Confirmed keys only

Advanced controls from the official inputs

Advanced, on this wiki, means combining M1, M2, C, Q, E, the number keys, and P. It does not mean a second key list.

Last checked: October 25, 2026.

The short answer

Advanced control in TTK Testing, on this wiki, means combining the inputs the official description already lists. Fire is M1. Aim is M2. Crouch is C. Lean is Q and E. Weapon swap is the number keys. Helmetcam is P. Transparent Optics is the settings toggle described as simulating both eyes open. Lean plus aim, a crouch peek, a deliberate swap, and a one-change optics test are practice routines. They are not extra keys, and they are not stat buffs.

The June 2, 2026 DevForum post also names leaning, stances, callouts, door kicking, lockpicking, lasers, and flashlights. It does not publish keys for that second list. If your client shows a prompt, follow the prompt. This page will not invent the bind. Last checked: October 25, 2026.

The only key list this page builds on

Every combination below starts from the controls page. If a key on that page does nothing in your client, fix that single input before you stack a second one. A combo cannot diagnose a stuck key. Press M1 alone and see whether the weapon fires. Press M2 alone and see whether the view changes to aim. Press C alone and see whether your height changes, then press C again and see whether you return. Press Q, come back, press E. Press one number key and read the weapon label. Press P and see whether helmetcam is a separate camera from M2. Open Settings and find Transparent Optics before you care how it looks.

Platforms named in the official description are PC, mobile, Xbox, and PS5. The letters on this page are the PC letters. On a touch screen or a controller, match the action to the prompt you see: fire, aim, crouch, lean, swap, helmetcam. Do not force a keyboard letter onto a button the client names differently. The mobile and console pages keep that rule. An "advanced" layout drawn by a fan site is not a higher grade of evidence than the prompt in your hands.

The design line from the June 2 post matters for how hard you should expect this to feel. The team said the game should be easy to pick up and lightly realistic, not a hardcore milsim. Combinations of crouch, lean, and aim fit that sentence. A manual of simulated weapon manipulations, with timings nobody published, does not. Stay with what the keys actually do.

Lean plus aim

Lean and aim are neighbors, not one button. Q or E moves the lean. M2 aims. The safe order from cover is: be next to real cover, lean just enough to see the angle, then aim if you still need the sight, then fire with M1 only along the angle you exposed, then return. Returning matters as much as leaning. A lean that becomes your new standing position is just standing in the open with extra steps.

Pick one side before you start. Q and E are opposite leans. Practice one side until you know which edge of the cover that key clears, then practice the other side in a later life. Doing both in a panic and also holding M2 is how players lose track of which input failed. The lean and peek page is the longer version of "lean is not invulnerability." This section assumes you have read that. A head that clears the edge can be shot. The key does not grant a hidden defense value. No source publishes one, so this page does not imply one.

Add aim only after the lean already shows the angle you wanted. If you aim first, then lean, you can drag the sight through the wall and learn nothing about the angle. If the sight picture is the problem rather than the lean, stop and run the Transparent Optics test further down. Do not solve a sight problem by adding more lean. One problem at a time is the same rule the builds page uses for distance and helmetcam.

A single rep

  1. Stand on the safe side of cover you can name again in your own notes. Do not publish the spot as a map callout. The wiki has no official map roster.
  2. Press Q or E, not both. Stop when you can see past the edge.
  3. Press M2 if you need the sight. If you can already see enough to decide the angle is empty, you can skip M2 and come back.
  4. If you fire, use M1 and then release the lean. Count the shot as a decision, not as a measured time-to-kill.
  5. Reset. If the next rep adds crouch or helmetcam, it is a different rep. Write it on its own line.

Crouch peek

C changes your height. A crouch peek is that height change used at the edge, usually with the lean you already practiced. It is not a separate stance system. The June 2 post names stances as a feature and does not assign them a key in the public control list. C is the crouch key we can teach. If the client shows more stance labels, follow those labels and write down the words you saw. Do not let this page invent a prone key or a lean-while-prone modifier.

Use crouch when the cover is tall enough that a lower camera still reaches the angle, and when standing would skyline you over the cover. Use it as a test, not as a permanent posture. Crouch, read the angle, fire if you meant to, then stand again with C so the next decision starts from a known height. Staying crouched because a guide said crouch is stronger is a rank, and no source ranks postures. The only question is whether this cover, at this height, let you see the angle and get back.

Order for a crouch peek that also leans: crouch first, then lean, then aim if needed, then fire, then undo the inputs in reverse. Undo lean before you uncrouch if the edge is tight, so you do not stand up while still exposed. That order is a habit you can feel. It is not a frame chart. We do not publish a count of frames, a movement speed, or a head-size claim. If a video gives you those numbers, the video has left the official control list. Keep the habit and drop the numbers.

