************************************************************* Wolfenstein: Enemy Territory- Field Op Guide Written by: Omar Dominguez E-mail: sun_liu_tzu@yahoo.com Date: May 20th, 2006 Version: 1.0 -Copyright 2006 Omar Dominguez- Table of Contents 1. About This Guide (101) 2. Field Op Background Information (102) 3. Field Op Level Awards (103) 4. Weapons and Items of the Field Op Class (104) 5. Stage Strategies (105) - Wurzburg Radar (106) - Railgun (107) - Fuel Dump (108) - Siwa Oasis (109) - Seawall Battery (110) - Gold Rush (111) 1. About This Guide: (101) This guide is copyrighted by Omar Dominguez. This may be not be reproduced under any circumstances except for personal, private use(unless it is a matter of life or death). It may not be placed on any web site or otherwise distributed publicly without advance written permission(except gamefaqs.com). Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. 2. Field Op Background Information: (102) The Field Op class, in my opinion, is the best class if you are looking to rack up as high number of kills that you can. This is mostly due to the unique ability of the Field Op class: Air and Artillery strikes. These strikes allow you to kill high numbers of players with almost no ability for them to run, since the strikes tend to come without warning. However, the reason the Field Op is far more necessary as a team player is the fact that you are an ammo dispenser. Your sole purpose is to make sure you keep everyone well-equipped for long skirmishes on the battlefield. This does not mean that that is all you must do. Have fun with this class: air strike and shoot down as many people as you please! But, as stated before, don't be a n00b. Consider your other teammates out there on the field. 3. Field Op Level- Up Awards: (103) Level One: Improved Resources This power-up increases the amount of ammo each of your ammo packs deliver per pack. This makes your job easier. It also decreases the amount it takes off of your power bar to drop a single pack, letting you deliver more packs, making your job even easier. Level Two: Improved Signals This power-up simply lowers the power cost of calling out an artillery or air strike, allowing you to do more than before with this class. Level Three: Improved Air and Ground Support This power-up is the best you will receive for this class. First off, when you request an air strike, you will now be given two rows of bombing instead of a single row. It also increases the amount of artillery strikes that will be delivered per calling. These improvements will bring your field op into perfection and your ability to do good with this class will increase. Level Four: Enemy Recognition This power-up does not really suit this class, but what can you expect? This power-up allows you to tell the difference between your teammates and enemy disguised covert ops. Not much of a class improvement, but, helpful nonetheless. 4. Weapons and Items of the Field Op Class: (104) Here, I will go by numbers to tell what you have in your arsenal as a field op class soldier. Number 1: Combat Knife Just your standard, single wield combat knife for when you have run out of every kind of weapon or just want that quick, sneaky, back stab. (Unless, of course, you are a Field Op :D) Number 2: Colt .45 or Luger 9mm Single or Dual wield pistols. Colts- American pistols, Lugers- Axis pistols. Most effective at close range combat to get that head shot and end a firefight. Number 3: Thompson or MP-40 The most common and useful weapon in the game. With high amounts of ammo, fair accuracy, and availability to almost all classes, this weapon will be your best friend out on the front lines. Most effective in medium or close range, one-on-one fights. Number 4: Grenades or Stick Grenades Standard explosive device. Good for killing a small group of enemies, or at least hurting them. Most effective in crowds or near spawn exits. Number 5: Ammo Dispenser Ammo pack dispenser unique to the field op class. This is the item that will help you and your teammates out the most when no Ammo and/or Health cabinets are nearby. Make sure you do not neglect this, for you will be hated by your own teammates if you do so. Number 6: Smoke Grenade This is the device used to signal an air strike. You throw it like you would a standard grenade into the area you wish to have bombed. The bombs will drop to the sides from the direction that they are thrown. I.E.: X With slight variation if you have double X strike. OX X X (O= Smoke Grenade, X= Bomb) Number 7: Adrenaline Needle Acquired by playing and leveling up under another class, this needle, when used, uses up your entire power bar. However, all the damage you receive while under the needle's effect will decrease by half, allowing you to stay alive longer. Number 8: Binoculars For the Field Op class, the binoculars are used to signal an artillery strike. You take the binoculars out, click to use them, and point the center to the area you wish to have stricken. Simple as that. 5. Stage Strategies: (105) In this section, I will share my personal strategies on where to best place your air and artillery strikes and how to be the best field op you can be. -Wurzburg Radar- (106) This stage, while usually a quick victory for the Allies, can be an advantageous stage for Field Ops on both sides. Allies: Start off by releasing an air strike near the closest entrance to the Forward Bunker. This will help to clear out the area for your teammates to move inside. By the time the main entrance has been blown open, it is time for you to move in. Release an air strike or call in artillery just outside the gate since several Axis players like to camp out in this area. Other than that, maybe keep a few artillery strikes on the actual radar areas, to keep campers dead or away. And that is it. Axis: Start out in the Forward Bunker. Run outside as fast as you can and release an air strike on the southern entrance, opposite of the main entrance to the radar dishes. This will keep out Allies and keep some from