Not by Me
Version: 0.9.7
Latest revision: June 25, 2002
This document Copyright 2002 by Tye Arnett.
Contents:
1.1) Introduction/Warning
2) Version History
3) SOF History
4) Setup
5) Weapons
I) Single Player Campaign
6) Bugs
7) Links
II) Multiplayer
1.1) Introduction/Warning:
This FAQ is almost complete. One of the great things about SOF2
is
that there are multiple ways to do things in about one half of
the
level's in the game. While I will be updating this FAQ with
those
routes in the future, it needs to be warned that some of the
more
creative solutions to the mission objectives will cause the game
to not
let you advance. This is a bug that is being worked on by Raven
right
now, but until they are fixed you MIGHT have to reset the level
you are
on from the beginning. This isn't as much trouble as you would
think,
but please make sure you are not stuck in one of these
situations
before e-mailing me/posting on the board about it. Please check
back
often for updates to this FAQ. If you have any
comments/questions/suggestions please feel free to e-mail me at
[email protected].
WARNING: This game is NOT for kids... well most of them, and it
NOT for
those stupid adults that want to total sensor OTHER peoples
children
from anything they might find offensive. There is a violence
lock on
this game, but if you can't handle it the way the creators
intended I
say don't bother. This game includes realistic damage to the
body,
from real life weaponry. People will get
shot/killed/maimed/turned
into red goo or even just a red vapor in the air. IF you can
not tell
the different between real life violence and fake violence,
don't
bother playing this game. This game is rated Mature for a
reason. Now
ends my rant about stupid people.
2) Version History:
Version 0.9.7: FINISHED walkthrough! I also edited something on
almost
every mission to better help people understand what to do.
Added a few
useful links, to the links section. Also edited a few things in
the
multiplayer section to make them make more sense. Next update
will
include a look at all the single player weapons
(damage/range/etc),
updates to the history section and multiplayer section.
Version: 0.7.6: Added more to the walkthrough. It now covers up
to
about 2/3 rd's the way through the Kamchatka mission. I added a
Links
section, but there's nothing in it right now... I will add all
those next
update. Hoping to have a big update by Monday morning.
Version: 0.5.6: First update. Walkthrough is finished through
Mission
4 and a few things from the first 2 missions where edited to be
clearer. Added: A bugs section after the walkthrough. This has
a list
of mission specific bugs that you might encounter inside
missions.
Kelvin was cool enough to send me a breakdown of the Multiplayer
weapons. It has some good info in there.
Version: 0.3.5: First official release of the FAQ. Lots of
sections
are missing, this is because of the outcry for a walkthrough of
the
game (people are getting stuck a lot, so I've put them all on
hold
until it is done. The Single player section is done through the
second
mission and start of the third. The multiplayer section has all
the
basic's put in.
3) SOF History
I'm looking for anyone that wants to submit a brief
history/summery
of SOF1 for this section. It's been too long since I played the
first
game.
4) Setup:
If you need help with this please see Ravens website/boards.
Or look
in the multiplayer section although have it noted that some
settings
need/can be different in single player. This section will be
added in
the future after the walkthrough is done.
5) Weapons:
Nothing like learning how to use weapons on the go.
A few tips:
First: Moving will decrease your aim.
Second: Your aim is modded depending on your difficulty
settings.
Third: Remember the Extra Weapon effect buttons.
Forth: If you want a silencer you HAVE to select it at the
mission
briefing. You will not be able to pick one up during ANY of the
missions. As a general rule I always throw a silencer on my
pistol.
Fifth: You can only carry up to a curtain amount of weaponry.
This
played into latter in the game where you have to choose between
guns.
Also the more you carry the louder you will be if walking while
hurt.
Sixth: Thermals pick up heat through objects/walls. (Not sure
if this
is a bug or not)
I) Single player Campaign:
Introduction:
For the sake of time and my sanity I'm writing this walkthrough
while
playing the game on Amateur difficulty. I've played through the
game
in both Gun For Hire and Consultant modes and the only
difference I've
noticed is in you aiming, the enemy's aiming/health/armor, and
how much
sound plays into the game. On the harder difficulty's you will
almost
NEVER run around a level. For single player you should have
auto-run
OFF by default on any difficulty and have a key setup that let's
you
quickly access any of the needed functions in the game. Also
I'm not
going to include the location of EVERY bad guy in the game...
they move
and react to what's going on the in world, so just assume that
when I
say "move onto X place" that there might be a badguy between
you and
that place. I will note ambushes and curtain scripted events
that will
happen no matter what. Also all directions/descriptions of
where
doors/switches are located in rooms are orientated to where you
enter
the room from. IE Right side of the room is the players right
side
from the entrance.
