three Energy Cells to the to the Crashed Ship Crashed Ship

Refi nery Khartoum Outskirts, Sudan, North Africa Objective 1 Drive MCP to the Outpost and deploy it Stop MCP from deploying at the Outpost Objective 2 Hack Shield Generator Defend Shield Generator Objective 3 Destroy North Stroyent Filter and South Defend Stroyent Converter and Filter Stroyent Converter

Salvage Lapland, Finland Objective 1 Defend Jamming Generator Destroy Jamming Generator Objective 2 Prevent Contruction of Mining Laser Construct Mining Laser Objective 3 Defend Salvaged Equipment Destroy Salvaged Equipment

Sewer Miura Peninsula, Kanagawa, Japan Objective 1 Construct EMP Disruptor Stop the GDF from constructing EMP Disruptor Objective 2 Destroy South or North Sewer Grate Stop the GDF from destroying Sewer Grates Objective 3 Hack Sewer Controls Stop the GDF from hacking Sewer Controls

22 AREA GDF STROGG Slipgate Algeria, North Africa / Vinson Massif, Ellsworth Land, Antartica Objective 1 Hack the Slipgate Defend the Slipgate Objective 2 Drive the MCP through the Slipgate Stop the MCP from driving through the Slipgate Objective 3 Drive the MCP to the Outpost and deploy it Stop the MCP from deploying at the Outpost Objective 4 Destroy the Nexus Core Defend the Nexus Core

Valley Yosemite Valley, California, USA Objective 1 Construct the Bridge Prevent GDF from constructing the Bridge Objective 2 Deploy the MCP at the Central Outpost Prevent GDF from deploying the MCP at the Outpost Objective 3 Hack the Shield Generator to launch the SSM Protect the Shield Generator Objective 4 Destroy the Contamination Device Protect the Contamination Device

Volcano Whakaari / White Island, Bay of Plenty, New Zealand Objective 1 Defend the Security Controls Hack the Security Controls Objective 2 Defend the Transformer Destroy the Transformer Objective 3 Defend the Geothermal Energy Core Destroy the Geothermal Energy Core with Flyer Drones

