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ASCII: http://ascgen.jmsoftware.co.uk/
Author: UnknownMercenary
Platform: PC
Update: 9/28/05
Version: 1.3



=====================================================================
Contents
=====================================================================
1 - FAQ History
2 - Introduction
3 - Setting Up
4 - Playing Rules
	4.1 - Basic Rules
	4.2 - Game Types
	4.3 - CS Player's Guide
5 - Weapons Guide
	5.1 - Pistols
	5.2 - Sub Machineguns
	5.3 - Shotguns
	5.4 - Rifles
6 - Inventory Items
7 - Tips and Strategies
	7.1 - Playing Strategies
	7.2 - Key bindings
8 - Resources
9 - Legal & Thanks



=====================================================================
1 - FAQ History
=====================================================================
- Version 1.3 -- 9/28/05 -
--------------------------
Minor tweaks and changes to formatting. Updated some entries. Moved
this section to the top.

- Version 1.2 -- 6/19/05 -
--------------------------
Formatting changes, redid lots of weapon descriptions and added ASCII 
art at the beginning.

- Version 1.1 -- 6/06/05 -
--------------------------
Added a few small changes, and did a bit of reformatting. May add 
some map strategies in the future.

- Version 1.0 -- 4/30/05 to 5/07/05 -
-------------------------------------
First published copy of the FAQ. Featured 99.9% of the material seen 
currently in the FAQ.



=====================================================================
2 - Introduction
=====================================================================
Tactical Ops is quite an old mod for the hit 1999 game Unreal 
Tournament. There are various websites devoted to Tactical Ops 
itself, but few related to version 2.2 of Tactical Ops. This version 
is, in my opinion, the best version of the game. Although TO 2.2 has 
died off in favor of the new retail versions, it still has quite a 
following. This FAQ is written in order to provide a comprehensive 
guide to anyone looking to join the community and play one of the 
greatest user-made multiplayer mods ever created.



=====================================================================
3 - Setting Up
=====================================================================
The install programs are quite difficult to find on the Internet 
these days, but if you'll check the resources section you will find 
some very useful URLs.

There are 4 install versions: the Mac executable, the UMOD install, 
the Windows executable, and the zipped archive. I recommend either 
the UMOD installation or using the zipped archive. To install the 
zipped archive, just point it to your Unreal Tournament directory and 
the appropriate file structures will automatically be created for 
you.

To run Tactical Ops 2.2, you should use the appropriate launcher 
programs that have been provided. These usually have names such as 
"TacticalOpsWinLauncher" or "TacticalOpsLinuxLauncher".

Now that you've got the game running, you'll have to configure your 
preferences in the options menu. The most important things to 
configure are your new controls and the new Tactical Ops settings. 
The optional settings are the ones for converting Unreal Tournament 
weapons to Tactical Ops ones. This is only for playing UT game modes 
and maps with TO weapons.

A short controls guide:

* - Reload: This key is self-explanatory if you've played any shooter 
in the past 5 years. You will discard your current weapon's magazine 
and a new one will be inserted into your gun.

* - Use Key: The use key will be very important in the game. In many 
of the maps, you will not be able to open doors with standing in 
front of them and pressing the use key. To order a hostage around, 
you will have to stand in front of them and press the use key. To 
defuse the bomb, you'll have to utilize the use key.

* - Flashlight: Self-explanatory. You have one always.

* - Nightvision: Amplifies all the light in the area and makes dark 
areas brighter. The downside is that it begins to make your eyes sore 
after a while. You have to buy Nightvision first.

* - Buy Primary Ammo: Pressing this key will automatically purchase 
ammunition for the weapon currently in your hands.

* - Switch Fire Mode: Some weapons--especially the automatic ones-- 
have alternate fire modes. These modes are usually Semi-Automatic or 
Single Shot, Burst Fire and Automatic.



=====================================================================
4 - Playing Rules
=====================================================================
The rules of Tactical Ops aren't very complex, and anyone who has 
played any kind of "realistic" first person shooter--especially 
Counter-Strike--will be familiar with the way the Tactical Ops 
gameplay is structured.

---------------------------------------------------------------------
4.1 - Basic Rules
---------------------------------------------------------------------
- TEAM BASED -
--------------
Tactical Ops is a team-oriented game. There are 2 teams in Tactical 
Ops: the Terrorists and the Special Forces. Both teams have their own 
objectives and their own weapons, along with their own skins, player 
models, and radio voices.

- BUYING SYSTEM -
-----------------
The most noticeable change from Tactical Ops to Unreal Tournament is 
that there are no weapons lying around on the maps. Instead, weapons 
must be purchased.

At the beginning of a round, everyone will start off at his or her 
team's spawn point. At the beginning of the match, you will also 
spawn with a free starting pistol and $1000 in your pocket. For a 
short a period of time (This time varies. It will depend on server 
settings) you will be allowed to purchase weapons free of danger.

To purchase a weapon, you must press the action button to view the 
buy menu (The "V" button by default). You can come back at any time 
during the round and purchase more weapons and ammunition if you wish 
to do so.

- THE MONEY SYSTEM -
--------------------
The following is a short chart detailing how the TO economy runs.

Action:				Amount ($)
Kill an enemy			$300
Kill a teammate			-$1200
Kill a hostage			-$2000
Win the round			$1500
Lose the round*			$1000
Rescue a Hostage			$1000
Keeping Evidence			$300

* If your team continues to lose the round, this amount increases to 
a maximum of $2000.