Tutorial:
Location: Texas
This is pretty basic. If you haven't played any FPS before you
better
load this up first. This will give you the basics for the game.
This
includes walking/jumping/swimming/weapons/HUD. Also it gives
you a
nice and USEFUL bit of stealth training.
Mission 1 Prague:
Prague: Flashback:
Watch the nice cut scene telling you about your mission and how
hard
it's going to be.
Prague: Street:
You start off with the mission-briefing screen, here you can
see your
mission info, your objectives, your weapon info, and a world map
with
your current location on it. Your starting weaponry is 6
Knifes,
M1911A1 and Binoculars.
From outside the pub you will be facing towards another ally.
Behind
you is a dead end with a armor and health pack. Head forward
through
the ally until the end. There are 2 guards here and another
from
around to the left that comes to help once you kill the first 2.
Remember to aim for the head. Collect the M3A1 submachine gun
off the
dead guards, and continue down the street. Around the next
corner is a
long walk to where a guard will be shooting from behind a car.
Shooting once or twice will set off a gas line, and thus a big
explosion, behind the guard (this also triggers an alarm that
will
bring an extra 2-5 guards, kill them for their ammo). Now
proceed up
the street past the guard tower. Work your way through the
creates to
the next guard tower. The third guard tower will have a guy in
the
top, kill him and anyone else you run into on the ground. Watch
out
for 1 guard on top of the containers. Also if you need it there
is 2
large health's and an armor stashed around the middle of the
containers. Now walk up past the third guard tower. Looking to
your
left (behind the containers) there will be a door with a
stairwell
symbol on it, go to this door. Watch out for the guard pushing
down
creates from above. Now you get to pick your first lock! Walk
up to
the door and you will see the pick lock icon appear. Once this
happens
HOLD DOWN the use key and you will see a bar of the status of
the
lock/picking. Once it is done the door opens and the surprised
guard
on the other side greet you. I suggest ducking back outside and
picking them off in the doorway. Now head up the stairs and
outside
where you will jump from the catwalk onto the roof. Walk all
the way
down to where you can jump down. I suggest jumping down on the
left
side of the gate, killing the guards, then use the door to go
through
to the other side of the gate. Kill off all the guards and then
make
your way along the right side of the street. Once you go past
the
entrance to the building, there will be some more guards and an
exploadable barrel by the fence. Shoot this and make your way
towards
the truck by the fire escape. There's a Armor past the truck if
you
need it. After this climb the fire escape ladder like john says
then
walk out onto the ledge in front of the hotel. Once on the
other side
of the hotel a window will shatter. You should take this time
to lean
around and shoot the guy on the inside. Now continue to the
other side
of the hotel. There will be 2 guards on the ground, so either
shoot
them or run on the ledge and jump onto the walkway with the open
door.
This will complete your secondary obj (Gain entry to the
converted
Hotel Prague) Work your way forward through the ceiling area
with lots
of box's and work your ways towards the far corner where there
is a
ladder leading down into the hotel.
Prague: Hotel Prague:
There is 2 doors here, if you need armor go into the left door
otherwise exit out the right door. 2 guards outside will have a
conversation, you should wait until it's over and 1 of the
guards
leaves. Kill the guards and proceed down the hall. Take a left
and go
down the hall. If you need more handgun ammo go in the doorway
to the
right and pick the lock on the next door. After doing this, go
back
out into the hall and go in the first door on the left side.
Kill the
guard with a shotgun and shoot the guard across the way
(shooting
through the window) Leave the room and walk down the hallway
(watch out
for grenades) until you see an opening to the left with stairs
going
down. Take the stairwell and go until you hit a double door.