23 CREDITS

UNDERGROUND Production Test Lead Joel Rainey DEVELOPMENT Alan Grey My family, the Reileys Fiey Saephan Executive Producer Production Assistant Leads Dara Grey Bill Chinn Kevin Lee Chewie Maximus Shen Aaron Reif Associate Producers Kiwi and Lambie Yobo Shen Production Testers Lodi Shinichiro Ohyama Craig Barreto Sydney and Shelby Keller Stephen Bourdet Alexander Brice and Technical Director Gregory Capuano Ryan Alfred Swanson Ken Allen Kevin Clement Courtney and Austin Hudson Rendering Technical Director Marshall Clevesy Marcy Henzel Nicholas Fullagar Michael Daglow Bonnie Sousa Brian DeGraf Matt Stipicevich Engineering Jason Fanoe Warren Van Velkinburgh Erick Jap Daryl Hall Jason Vandenberghe Dave Lewak Eugene Lai Tiffany Wells George Loo Greg Lewickyj Matt Wilkinsonn Stewart Miles Dan Reiley Gareth Morgan Richard Riley SPLASH DAMAGE Jim Petrick Michael M. Simpson Lead Game Designer/Owner Sami Tabikh Joe Sousa Paul ‘Locki’ Wedgwood Elijah Taylor Manuel Sousa Additional Engineering Larry Teeney Producer/Managing Director Jon Edwards Von-Royce Villanueva Neil ‘Relaxer’ Postlethwaite Stephen Yuen General Manager Art Director Brian Morgan Scott Bandy Richard ‘Fluffy_gIMp’ Jolly Todd Growney Bill Chinn Chief Tewchnical Offi cer Lead Artist Bill Chinn Francis ‘Frankie’ Hobbins Senior Technical Artist Tom Van Velkinburgh Special Thanks Senior Artist Justin Bennett Peter ‘Peppi’ Boehme Technical Level Designer Micki Bessler Victor Mercieca Jimil Borillo Art Team Lynn Burke Roland ‘Roler’ Zeller Audio Director Ben ‘Mantegra’ Davis Nick Peck Margie Fanoe Jennifer Figone Andrew ‘effekted’ Hamilton Audio Designers Trevor Jalowitz Stellan ‘angst’ Johansson Jim Diaz Nik Marquez Daniel ‘Arcipello’ Conway Seth Chapla Elise Mundell Pär ‘Pelle’ Tingström Shinichiro Ohyama Henning ‘sa74n’ Horstmann Director of Cinematic Steve Pearce Paul ‘Mop’ Greveson Brice Cox Steve Ross Aaron ‘Hoffa’ Hoffman 2424 Animator Tim ‘Huntle’ Rose ID SOFTWARE Chris ‘Hauser’ Bull William ‘Smooth’ Richens Enemy Territory: QUAKE Wars™ Darren Tyrrell is an id Software game and is Freelance Kyle Munns TJ Frame powered by id Software’s Paul Stephen Gower 4 game engine. Lead Level Designers Ross Green Production, development and Matt ‘Wils’ Wilson Tim James technical assistance have been Mark ‘nakedape’ Fry William Ross-Foulser provided by id Software, Terry ‘Salteh’ Seidler with specifi c contributions by: Level Design Team Lloyd ‘LloydM’ Morris SPECIAL THANKS Executive Producer David ‘Torchy’ Edwards Additional Business Direction Miroslaw ‘Draska’ Slowik Francisca ‘Freya’ Wedgwood Garth ‘Zombie’ Hendy Producer Additional Programming Jason Kim Senior Game Designer Charles ‘Pentagram’ Hollemeersch Edward ‘BongoBoy’ Stern Nick Gildea Programming Senior AV Designer Additional Art Robert Duffy Tim ‘Marauder’ Kautz Robert ‘zgon’ Wilinski Jan Paul van Waveren Shaun Scott Timothee Bisset Technical Director Thierry ‘BARoNTiERi’ Doizon John Dean Arnout ‘RR2DO2’ van Meer Christian ‘SHoD’ Farcy Brian Harris Programming Team Additional IT Support Art Gordon ‘digibob’ Biggans Paul ‘Leasky’ Leask Pat Duffy Jared ‘jRAD’ Hefty Brendan ‘BB’ Boyd Tristan ‘ReaRog’ Williams Design Mike ‘m1ke’ Armstrong Community Manager Steve Rescoe Arne Olav ‘AO’ Hallingstad Steve ‘Badman’ Hessel Christian Antkow Jerry Keehan PRODUCTION Additional Community Support Drew ‘Prognar’ Campbell Animation Offi ce Manager John Root Media Artist Kat ‘Offi ceCat’ Winnifrith Eric Web Laurel ‘Tully’ Austin Business Development Manager Sound Additional Level Design Stephen ‘malarky’ Gaffney Christian Antkow Simon ‘Sock’ O’Callaghan Production Assistant Thomas ‘Vic_Victim’ Creutzenburg Business Development Joe ‘Rex-TheGrunt’ Gibson James Russell Steve Nix Production Testers Additional Offi ce Management Jiri ‘JFK’ Kristek Gabriella ‘Bagera’ Kiszely Special Thanks Julian ‘Hanrohan’ Harris Additional Web Stuff Kaneda ‘Iluyshin’ Maskell Mike ‘Rudie’ Egan Matt ‘Anti’ Lowe Matt Hooper Neil ‘Monstro’ Castle