- DIFFERENT WEAPONS SYSTEM -
----------------------------
The weapons system is quite different to the one that you find in 
standard UT. All of the weapons found in Tactical Ops can be found in 
real life. Just as in real life, your weapons will need to be 
reloaded, and (almost) no one weapon will have 100% accuracy or do 
500% damage.

- FRIENDLY FIRE -
-----------------
Another feature taken from real life is the ability to hurt your 
teammates and hostages. Friendly fire settings will depend on the 
server.

There are 2 FF settings: regular friendly fire and explosive friendly 
fire. Regular friendly fire only controls friendly fire from bullets 
and the like. Explosive friendly fire controls whether or not you can 
kill or injure your teammates with deadly grenades. Therefore, it is 
still possible to kill your teammates even when regular FF is on.

With hostages, you can harm or kill them no matter what. They tend to 
be particularly susceptible because they aren't wearing body armor. 
Usually, 2 or 3 shots will be enough to kill one, and a glancing shot 
from a shotgun will do them in.


---------------------------------------------------------------------
4.2 - Game Types
---------------------------------------------------------------------
There are 5 game modes in Tactical Ops. Probably the most fascinating 
feature is that no map is restricted only a single game mode. A 
mapper can combine a few game types into one map. Each game mode has 
its own victory conditions, but you can also win by totally 
annihilating the opposing team. Some map can contain no objectives, 
and focus entirely on killing.

- BOMBING & DEFUSAL -
---------------------
This typically involves the Terrorist team trying to plant the bomb 
at a designated bombsite. One terrorist will be chosen at random and 
will have the bomb placed in his inventory. A small bomb icon is 
located on the HUD to indicate that you have the bomb. If you do not 
wish to carry the bomb, you can drop it for another teammate to pick 
up.

To plant a bomb, simply select the bomb in your inventory (Press the 
"9" key by default) while standing on a bombsite. Hold down the fire 
key until you get a confirmation message that the bomb has been 
planted.

Even if the bomb has been planted, the Terrorist's job still isn't 
complete. The bomb has a 55-second timer before it explodes. You'll 
have to defend the bombsite until the bomb goes off. It's usually a 
good idea to wait until there is 10 to 15 seconds left.

As a Special Forces member, it is your duty to protect the bombsites 
from the Terrorist team. If they manage to make it to a bombsite and 
plant the bomb, you'll have to defuse it. To defuse the bomb, stand 
on top of it and hold the use key until the progress bar reaches 
100%. Defusing the bomb usually requires 8 to 9 seconds, and will not 
be able to move or fire your weapons during that time.

- HOSTAGE RESCUE -
------------------
Terrorists will have to protect the hostages and keep them from being 
rescued by the Special Forces team. As a terrorist, you can get them 
to follow you and lead them away or hide them somewhere so it's not 
so easy for the Special Forces to find them. Be careful, if you lead 
a hostage to a rescue point it will count it as a hostage rescue for 
the SF team. An alternative to camping the hostages is to wait around 
the rescue points and ambushing the Special Forces there.

As a Special Forces member, you must rescue the hostages. The number 
of hostages that must be rescued can vary depending on the map. 
Sometimes you only have to rescue the majority, but usually you must 
rescue all of them for it to be considered a victory. To rescue a 
hostage, you will have to lead them to the hostage rescue point. 
Usually, a rescue point is located close to the SF spawn point. Be 
careful, as there may be terrorists waiting there to gun you down.

- ESCAPE -
----------
This is one of the less common game types of Tactical Ops. It usually 
entails the Terrorist team fleeing for their lives while the Special 
Forces get to hunt them down. To escape, you'll have to make it to 
the escape point alive. Once you reach the escape point, you'll go 
into spectator mode and you'll respawn in the next round will all the 
weapons and money you had before.

- CAPTURE THE O.I.C.W. -
------------------------
The O.I.C.W. (Or the Objective Individual Combat Weapon. See Weapons 
Guide for more information) is a top-secret prototype weapon. On most 
O.I.C.W. maps, it's the Terrorist's objective to steal the O.I.C.W. 
and slaughter the entire SF team with it. As a Special Forces member, 
you must protect it from theft. Usually, the OICW may only be picked 
up by a Terrorist unless specified otherwise on a map. After it has 
been dropped by a Terrorist player, anyone can pick it up, and it 
will fill your normal rifle slot ("4" key by default).

- ASSAULT -
-----------
Assault is the game type with the most variety. It will usually 
involve console timers that either (or both) teams must complete in 
to ensure victory. Sometimes there can be multiple console timers to 
complete. Obviously, the first one who completes them wins.


---------------------------------------------------------------------
4.3 - CS Player's Guide
---------------------------------------------------------------------
There are many similarities between Counter Strike and Tactical Ops. 
Here are some things to remember, because there are many gameplay 
mechanics that are fundamentally different from those of Counter 
Strike. Moving from Tactical Ops from Counter-Strike is easy to pull
off, but moving from Counter-Strike to Tactical Ops is a more
difficult task. Counter-Strike has many features available to make
the game more newbie-friendly, features that Tactical Ops does not
have.

- WEAPONS -
-----------
Not all weapons are capable of an instant-kill headshot, and they 
don't have any of the weight penalties that Counter Strike weapons 
have. Unlike in CS, you are not given a count of the total amount of 
ammunition you have. Instead, it shows the amount of ammo magazines 
that you are carrying. Each magazine carries the same amount of 
ammunition. If you reload, your current magazine and all ammunition 
in it are dumped. You also cannot pull off the drop-switch trick to
get more ammo for a gun. However, you can pick up another of the same
gun to add ammo to your current count.