Opening
this door will trigger a few guys coming out of hiding. Do so
and
clear the room. If you need health go up the stairs on the
right side
of the room and search the rooms up above. If not continue past
the
tables and through the open doorway to the left. Sweep out the
next
room of bad guys and search the side storage rooms for 2
health's, an
armor, and ammo. Proceed through the open doorway on the left
side of
the room into a room with a fireplace. Once you have killed the
enemy's in here proceed to the double doorway.
You are now inside the kitchen. Be careful as there is a ton
of
enemy's inside here ready to ambush you. Proceed through the
kitchen
exiting through the open double doors on the far side. Proceed
up the
large stairwell in the next room and follow the corridor at the
top.
The first door at the top of the stairwell is a storage closet
with a
guard in it. The next door on that wall is locked along with the
double
doors. Go through the only remaining door. Proceed through the
room
towards the open door (Left side) of the far wall. Inside here
on the
table is a large armor and health kit. Proceed through room,
past the
tipped over beds and through the closed door. Proceed into the
next
room. The first door on your right opens to a storage area that
has a
vent you can shoot through and kill the guys in the next room.
Otherwise go through the other closed door at the end of the
room.
Head left and go through the room where a guard kick's over a
table for
cover. (Get the shotgun shells on the other table) Proceed into
the
large hallway that's shaped like an L. Kill the 2 guards around
the
corner. Now if you need armor or health at this point pick the
lock on
the middle door. Otherwise pick the lock on the far right door
(only
other 1 you can pick) and enter to meet the Doctor. After a
quick
conversation, head outside the room (before the doctor) and go
to the
far end where the doorway is now open. For this part it is
important to
stay ahead of the doctor (so that he doesn't get shot. Also you
need
to stay out of his pathway, as this can sometimes cause him to
stop.
Now kill the 4 guards in the next room and open the doorway on
the far
side of the room. Kill the 2 guards to the left and cover the
stairwell while the doctor runs past you into the next room.
Now go
into the room and either, watch the doctor block the doorway
then jump
out, or just jump out yourself.
Prague: Outside Hotel:
Now for a different kind of level, this is what we like to
call a
rail-shooter level. You are stuck on 1 location (usually a
car/truck/chopper) and you have to cover it from enemy fire as
the
driver tries to escape. Go up the ramp on the side of the truck
and
hit the USE key once you are behind the gun. You will move into
position behind the gun and your health will change to that of
the
trucks. Also note that you have 4000 rounds in your gun. While
you
don't have to reload it, once your out, you are dead. Now you
get to
sit there and take out the guards that try to kill your truck.
While
the doctor is starting the truck there are 4 spots that enemy's
will
come out of. The balcony to the upper left, the ally-way to the
left
the freight door to the right and on top of the gate/walkway.
Kill all
these and the doctor will get the truck started. Once you move
into
the next area face your gun forward and kill the tanks to blow
up the
gate. Now cover the truck while it moves out.
Prague: Countryside:
Another rail shooter level. On this one you have other trucks
that
come after you. Always shoot the guards on top first and then
blow the
engine up. Firing enough at it will cause the hood to pop off,
then
the truck to explode. Now this level is pretty simple, just
follow the
path on the truck and shoot anything that gets in your way.
Also to
destroy the truck in front of you, just keep firing at them,
they will
blow up. Once you are half way through the level a Helicopter
will
attack you. Just keep firing at it, and it will go down. After
the
helicopter you will have to trucks on another road to the trucks
right,
kill both of the passengers in each truck and then wait until
the come
down onto your road to destroy them (Saves ammo). Now watch the
front
of your truck. You will see a huge fuel tank and a guardhouse
on the
left with a truck blocking the road. Now shoot both the tank
and the
barrels in front of the building to blow the truck out of the
way.
Watch out for the 2 trucks of men coming from the left hand side
of the
screen. After the truck is gone, the doctor will floor it and
half way
through the tunnel you are free.
Prague: Train Station:
After that thrilling ride you have arrived at the train
station.
This is a stealth mission. There is now an alarm right above
your
armor/health display. If this goes off it's game over. Follow
the
doctor until you reach a green door at the end of the station.
Proceed
inside to get your passport from Nemec. Head over to the case
and hit
your USE button to pick it up (this updates your objectives).