25 Mal Blackwell MARKETING/PR Senior Localization Adam Pyle Senior Global Brand Manager Project Manager Andy Chang Ryan Wener Charlotte Harris Seneca Menard Dan Sarkar Associate Brand Manager Localization Project Manager Vitaliy Naymushin Nicole Lewis Simon Dawes Kenneth Scott Director of Marketing Localization Consultant James Houska Stephanie O’Malley Deming Victor ‘Vexar’ Mercieca Tom Silk PR Manager Localization QA Manager Additional Map Development David Hickey Nerve Software Mike Mantarro Senior Publicist Localization QA Lead PUBLISHED BY John Rafacz Dominik Hilse ACTIVISION Jr. Publicist Localization QA Testers PRODUCTION Kelvin Liu Jack O’hara Executive Producers Flaminio Pieralisi Adam Goldberg Marketing Communications Christian Held Daniel Suarez Manager Carlos Martin Chirino Karen Starr Producers QUALITY ASSURANCE/ Doug ‘PingEnvy’ Pearson Marketing Communications CUSTOMER SUPPORT Matthew Paul Coordinator Lead, QA Functionality Kristina M. Jolly Miles Leslie On-site Producer/ Creative Director CENTRAL TECHNOLOGY Senior Lead, QA Functionality Ben ‘Can8dnBen’ Smedstad Senior Manager Henry Villanueva Associate Producers Ed Clune Manager, Matthew Beal Installer Programmer QA Functionality Steve Holmes Ryan Ford Glenn Vistante Eric Lee Omari Valentine Floor Leads, LOCALIZATIONS QA Functionality On-site Associate Producer Localization Manager (US) Chris Codding Dawn ‘FRAGEE’ Pinkney Doug Avery Peter von Oy Production Coordinators Director of Production QA Test Team Danny Taylor Services – Europe Sam Fayershteyn Taylor Livingston Barry Kehoe Brian Hughes Matt Nelson Daniel Alfaro Localization QA Manager Anthony Moreno VP David Hickey Tommy Hooper Thaine Lyman Patrick Garcia Head of Steven Mitchell Production Management Phyrun Deab Laird Malamed Jamar Graham

26 Eric Chevez Burn Room Coordinator Volt On-site Mike Arden Joule Middleton Program Manager Dennis Soh Rachel Overton Jordan Bondhus Burn Room Staff William Gaitan Danny Feng Volt On-site Kai Hsu Program Coordinator QA Project Lead, Nightshift Sean Kim Aileen Galeas Scott Kiefer Christopher Norman Customer Support Managers QA Floor Lead, Nightshift Manager CSQA Technology Gary Bolduc – Jovany Zuniga Indra Yee Phone Support Michael Hill – QA Testers, Nightshift Manager, QA MIS E-mail Support Ron Ruhl Dave Garcia-Gomez Scott Winslow Director, Andre Haftevani QA MIS Technicians QA Functionality Jason Gilmore Todd Komesu Marilena Rixford Cesar Velasco Jeremy Torres Brian Martin Director, Technical QA Senior Project Lead, Nightshift Teddy Hwang Requirements Group Paul Colbert Lawrence Wei James Galloway QA Manager, Nightshift System Administrator, Vice President, Quality Assurance Adam Hartsfi eld Database Group Rich Robinson Jeremy Richards Platform Lead, Technical QA Special Thanks Requirements Group Lead Database Administrator, Matt McClure Kyle Carey Database Group John Rosser Kelly Huffi ne Jason Levine Floor Leads, Technical Adam Hartsfi eld Requirements Group Database Administrators Jason Potter Tomo Shikami Wayne Williams Evan Button Jon Sheltmire Richard Pearson Paul Williams Keith Kodama Dong Fan Thom Denick Marcus Dorsey Anthony Korotko Senior Manager, Technical Paul Colbert Requirements Group Staffi ng Supervisor Frank So Chris Wilson Jennifer Vitiello Alex Coleman Technical Requirements Test Team QA Operations Coordinator Willie Bolton Melvin Allen Jeremy Shortell Julian Bongat Brian Baker Brian Bensi Manager, Resource Administration MUSIC Nadine Theuzillot Bryan Berri Music Composed by Scott Borakove Administrative Assistant Bill Brown Kumiko Kashii Nikki Guillote Colin Kawakami Additional Music by John McCurry Staffi ng Assistant Atli Örvarssön Kirt Sanchez Lori Lorenzo Aashish Pathak Edgar Sunga 27 VOICE ACTORS Tutorial Narrator David Sobolov GDF Player Jim Ward André Sogliuzzo Grant Albrecht Additional VO Casting and Strogg Player Alex Alba Voice Direction Steven Jay Blum Jocelyn Blue Margaret Tang/ Steven Jay Blum Womb Music GDF High Command George Cheung Granville Van Dusen Michael Chinyumurindi Voiceover Recording, Robin Atkin Downes Editing and Post Strogg Nexus Rik Schaffer/ Neil Ross India Dupré Marc Graue Womb Music Trailer Narrator Leon Morenzie Jocelyn Blue Neil Ross