- DAMAGE SYSTEM -
-----------------
Instant-kill headshots are almost non-existent, with a few 
exceptions. There is still an advantage at aiming for the head. 
Getting headshots in will do significantly more damage than chest
shots. Also, Kevlar is a lot more useful. Without Kevlar, a player 
can take significantly more damage. A few pistol or SMG rounds or
getting grazed from a rifle round kills. Grenades also do a lot more
damage as well, and are more effective at flushing out entrenched
enemies.

- GENERAL -
-----------
Talking to hostages does not grant you money and money awards do not 
change, no matter what gametype. If you are a Terrorist, a hostage 
can pick up a gun and kill you. If you are on either team and you 
attack a hostage, they will attack and kill you if they have a 
weapon. Defusing bombs also requires no Defuse kit. Lastly, the 
flashlight's power is unlimited.



=====================================================================
5 - Weapons Guide
=====================================================================
There is a wide selection of weapons available in Tactical Ops, and 
many of them are team specific. That means that only one team can 
purchase them. However, you can pick up and keep a weapon from the 
opposing team.


---------------------------------------------------------------------
5.1 - Pistols
---------------------------------------------------------------------
- GLOCK 21 -
------------
Weapon Price: $400
Magazine Price: $15
Magazine Capacity: 13
Total Magazines: 5
Rate of Fire: As fast as you can click your mouse
Damage: Low
Accuracy: Very Low
Firing Modes: Single/Burst
2nd Function: None
Team: Terrorist

- Description -
---------------
The Glock serves as a mediocre sidearm and a bad starting pistol. It 
doesn't particularly excel in any category. The Glock is the most
inexpensive pistol. It is not as accurate as the Beretta but has a
greater range. The Glock also comes with a 3 round burst option, but
this isn't really effective unless your opponent is in your face and
there is no possibility for the 3 shots to miss. A missed 3 round
burst can mean death -- your enemy will be alerted your presence and
you'll have to fire another burst. Keeping your distance is a good
way to counter the Glock.


- BERETTA 92F -
---------------
Weapon Price: $500
Magazine Price: $15
Magazine Capacity: 15
Total Magazines: 4
Rate of Fire: As fast as you can click your mouse
Damage: Low
Accuracy: Low to Mediocre
Firing Modes: None
2nd Function: None
Team: Special Forces

- Description -
---------------
The Beretta is quite a step up from the Glock. It has better 
accuracy, it deals out slightly more damage and it has the largest 
magazine out of all the pistols. However, it lacks the range and
options of the Glock. I would still take the Beretta over the Glock any
day. While it may not be able to compete with the Glock's burst 
functionality in close quarters, and Beretta user can usually pick 
off a Glock wielder at a distance.


- DESERT EAGLE -
----------------
Weapon Price: $700
Magazine Price: $25
Magazine Capacity: 7
Total Magazines: 7
Rate of Fire: As fast as you can click your mouse
Damage: Mediocre to High
Accuracy: Mediocre to High
Firing Modes: None
2nd Function: Laser Aiming
Team: Both

- Description -
---------------
The Desert Eagle is the monster pistol of Tactical Ops. The Deagle 
dishes out loads of damage with each shot, and it comes equipped with 
a laser sight function that will increase accuracy up to 166%. With a 
steady hand, a player can snipe with the Deagle. However, the laser 
is easily noticeable and the Deagle only has 7 rounds, as opposed to 
the 13 of the Glock and 15 of the Beretta.


---------------------------------------------------------------------
5.2 - Sub Machineguns
---------------------------------------------------------------------
- INGRAM MAC 10 -
-----------------
Weapon Price: $1000
Magazine Price: $30
Magazine Capacity: 32
Total Magazines: 6
Rate of Fire: Very High
Damage: Low to Mediocre
Accuracy: Very Low
Firing Modes: None
2nd Function: None
Team: Terrorist

- Description -
---------------
The Ingram is a rapid-fire handheld sub-machine gun. The lack of a 
stock makes the Ingram woefully inaccurate. To make up for it's bad 
points, the Ingram sports one of the fastest firing rates of any 
Tactical Ops weapon. The Ingram, much like the Glock, is an "In-your-
face" weapon to be used for ambushes or in cramped maps. There's 
nothing more fun than catching someone by surprise and emptying an 
Ingram into them.


- H&K MP5 NAVY -
----------------
Weapon Price: $1500
Magazine Price: $50
Magazine Capacity: 30
Total Magazines: 5
Rate of Fire: High
Damage: Mediocre to High
Accuracy: Mediocre
Firing Modes: Single/Burst/Auto
2nd Function: Attach Silencer
Team: Special Forces

- Description -
---------------
The MP5 Navy is a reliable sub-machine gun with few flaws. It is the 
most accurate sub-machine gun; it comes with a detachable silencer; 
and it comes with a trigger group of burst, semi, and automatic 
modes. However, the MP5 also has a retractable stock that must be 
extended with each use of the weapon, making the action of selecting 
the MP5 slow and time consuming. The MP5 has a loud and distinct 
noise when fired, and its damage is also weakened if the silencer is 
attached when firing.