Now walk
back outside to the front of the building. Go back towards the
truck
until you see the ticket taker standing behind a window. Hit
you USE
key on him and then proceed through the green door on the left
that he
unlocked. Go through the next door and disable the guard.
(Disabling
a guard: Whenever I say to disable a guard it's best done 1 of 2
ways.
First off is a head shot with the silenced pistol. Secondly is
to walk
up behind him and hit him with your pistol, alt fire, then lean
down
and slice his neck/head with your knife. Some times you might
want to
carry them off a bit before killing them, so other guards don't
see the
corpse, so the second is the preferred method. Also if you just
knock
them out, they will wake up latter and sound the alarm.) Now
head to
the left and pick the lock on the green door down there. This
lets the
doctor into this area of the train station. He will move onto
the
train and tell you that you need to get it moving now, or else
you will
get caught. Walk outside to have your mission obj updated. Now
walk
to the other side of the train station to where there is a
double green
doorway. Open this and wait for the guard to leave before
entering.
Now sneak IE walk, up behind and disable/kill this guard too.
Now
proceed up the stairway and through the door at the top. Go
through
the next doorway, head to your left and follow the corridor
until you
come on some box's. Use your knife to destroy these and then
walk down
the hall until you come to a break in the wall to your left.
Couch
down and go through this. Sneak along behind the fuel tank and
disable/kill the guard. Sneak around into the warehouse and
disable/kill the guard that's looking at the board. Now a lot
of
people have problems with this next section, so this would be a
good
place to SAVE. Now open the double green doors and listen for
the
guard to be moving. Once he is walk into the room and sneak up
to the
guard standing still, the other guard needs to have walked past
him,
but NOT be at the stairs yet. Now just hit this guard with your
pistol. Then RUN up to the other guard (he will be near or at
the
stairs now) and hit him with your pistol. Now knife both of
them so
they don't wake up latter. Proceed up the stairs and at the
green door
at the top turn right and jump onto the ducting. Follow this to
the
other balcony. Turn left and jump onto the balcony, and now
take this
first green doorway into the next room. Peek around the corner
and you
will see another guard who you need to kill/disable. If you
want you
can walk around to the other side of the room, but it's not
necessary.
Now walk up to the window and couch to walk through it. Turn
towards
your right and follow the venting to the end of the building.
If you
peek around the corner you now see a guard shack and a pile of
creates.
Go down onto the creates and then work your way up the stairs to
the
guard shack. Now release the breaks and you are done. Sit
back and
watch the cut-scene.
Texas: The Shop Main Level:
All you have to do here is meet with the director and learn
your new
assignment. Now I'm not going to walk your through this level.
There
are sign's pointing you towards the conference room you need to
go to.
There are a lot of other little scripted events that you can see
by
exploring around the shop though. Some are amusing.
Texas: The Shop Level Two:
Same deal as the deal as before, just walk around and then go
to the
conference room to continue along with the story. After your
briefing
(You can skip with the USE key, but I would suggest you don't)
head to
the helipad on the roof for your next mission. If you want to
take a
look around the roof, you'll be back here latter.
Mission 2 Colombia:
Colombia Mission Briefing:
Again this tell you all you need to know about the mission at
this
point. Continue onto the outfitting screen and press the
recommended
INV button. The only thing you might want to change is the M60
for a
M590 Shotgun. But I just leave it the way it is. Click Start
mission
to continue.
Colombia: Helicopter Insertion:
Listen to the briefing on the Helicopter and prepare to have
fun.
Colombia: Marine Base Camp:
Walk up to the captain standing outside the tent. He will
brief you
more before meeting the wrong end of a sniper rifle. Now head
into the
tent and pick up some more ammo and any health/armor you need.
After
that you should move to the other side of the camp (away from
the
helicopter and over the flipped over truck) and into the jungle.
Kill
the 5 people waiting for you around the corners and proceed
forward to
exit. (You will pick up a shotgun and an AK47)
Colombia: Temple Ruins:
Walk forward and into the ruins. To the right of the first
doorway
is a guard waiting (lean and kill him) and this will cause to
other
guards to come through right in front of you, for an easy
ambush. Now
go forward and lean around the corner to take out another sniper
standing there waiting to shoot you. Get his rifle and then
head back
the way you came, but head around the left side of the ruins.
