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Wolfenstein: Enemy Territory- Field Op Guide
Written by: Omar Dominguez
E-mail:
[email protected]
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:
[email protected].
I'll be sure to properly credit you. Thank you.