- H&K MP5K PDW -
----------------
Weapon Price: $1600
Magazine Price: $40
Magazine Capacity: 30
Total Magazines: 5
Rate of Fire: Very High
Damage: Mediocre to High
Accuracy: Low to Mediocre
Firing Modes: None
2nd Function: None
Team: Terrorist

- Description -
---------------
The MP5K is a shorter, more compact version of the MP5 Navy. Because 
of its shorter barrel, it is inherently less accurate of the two MP5 
sub-machine guns. It comes with a non-detachable silencer and no 
trigger groups, but it doesn't require a stock to be extended with 
usage, making weapon selection much quicker. The MP5K also comes with 
a longer reload time.


---------------------------------------------------------------------
5.3 - Shotguns
---------------------------------------------------------------------
- Mossberg -
------------
Weapon Price: $1500
Ammunition Price: $40
Magazine Capacity: 8
Total Ammunition: 48
Rate of Fire: Very Low
Damage: Mediocre to High
Accuracy: Low to Mediocre
Firing Modes: None
2nd Function: None
Team: Terrorist

- Description -
---------------
The Mossberg is the only pump-action shotgun in Tactical Ops. It's a 
slow weapon, and not one suited for most of the combat situations you 
may encounter during your playing time. It is easy to counter the 
Mossberg by taking advantage of it's agonizing pump-action time--all 
you need to do is run circles around your opponent. However, the 
weapon will provide an instant kill in close range.


- Benelli M3 -
--------------
Weapon Price: $2000
Ammunition Price: $40
Magazine Capacity: 8
Total Ammunition: 40
Rate of Fire: High
Damage: Mediocre to High
Accuracy: Low to Mediocre
Firing Modes: None
2nd Function: None
Team: Special Forces

- Description -
---------------
The Benelli M3 is an automatic combat shotgun, and works great for 
clearing rooms. However, it's very easy to empty your shotgun's tube 
and be forced into a horrible and long reload time. The M3 has less 
spread than the Mossberg, which means that your shots have a greater 
chance of hitting at medium range. It is the medium of all the 
shotguns.


- Saiga -
---------
Weapon Price: $2800
Magazine Price: $40
Magazine Capacity: 7
Total Magazines: 4
Rate of Fire: Very High
Damage: Mediocre to High
Accuracy: Low to Mediocre
Firing Modes: None
2nd Function: None
Team: Terrorist

- Description -
---------------
The Saiga packs 7 rounds of shotgun fury, and has the greatest range 
out of all 3 shotguns--the range of the Saiga is insane. It works 
wonders in enclosed areas, turning your opponents into chunky gibs. 
The reload time is considerably longer even though this weapon uses a 
magazine instead of having to load shells into an internal tube. All 
I can recommend is that you have fun with this weapon.


---------------------------------------------------------------------
5.4 - Rifles
---------------------------------------------------------------------
- AK47 -
--------
Weapon Price: $3200
Magazine Price: $40
Magazine Capacity: 30
Total Magazines: 4
Rate of Fire: High
Damage: Mediocre to High
Accuracy: Low to Mediocre
Firing Modes: Single/Auto
2nd Function: None
Team: Terrorist

- Description -
---------------
The AK47 is a well-rounded and practical rifle for the budget 
terrorist. It packs a 7.62x39-mm punch that can kill in as little as 
2 or 3 shots, and has decent accuracy at distances. It works wonders 
in close range, the bullets shredding through armor and flesh at 
alarming rates. If sniping is required shooting in short bursts or 
switching the Single Shot mode won't hurt.


- FAMAS -
---------
Weapon Price: $3500
Magazine Price: $50
Magazine Capacity: 25
Total Magazines: 6
Rate of Fire: Very High
Damage: Mediocre to High
Accuracy: Low to Mediocre
Firing Modes: Single/Burst/Auto
2nd Function: None
Team: Special Forces

-Description-
-------------
The FAMAS doesn't have as much power as the AK47, but it makes up for 
this with additional ammunition, a higher rate of fire, a quick 
reload time and more firing options. The FAMAS also packs quite an 
amount of recoil. The FAMAS works best in close quarters or medium 
ranges. At any distance past medium range, firing in 5 or 6 round 
bursts is recommended.


- H&K SR9 -
-----------
Weapon Price: $3850
Magazine Price: $50
Magazine Capacity: 20
Total Magazines: 4
Rate of Fire: As fast as you can click your mouse
Damage: Mediocre to High
Accuracy: Mediocre to High
Firing Modes: None
2nd Function: Laser Aiming
Team: Both

- Description -
---------------
The SR9 is the most versatile and most powerful semi-automatic rifle 
available in Tactical Ops. It doesn't take more than 3 or 4 shots to 
kill, and the laser sighting functions exactly the same as it does 
for the Desert Eagle: the weapon's accuracy is increased up to 166%. 
The SR9 is a wholly versatile weapon that can function in many 
situations well. Newcomers may find it difficult to operate this 
weapon at close ranges.


- H&K PSG1 -
------------
Weapon Price: $4350
Magazine Price: $15
Magazine Capacity: 5
Total Magazines: 4
Rate of Fire: Medium
Damage: Mediocre to Very High
Accuracy: Mediocre to High
Firing Modes: None
2nd Function: 2x/4x Sniper Scope
Team: Both

- Description -
---------------
The PSG1 is the most commonly used sniper rifle in Tactical Ops for 
three reasons. It is approximately $4000 cheaper than the other 
sniper rifle, the Parker Hale. It is also available to both teams. 
Lastly, it will do almost everything the Parker Hale does and will 
work well in almost any long distance situation. The PSG1 has near 
spot-on accuracy, and also features a magnification of up to 4x. It 
also has the ability to shoot faster than the Parker Hale does due to 
the fact that the PSG1 is a semi-automatic rifle. However, there is a 
great amount of recoil after each shot, and the user must readjust 
the scope or wait for the gun to become level again.