Proceed
forward past more ruins and guards. When you come to a place
with
creates far in the distance, it's time to pull out the sniper
rifle and
kill the guards there (this is also a good place to save because
of the
guard with a mounted gun). When you start to see a bunker on
the left
hand side of the screen, try sniping the guard manning the
mounted gun
inside there before he sees you. Now proceed forwards walking
on a
cliff side until you come to a 3 way intersection. If you go
left and
back it will take you a the bunker with armor and some ammo. If
you
don't need these keep going forwards. Fight your way until you
see 2
buildings, where you will have to go to your left. There is a
sniper
on the left side of this trail about one half the way down.
After
killing him, climb up the ladder to his spot and sniper the 3
guards by
the temple. Proceed down to the temple. If you go up the
stairs
there is 1 guard up here, if not go around to the left side
(through
the broken wall) and then head through the doorway to the right
(killing the guards in there), there is a large armor and health
in
here, then proceed onward. Work your way forward and exit.
Colombia: Forward Camp:
Proceed forward with caution, after working past the double
wall (and
the guards there) you will see a big rock in the distance. Walk
up to
this and use it as cover from the helicopter as you disarm the
trap
that's next to the tree. Work your way up to the cave and kill
everyone inside. Watch out for the helicopters gun fire when
exiting
the cave, head towards the sniper tower and defuse the bomb
right next
to the big rock. Kill all the guards and proceed onwards. Stay
near
the broken wall and snipe the person in the next guard tower,
and the
guys by the little hut. Proceed forward and take out the 6 guys
the
helicopter drops on the other side of the bridge. After that
continue
forwards until you see a tent. Try to snipe as many guards as
you can
before going on. Work your way around the tent and kill the
guards
inside. There is more ammo, health and an armor inside the
tent.
Proceed onward past the double broken wall and up a small hill
to a
bunker (Obj updated) Now go inside the bunker and climb the
ladder to
the top. Turn to your right and hit USE on the panel that says
fire.
Watch as the Helicopter is destroyed by their own missile. Then
hit
fire 2 more times on the panel. After the third time run down
the
ladder and out/away from the building. Watch as the missile
destroys
the bunker you where in and the building in front of it. Go
into the
new hole in the building and activate the gate. Walk through it
to end
the level.
Colombia: The Bridge:
Walk forward and hang to the left. Watch out for tripwires
and
guards. In the bunker on top of the hill is a health pack and
there is
an armor/health pack inside the hut on the far side. Proceed
forward
to meet up with Bravo Team. Once the enemy on the side of the
bridge
is destroyed the team leader will talk to you. Have fun
watching the
bridge go bye bye, and then follow the marines. They do a good
job
showing you how to work as a team for when your in multiplayer
^_^ If
you get too far ahead or behind the team leader he will kill you
for
disobeying orders. Now follow Bravo team to show you where to
go, and
assist them as they need it. Once you get past another 2 guard
towers
all you have to do is walk forward and exit the level. If the
Bravo
team just stops moving, try going a little ahead of them then
going
back to get them going again.
Colombia: Rebel Encampment:
Work your way into the rebel encampment. The Bravo team will
take
out most of the bad guys, but you can help when you have clear
shots.
Remember not to run ahead of the team. Once you get up to the
middle
of the village Petterson will tell you to go in and clear out
the
building. He's talking about the one with the steps and a
double
porch. Go in through the front door and clear out all the
enemy's.
The shotgun works great for these close battles. After killing
all the
guards (7 or 8) walk over to the table and you will say
something about
the attack. Then exit the building. Head to the building
across the
way where Petterson will again tell you to clear it out. Isn't
he
nice? Sometime the bravo team will get stuck on their paths.
Try to
tell where they are going and then stand in the opposite
direction,
this will force them to walk towards where they should be.
There is
armor and health in here, once you get to the top of the
building, exit
through the door up there. Next you have to search the
warehouse.
Kill the 4-5 guards in here and if you need it take the
armor/health up
top, otherwise exit the building. You then need to pick the
locks on
the cell (there's explosives there) and then walk over to the
gate and
again use the USE key to plant explosives on it and get away
while it
blows up. Then exit through the gate to beat the level.