3RD-PARTY CREDITS Earth imagery courtesy of NASA and the Visible Earth Project (http://visibleearth.nasa.gov) Uses Bink Video. Copyright © 1997-2007 by RAD Game Tools, Inc. Uses FreeType Portions of this software are copyright © 2007 The FreeType Project (www.freetype.org). All rights reserved. Fonts: Ascender Corporation, FontShop international, the FontFont and Eisner+Flake foundaries. LibSpeex: © 2002-2003, Jean-Marc Valin/Xiph.Org Foundation Redistribution and use in source and binary forms, with or without modifi cation, are permitted provided that the following conditions are met: • Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. • Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. • Neither the name of the Xiph.org Foundation nor the names of its contributors may be used to endorse or promote products derived from this software without specifi c prior written permission. This software is provided by the copyright holders and contributors “as is” and any express or implied warranties, including, but not limited to, the implied warranties of merchantability and fi tness for a particular purpose are disclaimed. In no event shall the foundation or contributors be liable for any direct, indirect, incidental, special, exemplary, or consequential damages (including, but not limited to, procurement of substitute goods or services; loss of use, data, or profi ts; or business interruption) however caused and on any theory of liability, whether in contract, strict liability, or tort (including negligence or otherwise) arising in any way out of the use of this software, even if advised of the possibility of such damage.

28 CUSTOMER SUPPORT

Note: Please do not contact Customer Support for hints/codes/cheats; only technical issues. Internet: http://www.activision.com/support Our support section of the Web has the most up-to-date information available. We update the support pages daily, so please check here fi rst for solutions. If you cannot fi nd an answer to your issue, you can submit a question/incident to us using the online support form. A response may take anywhere from 24–72 hours depending on the volume of messages we receive and the nature of your problem. Note: Internet support is handled in English only. Note: The multiplayer components of Activision games are handled only through Internet support. Phone: (310) 255-2050 You can call our 24-hour voice-mail system for answers to our most frequently asked questions at the above number. Contact a Customer Support representative at the same number between the hours of 9:00 a.m. and 5:00 p.m. (Pacifi c Time), Monday through Friday, except holidays. Please do not send any game returns directly to Activision without fi rst contacting Customer Support. It is our policy that game returns/refunds must be dealt with by the retailer or online site where you purchased the product. Please see the Limited Warranty contained within our Software License Agreement for warranty replacements. Register your product online at http://register.activision.com so we can enter you in our monthly drawing for a fabulous Activision prize. To view a full length manual, including credits, visit www.activision.com/en_US/manuals/