- H&K 33 -
----------
Weapon Price: $4500
Magazine Price: $40
Magazine Capacity: 30
Total Magazines: 4
Rate of Fire: Very High
Damage: High
Accuracy: Mediocre to High
Firing Modes: None
2nd Function: 2x Sniper Scope
Team: Terrorist

- Description -
---------------
The H&K 33 is an altogether very powerful and incredibly useful 
assault rifle. The H&K 33 is wonderful, providing a lot of death-
dealing blows with it's armor-piercing 5.56-mm. It also features a 2x 
Sniper Scope, but the rifle's crass and loud firing noise makes it 
easier to pinpoint a sniper's position.


- Steyr AUG -
-------------
Weapon Price: $4700
Magazine Price: $50
Magazine Capacity: 30
Total Magazines: 5
Rate of Fire: Very High
Damage: High
Accuracy: Mediocre to High
Firing Modes: Single/Auto
2nd Function: Laser Aiming
Team: Special Forces

- Description -
---------------
The Steyr is the Special Forces equivalent of the H&K 33 with a few 
exceptions. The Steyr does slightly more damage than the H&K 33, and 
it also has a higher carrying capacity. The fact that it also sports 
a Single Shot mode means that you can snipe a bit more accurately 
with this weapon. The downsides include horrendous recoil and a 
lengthy reload time.


- Parker Hale 85 -
------------------
Weapon Price: $8500
Magazine Price: $15
Magazine Capacity: 4
Total Magazines: 10
Rate of Fire: Low
Damage: Very High
Accuracy: Very High
Firing Modes: None
2nd Function: 2x/4x Sniper Scope
Team: Terrorist

- Description -
---------------
The Parker Hale can be called a lamer's weapon since it does so much 
damage: one shot will usually kill. The Hale packs an incredible 
scope with 4x magnification and a larger viewing area, along with 
greater range and a magazine that's twice the size of the PSG1's. But 
the Hale is a bolt-action rifle. This requires the first shot to hit-
-if it misses, you'll have to wait a few seconds as you zoom out to 
operate the bolt, allowing another shot to be fired.


- M4/M203 -
-----------
Weapon Price: $11000
Magazine Price: $50
Magazine Capacity: 30
Total Magazines: 6
Grenade Price: $300
Grenade Launcher Capacity: 1
Total Grenades: 4
Rate of Fire (Rifle): Very High
Damage (Rifle): Mediocre to Very High
Accuracy (Rifle): Mediocre
Rate of Fire (Grenade Launcher): Very Low
Damage (Grenade Launcher): Mediocre to Very High
Accuracy (Grenade Launcher): About as low as you can get
Firing Modes: Auto/Grenade Launcher
2nd Function: none
Team: Special Forces

- Description -
---------------
The Colt M4 is the most powerful weapon in Tactical Ops available for 
purchase. Combining the raw power of the Steyr AUG and the 
explosiveness of the HE grenade, the M4 is the penultimate assaulting 
machine. It works wonders in almost any situation--you can send the 
grenades in to shred the enemy's armor, then use the 5.56-mm to 
finish them off. The M4 out-shoots most weapons at long ranges except 
for the sniper and scoped rifles.


- O.I.C.W. -
------------
Weapon Price: N/A
Magazine Price: N/A
Magazine Capacity: 25
Total Magazines: 6
Grenade Price: N/A
Grenade Launcher Capacity: 5
Total Magazines: 2
Rate of Fire (Rifle): Very High
Damage (Rifle): Very High
Accuracy (Rifle): Mediocre
Rate of Fire (Grenade Launcher): Very High
Damage (Grenade Launcher): Very High
Accuracy (Grenade Launcher): About as low as you can get
Firing Modes: Auto/Grenade Launcher
2nd Function: 2x/4x Sniper Scope
Team: Terrorist

- Description -
---------------
Imagine the capabilities of the M4 to the power of a 100, and you can 
get an idea of what the O.I.C.W. is like. The rifle component will 
shred any opponent apart, and the magazine-fed grenade launcher will 
turn anything into red chunks. On most O.I.C.W. maps, the weapon can 
only be picked up by Terrorists. But, if it has been taken from it's 
original holding point and was then dropped, than anyone can pick it 
up to fill his or her normal rifle slot.



=====================================================================
6 - Inventory Items
=====================================================================
A few of the items in this section will be available automatically, 
but others must be purchased from the Buy Menu the same way that 
firearms are.

- KEVLAR -
----------
Kevlar Vest: $350
Kevlar Helmet: $250
Kevlar Leg Pads: $300

- Description -
---------------
Kevlar is what keeps you from biting the dust too quickly, and 
purchasing Kevlar should always be your priority. Unless you're 
*THAT* skilled in Tactical Ops, getting some Kevlar to protect 
yourself is important.

Kevlar comes in 3 forms: Kevlar Vest, Helmet, and Pads. The most 
important components are the chest and head. Therefore, getting a 
vest and/or a helmet is important. However, you should not rely on 
the Kevlar to keep you alive for too long. It's only effective 
against the smaller caliber rounds that pistols and sub machineguns 
have--rifle rounds will either wear out the Kevlar severely or 
penetrate right through it and deliver a world of hurt. The most leg 
pads will do is provide a bit of extra protection.

The status of Kevlar is colour coded. Any shade of green is good--the 
armor is still effective. If the colour of the armor is yellow, it 
means it may hold out, but you're more susceptible to small arms 
fire. Red means that the Kevlar is now useless. It would probably be 
ideal for you to buy some more Kevlar, or to try and avoid 
unnecessary firefights if possible.


