*************************************************************     
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.