29 LIMITED USE SOFTWARE LICENSE AGREEMENT This Limited Use Software License Agreement for ENEMY TERRITORY: QUAKE WARS™ for PS3 (this “Agreement”) is a legal agreement among you, the end-user, and id Software, Inc. (“i d Software”), and Activision Publishing, Inc. (“Activision”). BY OPENING THE PACKAGE FOR THE GAME PROGRAM ENTITLED ENEMY TERRITORY: QUAKE WARS™ (THE “SOFTWARE”), BY LOADING OR RUNNING THE SOFTWARE, OR BY USING THE SOFTWARE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS AND CONDITIONS OF THIS AGREEMENT. 1. Grant of License. Subject to the terms and provisions of this Agreement and so long as you fully comply at all times with this Agreement,id Software grants to you the non-exclusive and limited right to use one (1) copy of the Software only in executable or object code form for your own personal entertainment use. You are not receiving any ownership or proprietary right, title, or interest in or to the Software or the copyrights, trademarks, or other rights related thereto. You agree that the Software will not be downloaded, shipped, transferred, exported or re-exported into any country in violation of the United States Export Administration Act (or any other law governing such matters) by you or anyone at your direction, and that you will not utilize and will not authorize anyone to utilize the Software in any other manner in violation of any applicable law. The Software shall not be downloaded or otherwise exported or re- exported into (or to a national or resident of) any country to which the United States has embargoed goods, or to anyone or into any country who/that are prohibited, by applicable law, from receiving such property. In exercising your limited rights hereunder, you shall comply at all times with all applicable laws, regulations, ordinances, and statutes. id Software reserves all rights not granted in this Agreement, including, without limitation, all rights to id Software’s trademarks, including without limitation the trademark ENEMY TERRITORY: QUAKE WARS™ and you agree you are not receiving any right to use any id Software trademark. 2. Prohibitions with regard to the Software. You, whether directly or indirectly, shall not do any of the following acts: a. rent the Software; b. sell the Software; c. lease or lend the Software; d. offer the Software on a pay-per-play basis; e. distribute the Software by any means, including, but not limited to, Internet or other electronic distribution, direct mail, retail, mail order, or other means; f. in any manner and through any medium whatsoever commercially exploit the Software or use the Software for any commercial purpose except id Software or Activision, in their sole discretion, may offer a separate Site License Agreement to permit you to make this Program available for commercial use (see the contact information below); g. disassemble, reverse engineer, decompile, modify or alter the Software; h. translate the Software; i. reproduce or copy the Software; j. publicly display the Software; k. prepare or develop derivative works based upon the Software; l. remove or alter any notices or other markings or legends, such as trademark or copyright notices, affi xed on or within the Software or the Printed Materials (as defi ned in Section 4 below); or m. remove, alter, modify, disable, or reduce any of the anti-piracy measures contained in the Software, including, without limitation, measures relating to multiplayer play. 3. 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Cheat Programs include, but are not limited to, programs that allow Software players or users to see through walls or other level geometry; programs that allow Software players or users to change their rate of speed outside the allowable limits of the Software; programs that crash either and/or other Software players, users, PC clients, or network servers; programs that automatically target other Software players or users (commonly referred to as “aimbots”) that automatically simulate Software player or user input for the purpose of gaining an advantage over other Software players or users; or any other program or modifi cation that functions in a similar capacity or allows any prohibited conduct. In the event you breach this Section or otherwise breach this Agreement, the license granted to you herein and this Agreement automatically shall terminate, without notice, and you shall have no right to play the Software against other players or make any other use of the Software. 4. 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You agree to use your best efforts to see that any user of the Software and the Printed Materials licensed hereunder complies with this Agreement. You agree that you are receiving a copy of the Software and the Printed Materials by limited license only and not by sale and that the “fi rst sale” doctrine of 17 U.S.C. § 109 does not apply to your receipt or use of the Software or the Printed Materials. This Section shall survive the cancellation or termination of this Agreement. 5. NO ID SOFTWARE WARRANTIES. ID SOFTWARE DISCLAIMS ALL WARRANTIES, WHETHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, AND ANY WARRANTY OF NON-INFRINGEMENT, WITH RESPECT TO THE SOFTWARE, THE PRINTED MATERIALS, THE SOFTWARE IMAGES, AND OTHERWISE. THE SOFTWARE IS PROVIDED “AS IS” AND WITHOUT WARRANTY. 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EXCEPT AS SET FORTH ABOVE, THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR WRITTEN, EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR NON-INFRINGEMENT, AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY KIND SHALL BE BINDING ON OR OBLIGATE ACTIVISION. When returning the Software for warranty replacement, the original Software disks must be sent only in protective packaging and include: (1) photocopy of your dated sales receipt; (2) your name and return address typed or clearly printed; (3) a brief note describing the defect, the problem(s) you are encountering, and the system on which you are running the Software; and (4) if you are returning the Software after the ninety (90) day warranty period, but within one (1) year after the date of purchase, please include check or money order for $20.00 U.S. currency per disk replacement.. Note: Certifi ed mail recommended. Send to: Warranty Replacements, Activision, Inc., P.O. 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Business and Legal Affairs. “PLAYSTATION” is a registered trademark and “PS3” is a trademark of Sony Computer Entertainment Inc. The ratings icon is a trademark of the Entertainment Software Association. SIXAXIS is a trademark of Sony Computer Entertainment Inc. © 2008 Sony Computer Entertainment Inc. “PLAYSTATION” is a registered trademark and “PS3” is a trademark of Sony Computer Entertainment Inc. The ratings icon is a trademark of the 30 Entertainment Software Association. SIXAXIS is a trademark of Sony Computer Entertainment Inc. © 2008 Sony Computer Entertainment Inc.