- COMBAT KNIFE -
----------------
Extra Knives: $100

- Description -
---------------
You'll always start off with at least one combat knife. While you 
can't throw that single knife away, it can come in handy for 
humiliating stealth kills or agreed-upon 1 versus 1 situations in a 
game.

From the front it will take anywhere from 2 to 5 or 6 slashes to kill 
someone. If you manage to sneak up on them from behind, a single 
slash will bring them down. And then afterwards you can wipe your 
blade clean of blood with the 2nd Function key (Default "Mouse 2").

If you're willing to drop $100 for some extra knives, you can now 
switch to throw knives with your "Fire Mode" button. The throwing 
knives are horribly inaccurate at any range, but they do a decent 
amount of damage and you can throw them quickly with ease. Usually 
two or three thrown knives can take an opponent down. If they happen 
to land on the ground or get stuck in a wall or something, you can 
pick the knife or knives up again and throw them some more.


- CONCUSSION GRENADE -
----------------------
Cost: $300

- Description -
---------------
The Concussion Grenade is the poor man's equivalent of the HE 
grenade. While it doesn't do as much damage as the HE, it can strip 
away most of your opponents armor in the process. The Concussion 
Grenade will rarely injure someone badly as long as they have Kevlar 
with them. The only time the Concussion Grenade will kill instantly 
is if you happen to stand *right* on top of the grenade as it 
detonates, or if you're unprotected and some flak and shrapnel get 
caught in your eyes or upper chest area.


- FLASHBANG -
-------------
Cost: $400

- Description -
---------------
The Flashbang will emit a large white flash and a loud bang that will 
blind and deafen anyone in the vicinity--hence the name Flashbang. 
Flashbangs are less-than-lethal weapons. They don't hurt too much, 
but if you're low on health (say in the 10% range) then a direct hit 
from a Flashbang will most certainly injure, or perhaps kill you. 
Flashbangs can affect teammates too, so try not to throw them in the 
same area that they are. To avoid a Flashbang, simply turn away from 
the direction the Flashbang is going (or coming from). This will work 
unless you're within the grenade's range. In that case, run away.


- SMOKE GRENADE -
-----------------
Cost: $450

- Description -
---------------
A smoke grenade will release a cloud of thick white fumes. Smoke 
grenades can usually be utilized to cover your teammates' assault or 
to cloud an enemy sniper's vision in order to allow your teammates to 
advance. Another function of the smoke grenade is to use it to lag an 
opponent's (or your own) computer.


- HE GRENADE -
--------------
Cost: $500

- Description -
---------------
The HE (or High Explosive) grenade is the most powerful explosive 
available for purchase. It has an incredible explosive radius, and it 
will reduce most of your victims to approximately 50 HP and wear down 
their armor severely--just enough to finish them off with most 
weapons available. Unless you're extremely lucky, having a HE grenade 
go off right next to you will most certainly kill you.


- C4 EXPLOSIVES -
-----------------
Team: Terrorist

- Description -
---------------
The C4 explosives are available to and can only be picked up by the 
Terrorist team, and are only available for use during Bomb & Defusal 
maps. At the beginning of every round, a player is randomly chosen as 
the bomb carrier. To indicate to the player that they are the bomb 
carrier, there is a small bomb icon on the HUD. The bomb must be 
planted at a bombsite (usually designated by a large red cross or red 
"X"). The bomb has a detonation time of 55 seconds, and must be 
guarded until it explodes.


- NIGHTVISION -
---------------
Cost: $800

- Description -
---------------
Nightvision goggles will take whatever light is within the area and 
augment it, thus making darker areas slightly brighter. Nightvision 
doesn't have much practical uses. While it does make spotting enemies 
easier in the dark, your crosshair becomes difficult to see. In cases 
where you might need Nightvision goggles but are too cheap or too 
poor to buy them, turning on your flashlight is a suitable 
substitute.



=====================================================================
7 - Tips & Strategies
=====================================================================
This section contains various strategies I've gathered over a year of 
playing. By no means are they extremely effective, but they've helped 
me get slightly better at the game. Use at your own risk.

---------------------------------------------------------------------
7.1 - Playing Strategies
---------------------------------------------------------------------
- KEVLAR -
----------
Kevlar is the most important item to have. It doesn't matter that you 
won't have the money to buy a better weapon--if you're careful 
enough, you might just be able to defend yourself with your starting 
pistol against enemies packing sub machineguns and rifles. Without 
Kevlar, you will become very exposed to gunfire--a grazing bullet 
will sometimes be enough to put you in the ground. If any of your 
Kevlar is in Yellow status, I recommended replacing it.

At the first round, you're given $1000. You *could* do other worth
while things with that money. However, I don't recommend it unless
you think you're skilled enough.For one, you can equip yourself with a
grenade and still have enough money to purchase a vest or a helmet.
Another strategy is to purchase a Desert Eagle and to acquire a helmet
with your remaining cash. The best (but most difficult to pull off) is
to buy both a Desert Eagle and a Concussion Grenade. Doing this will
give your team an advantage, but don't try it unless you can survive
without Kevlar.


- STAY IN GROUPS -
------------------
Sticking together with your teammates is a significant rule. Staying 
with a group of people and fighting together is better than going it 
solo "Rambo" style and getting yourself picked off by an enemy. On 
many objective-oriented maps, it's much safer to have a teammate 
covering you will you plant or defuse the bomb, or make a run with 
the hostages. Having a teammate to back you up during a fight is 
vital insurance.