In a 12-player public test, a crouch peek is still a peek. Other players are not required to be on your team. The angle you cleared can be occupied again. Come back to cover between looks. The FFA strategy page makes the same point without adding keys. Server size is maxPlayers 12 on the October 25 API read. It is not a difficulty slider for crouch.

Weapon-swap rhythm

The number keys swap weapons. A rhythm, on this page, means you do not press a number and immediately trust M2. You press the number, you look at the on-screen weapon label, and only then do you aim or take the angle. The label change is the confirmation the client gives you. A rhythm measured in milliseconds is not confirmation. The official list does not include a swap duration, so we do not print one.

Practice the rhythm outside the worst moment. In one quiet stretch, press the number for the weapon you want, read the label, press M2, release M2, and press the other number. You are teaching your hand to wait for the label. You are not teaching the gun a faster draw. If the label does not change, you do not have a second weapon selected, and no amount of rhythm language will invent one. The weapon handling page puts swap in the same family as aim, fire, crouch, and lean: confirm, then continue.

In the near band described on the builds page, a swap during the fight is often the wrong experiment, because you changed weapons and position together. Swap before you leave cover, or do not swap. If you only own one weapon label you can select, the rhythm is "do not press a number by accident." That is a complete advanced note. AR15 being named in the October 25 title does not mean it occupies a required number key. Whatever number your client uses is the number you confirm on screen.

Lasers and flashlights, if the loadout screen offers them, are not swap keys. Turning one on is an equipment change. Test it as one change, using the attachments page, not as a step inside the swap rhythm. Mixing them is how a note becomes a fake precision drill.

Transparent Optics as a setting, not a hotkey

Transparent Optics is in Settings. The official description says it simulates both eyes open. It is not a number key, and it is not P. P remains helmetcam. Treat the toggle as a single comparison. Pick a sight picture you can find again, look with the toggle off, look with the toggle on, and keep the one that lets you see the target. Then leave the setting alone while you practice lean and crouch, so a missed shot is not secretly an optics change.

The Transparent Optics page and the settings page refuse copied numeric values. This page refuses them too. There is no strength percentage to recommend, because the sources do not publish one. If the settings screen shows extra sliders, they are yours to test one at a time. Write down the label of the slider. Do not write down a value you copied from a video and then describe it as confirmed.

Helmetcam can confuse this test. If P is on, you are not looking at the same camera you use for M2. Turn helmetcam off, run the optics comparison, and only later decide whether P helps you read the room. The builds page separates those variables for the same reason. Advanced control is mostly subtraction: fewer changes per life, so the key you meant is the key you felt.

Feature names that still have no key on this page

Door kicking and lockpicking are in the June 2 post. Story breach missions are intent in the official description. Those sentences rhyme, and the planned modes page tells you not to merge them into one shipped objective. Neither sentence publishes a key. If a door in the current client shows a prompt, use the prompt and remember it is a prompt, not a wiki bind. If it shows nothing, you do not kick doors from muscle memory learned here.

Callouts are a named feature from the same post. This page does not assign a ping key. Maps are not labeled here, so a callout drill would be a drill without a shared map language. Wait until you can see both the key and the name in your own client, and even then keep the name in your notes. The maps page is the boundary.

Big PVP's vehicles and long-range shooting are roadmap language. They are not steering keys and not a zeroing key. Do not practice a vehicle bind against the current 12-player test and call it advanced control. Practice lean, crouch, swap, and the optics toggle. Those exist in the sources we can point at without borrowing a future mode.

Common mistakes

  • Holding lean, crouch, aim, and helmetcam together, then asking which setting to raise. Separate the reps.
  • Copying a sensitivity or a lean angle from a video. The official list has keys, not degrees and not a slider value.
  • Treating C as a ranked posture. Crouch is a height change. It is better only when this cover rewards the lower camera.
  • Swapping weapons by rhythm alone, without reading the label. The label is the check.
  • Inventing keys for door kick, lockpick, stance, laser, or flashlight because the feature name exists. Names are not binds.
  • Using an advanced routine in a mode the client does not offer. Confirm the queue on the modes page before you build a drill for a plan.

FAQ

What is the best lean key?

Neither. Q and E are the two directions. The correct one is the edge you are standing beside. Practice both, in separate reps, until you can pick the edge on purpose.

Should I crouch before every fight?

No. Crouch when the cover and the angle reward a lower camera. Standing is the reset, not a mistake. No source ranks the postures.

Can I bind lean to aim?

The official list does not tell you to merge them, and this page will not give you a merged bind. Press the lean key, then press M2, so you can feel which one you meant.

Does Transparent Optics replace leaning?

No. One is a settings toggle about the sight picture. The other is Q or E at an edge. Test them on different reps.

Where is helmetcam in the combo?

Mostly before the combo, or after you have reset. P is a camera. Use it to look, leave it, then run the lean and aim rep with a known view. The helmetcam page covers the key itself.

Sources

Last checked: October 25, 2026.