attacking the Side Entrance. Next, you may want to call in artillery near the Side Entrance to prevent dynamite being planted. If at any time the Main Entrance is blown open, release air strikes near the truck. You are guaranteed at least one or two kills if done correctly. Also, call in artillery to this area. This will stop the Allies temporarily. Lastly, another good artillery strike area is on the radar parts themselves. This will help out in the defense of this stage. -Railgun- (107) This stage is often times dominated by the Axis side, considering you have a decent team. Allies: Keep artillery and air strikes on the train route so as to stop it from reaching the Depot Yard. Also, you may wish to artillery strike the Axis spawn for a few quick kills. If you are at the Depot Yard, keep artillery on the route up to the Depot Yard to stop any Axis players from capturing it. Finally, if the Axis side manages to transport the ammo onto the second train, keep an artillery strike on the route to the railgun as often as possible. Axis: The best artillery area is near the track switch, since many players wander through their on their way toward other places. If you manage to capture the Depot Yard, strike the train entrance route since that will most commonly be the way that Allies come in to capture the yard themselves. Last, if your side manages to load the Railgun, keep an air strike marker on the Railgun to clear out campers and mines. -Fuel Dump- (108) In my opinion, the best classic map. Allies: The best possible spot for an artillery strike is near the Tunnel MG. Your strikes will clear out snipers and medics that lay on that hill. Past this area and onto the Fuel Dump... air strike the Axis Bridge above the Depot Main Entrance. This will clear out enemies crossing the bridge. Another area to strike is near the base fortifications, since many Axis players will camp their, and even inside the Fuel Dump itself. Last, try air striking the roof to clear out players up their. Axis: Strike as much as you can around the tank. The longer you hold back the tank, the better chance your side has of winning. Plus, it clears out engineers rushing to construct the bridge. You may want to strike near the Foot Bridge, too, in order to wipe out enemies trying to sneak past your front lines. Past this area, continue to strike the tank. You may, on occasion, strike the farthest cave entrance and the hill to clear out players. Last, the Road MG can be a good strike to clear out players who are handling your teammates. -Siwa Oasis- (109) Another great classic map. Allies: Start out by artillery striking the Axis spawn exit, so as to prevent some incursions by them. Also, you may want to move near the Axis spawn via the Oasis Water Pumped Cave, and throwing an air strike near the Old City. Then, move in and take the Old City. In a few minutes, start throwing air strike smoke grenades over the Old City Wall to clear out the Axis players there. Once the Wall has been breached, move to the Anti-Tank Gun area and throw air strikes out onto the clearing from the path from the Old City to clear a path for your engineers. Then, start artillery striking near the staircase entrances to the Anti-Tank guns to make sure your engineer stays safe. Axis: Start out by artillery striking the Allies entrances to the Old City (from the Command Post and the paths below). Once the Allies have captured the Old City, climb up the stairs to the room in front of the Old City. Start throwing out random air strikes. You are guaranteed some kills. Keep this up for most of the match and you'll do pretty well. -Seawall Battery- (110) A decent stage. A bit short though. Allies: Rush to the West Bunker area. Throw up your smoke grenade and watch all of the Axis players die. Continue this, since there really is no other area to air strike. Axis: Same as the Allies. Call in artillery near the Allied spawn and throw down your smoke grenades. You may also want to head for the rear entrance and throw out air strikes for the players trying to sneak in. -Gold Rush- (111) Allies: Head for the broken tank and toss in air strikes to clear a route for your engineers. Also, you might want to head around and call in artillery near the Axis spawn exit and tank. Once the tank has been repaired, head for the highest bridge on the tank route, and throw down air strikes and call artillery in to wipe out Axis players exiting their spawn area. Once the Bank Doors have been obliterated, call in artillery near the entrance from the left of the bank doors to kill players heading to defend the gold. Once the gold is taken to the truck, keep throwing air strikes near the truck to ward off Axis players. Axis: Throw in air strikes and call artillery in just outside the tank area entrance to prevent engineers from coming in. Once the tank gets repaired, keep artillery fire on it to slow down the allied advance. The key to victory on this stage is stopping the tank as often as possible. If the tank manages to reach the Bank Doors and blow them open, artillery strike the truck to damage it. Also, place random air strike markers on the route to the Gold Crates to stop random players from reaching that area. One more important area to artillery strike is the MG behind Tank Barrier artillery strike the truck to damage it. Also, place random air strike markers on the route to the Gold Crates to stop random players from reaching that area. One more important area to artillery strike is the MG behind Tank Barrier #2, opposite of the bank. Often times, allied players will rack up high amounts of kills using this MG, so take it out as often as they repair it. If the Allies manage to acquire the Gold crates and escort the truck out, keep an air strike on the truck at all times. This will give you the time you need to hold off the Allies off for the rest of the stage. *Final Word* If you have any comments or wish to add anything to this Guide, feel free to e-mail me at: sun_liu_tzu@yahoo.com. I'll be sure to properly credit you. Thank you.