- KNOW WHEN TO RUN -
--------------------
Don't stick around for a fight if you're facing a skilled player with 
an M4, or a large group of enemies is glaring down on you. It's 
better to run away and face them later individually, when they've 
already taken some hits from your other teammates. Either that, or 
toss a grenade in their vicinity and hope on of them caught some of 
your shrapnel. The point is that, if you know that you're in a 
situation that you can't handle, then run away, but don't be a coward 
and run at every opportunity. Also, do *not* attempt to defuse the 
bomb with less than 10 seconds left. By then, it's almost a 
guaranteed win for the Terrorist team.


- CAMPING -
-----------
Camping refers to the act of setting up camp somewhere and staying 
put in a single spot. Most players will camp at important places such 
as a bomb spot or the hostage holding area. Other players will camp 
at strategic areas, usually with sniper rifles. While camping may be 
frowned upon by some, it is generally accepted as a part of the game. 
Sometimes camping can be life saving, especially if you're forced 
into dealing with the fact your teammates are dead and you have to 
face multiple opponents alone.


- ENHANCING YOUR AIM -
----------------------
Tactical Ops features a cone-fire system. This means that, with each 
successive shot, the bullets will become exponentially inaccurate. 
Your accuracy also depends on your movement. If you happen to be 
standing still or crouching, then your accuracy will be fairly good. 
If you're strafing and firing your automatic weapon like mad, then 
your accuracy will drop harshly. You best bet at increasing your 
aiming skills is to use semi-automatic weapons. Try playing a few 
matches using only the Desert Eagle and/or the SR9.


- HOSTAGES CAN SHOOT TOO -
--------------------------
Sometimes, hostages can pick up weapons and defend themselves. As a 
Special Forces member, try tossing one of your weapons to a hostage. 
If he picks it up, he will automatically use it to defend himself 
from attackers. By default, a hostage's enemy is a Terrorist, but if 
you start shooting him he will shoot back and kill you.


- I AM THE ONE AND ONLY... -
----------------------------
If you're stuck all alone and you're with a few other enemies, take a 
more cautious approach. Camp if you need to and get an HE grenade, 
for it may become useful. Try not to rush a die. If you want, you 
could suicide, probably much to the chagrin of your teammates.

When the round boils down to you and one other player, it is possible 
for one of them to suggest a 1-on-1 match. Usually, this match will 
involve the use of knives only. Firstly, both players must agree upon 
this condition and on an area to fight in. Once they get there, it is 
an unspoken rule that they toss *all* their weapons on the ground. 
This match is with knives, slashing only. Unless stated otherwise, 
throwing knives are usually not permitted.


- FLASHBANGS -
--------------
Always watch where you throw your flashbangs. There's nothing more 
annoying than getting blinded by your teammates. The best thing to do 
is at least type a short message notifying your teammates that you've 
got a flashbang, and to turn away when you're going to throw it. 
Don't just apply this technique to flashbangs; don't haphazardly 
throw HE grenades into a crowd of teammates.


- SNIPING TIPS -
----------------
While there are only two true sniper rifles in the game, there are 
four rifles that come with scopes and about six rifles that will work 
as makeshift sniper rifles. These weapons would be the PSG1, the 
Parker Hale, the H&K 33, the Steyr AUG, the AK47 and the SR9.

The H&K 33 and Steyr AUG are more tailored as assault rifles than 
sniper rifles, but their attached 2x scope provides some sniping 
capabilities. For maximum effectiveness, fire these weapons in 3 to 5 
round bursts, and switch to Single Shot for long distances with using 
the AUG. The AK47 has decent accuracy for being the cheapest rifle 
available in the game. For distance shooting, fire the AK47 in bursts 
to control its recoil, or switch to Single Shot mode. The SR9 with 
the laser sight function active has about the same accuracy as the 
PSG1. However, the SR9's sniping capability is a bit limited due to 
the fact that the laser sight becomes very difficult to see at long 
ranges and it also becomes something that will give away your 
position as a sniper.

Location and camouflage are the most vital things that will ensure 
your survival as a sniper. Usually a spot that's high up and has a 
large viewing area, but which is concealed and difficult to get too, 
is an excellent sniping post. If the area is dark, then that helps 
too. To gauge how dark an area is, look at the colour of your arm. 
The darker the shade, the dimmer the lighting. If you arm is 
completely black, then congratulations--you're hidden away into 
obscurity. To augment this camouflage, picking the right player skin 
is an important factor. The darkest skins for the Special Forces are 
the Black S.W.A.T. and the U.S. Army, and for the Terrorists is the 
Yakuza skin.

To counter snipers, the best thing to do is to throw several smoke 
grenades to cloud his or her vision, and then find an alternate route 
to go in and kill them. Or, just as easily, you can buy a sniper 
rifle of your own and take him out.

Lastly, a sniper must learn to shoot the rifle without the scope, or 
no-scoping. Without the scope, a sniper rifle is still accurate to a 
certain extent. The crosshair is usually located in the center of the 
screen, and all that you must do is visualize the crosshair's 
location. But, too much movement will make the rifle wildly 
inaccurate.

---------------------------------------------------------------------
7.2 - Key Bindings
---------------------------------------------------------------------
Binding keys isn't difficult. It involves the editing of your 
TOUser.ini file that is located in UnrealTournament/System. First 
things first, make a backup of this file as insurance. Then, open it 
up with the basic text editor of your choice--Windows Notepad will 
work fine. Now, you can bind keys. Select a key of your choice, then 
next to it add the command that you want it to be binded to.

* - Example: Leftmouse=Fire

You can also bind 2 commands to one key if they are separated by | 
(hold shift + backwards slash key).

* - Example: N=s_kAmmoAuto 113|s_kAmmoAuto 102


- FULL LISTINGS OF COMMANDS -
-----------------------------
This list can be found here:
http://to22.fragging.org/main.php?module=tutorial&c=showtut&bid=1&wid
=4&seite=1

** NOTE: that some of these commands will only work on servers 
running TOST (the Tactical Ops Server Tool), and will not work 
offline.

Weapons:

s_kAmmoAuto 101 buy Glock
s_kAmmoAuto 102 buy Desert Eagle
s_kAmmoAuto 103 buy MAC10
s_kAmmoAuto 104 buy MP5
s_kAmmoAuto 105 buy Mossberg Shotgun
s_kAmmoAuto 106 buy Benelli M3
s_kAmmoAuto 107 buy AK47
s_kAmmoAuto 108 buy Steyr Aug
s_kAmmoAuto 109 buy FAMAS
s_kAmmoAuto 110 buy HKSR9
s_kAmmoAuto 111 buy HK33
s_kAmmoAuto 112 buy PSG-1
s_kAmmoAuto 113 buy HE-nade
s_kAmmoAuto 114 buy Flashbang
s_kAmmoAuto 115 buy Conclusion-nade
s_kAmmoAuto 116 buy Parker Hale 85
s_kAmmoAuto 117 buy Saiga
s_kAmmoAuto 118 buy MP5KPDW
s_kAmmoAuto 119 buy Beretta 92FS
s_kAmmoAuto 120 buy Smoke-nade
s_kAmmoAuto 121 buy M4A2m203

Items:

s_kAmmoAuto 301 buy vest
s_kAmmoAuto 302 buy helmet
s_kAmmoAuto 303 buy thigh pads
s_kAmmoAuto 304 buy full armor
s_kAmmoAuto 333 buy only damaged armor (red)
s_kAmmoAuto 401 buy night vision
s_kAmmoAuto 999 buy magazin for actually weapon

Speeches:

speech 4 11 0 "Area cleared"
speech 2 2 -1 "Attack main target"
speech 2 4 -1 "Clean this place out"
speech 2 3 -1 "Cover me"
speech 4 1 0 "Emergency"
speech 4 5 0 "Emergency! Man down"
speech 4 14 0 "Enemy incoming"
speech 4 12 0 "Enemy spotted"
speech 1 0 0 "Hey friendly fire"
speech 2 1 -1 "Hold this position"
speech 4 10 0 "Hold this position"
speech 0 0 0 "I copy"
speech 4 3 0 "I Got your back"
speech 4 4 0 "I'm hit"
speech 4 9 0 "I'm in position"
speech 4 6 0 "I'm under heavy attack"
speech 4 15 0 "I've got your back"
speech 4 13 0 "I need some backup fast"
speech 4 17 0 "I need some backup fast"
speech 2 4 -1 "Let's clean this place out "
speech 4 2 0 "Objective accomplished"
speech 4 8 0 "Objective accomplished"
speech 5 16 0 "Objective accomplished"
speech 4 0 0 "Return to base"
speech 0 1 0 "Roger that"
speech 0 2 0 "You got it"
speech 4 7 0 "You got it"
speech 1 1 0 "Watch who you shoot"
speech 3 0 0 "Enemy down"
speech 3 1 0 "Enemy eliminated"
speech 3 2 0 "Got him"

Taunts:

taunt1 chickendance
victory1 chickendance
victory2 swing
Taunt wave wink
Taunt thrust bow

TOST 1.2:

xSay / xTeamSay in combination with:

## - print #
#W - your weapon
#T - your current target
#N - your nick
#L - your current location (if mapper split map in locations)
#H - your health
#B - all teammates at a range of 1500 units

TOSTInfo - about TOST
ShowTeamInfo - HUD-extension on right side - how many SF/Terrors 
alive or dead (toggle)
ShowWeapon - shows your weapon-inventory at the bottom (toggle - off 
- full - small)



=====================================================================
8 - Resources
=====================================================================
- FAQ RESOURCES -
-----------------
http://to22.fragging.org/main.php?module=tutorial&c=tutorial

http://ascgen.jmsoftware.co.uk/

- COMMUNITY WEBSITES -
----------------------
http://to22.fragging.org/main.php

- MOD DOWNLOADS -
-----------------
http://www.g-
hub.com/modules.php?op=modload&name=Downloads&d_op=viewdownload&cid=7

http://www.gameservers.net/downloads/tacticalops/patches/win32/tactic
alops220.zip

http://to22.fragging.org/main.php?module=alternativedl&c=alternatived
l_main&dir=Mod-versions

- MAP DOWNLOADS -
-----------------
http://to22.fragging.org/main.php?module=mapbase&c=mapbase&mk=TO2.x&m
s=A

http://www.levelrating.com/mapLists.asp



=====================================================================
9 - Legal & Thanks
=====================================================================
FAQ (C) 2005 UnknownMercenary
Tactical Ops (C) 2002 Kamehan Studios

This may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or 
otherwise distributed publicly without advance written permission. 
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.

Thanks to:

* The guys down at http://to22.fragging.org

* All the players who've kept Tactical Ops 2.2 alive

* Laurent "Shag" Delayen and the rest of the original TO team


END OF FILE