Colombia: River Landing Zone:
Follow the Recon team to the extraction point. The marines
will kill
most of the enemy's, but you might as well help them along.
Follow the
team over the river and through the woods to get to the
helicopter.
Just in case you need to know you go along the river, through
some
ruins, loop up around behind the waterfall and to the coppers.
After
you get to the helicopters, you have to man the M60 and take out
the
guards coming up the trail you just came up until you take off
(about 1
min)
Colombia: Helicopter Evacuation:
Whoo hoo another rail-shooter level!!! This one is a lot
harder.
It's been asked a lot about on the boards, so I will try to
explain
each step of the way for this one. Remember you only have
around 5000
rounds of ammo.
First off there is 3 building. Nail all 7 barrels around the
camp to
create as much damage as you can and shoot the guys as they come
out of
the 3 buildings. After about 1 min you wont' see anymore guys
and you
will continue on to the next camp. Second camp: This is the
most
deadly one is the most deadly one on most difficulties. The
first
building you approach has a gun emplacement on the upper level.
Either
shoot out the gunner, or aim for the barrels beside the building
to do
the most damage, once you circle around behind the building,
there are
some more barrels that will take it out for good. After taking
out the
main building, you will continue onwards. Third Camp: On the
way to
the third camp, on the right side is a tower, take out the
barrels
under it to keep going. This isn't really a camp... it's a
bridge, take
out the barrels on it and the truck to totally destroy it and
move on.
Forth Camp: There is a helicopter on the ground, shoot at the
building
and the barrels will explode, then take out the boat (just keep
firing
at it) and your home free.
Colombia: Pureza:
Oct 29, 2002
Walk straight forward to the truck and go up the stairs into
it.
Talk with Taylor and put on a suit. Now you get to follow her
around
and learn more about the plot.
Mission 3 Vergara's Mansion:
Vergara's Mansion Mission Briefing:
Standard deal here as every other mission briefing. Again the
best
gear for the job is the recommended gear, just make sure you
have a
silenced pistol and if you want you can take a sniper rifle
instead of
the shotgun, but the shotgun comes in very handy.
Vergara's Mansion: Grounds:
Oct 30, 2002
This is another stealth mission. Sneak around and find a way
into
the mansion. The easiest/fastest way in is to go left from your
starting place, run down the hedge line (watch out for the
camera) go
around the corner of the building. Shoot the camera on the
opposite
building with your pistol and then walk up behind the guard and
dispose
of him. Now move back until you can see the camera along the
back side
of the house. Shoot it. Now follow the hedge/concrete wall
until you
come to a gap on the right of you. Look around the corner and
while
the guard start to walk away then sprint towards the wall under
where
the guard was. You can climb up the lattice that is against the
wall.
(If you draw a line from where you are looking at the entrance
of the
pool to where the sniper is... move this line down to if you
where
looking level with the ground and this is where the lattice is)
Take
out the guard and then hope over the railing. Sneak over to the
venting and pick the lock on it. Crouch to enter it and then
walk
towards the other side of the small room to exit the level. If
you
don't want to chance the run and shoot for your life with the
sniper,
you can also go past the gap in the wall and follow that same
wall to
your right until you come to a door right under the vent you
would have
crawled into. Dispatch the guard with a shotgun on the other
side, and
then jump onto the car to get to a ladder that will take you up
into
the room with the exit. I prefer the roof manner, because it's
easier
to shoot a guard that's facing away from you then one after you
open
the door.
Vergara's Mansion: Main house:
Now that you are inside the house, you have to find the study.
Note
the darkness, if you want use your night vision. Going straight
forwards, there is an armor by the lantern (on the self), and
health on
the next 2 shelf's. Keep going forward until you are forced to
turn
right. Walk straight back towards the big window and jump down
the
hole in the floor (roof) that is there. Now you are in a
storage
closet. Looking towards the coats, the door to your right leads
to a
bathroom and a bedroom with health in it. You do not need to go
in
here. Head out the door on the left side of the room. Now be
careful
going out the door. There is a maid that wonders around this
room the
next and the hallway. It's best to use sound to see where the
maid is.
When She comes down the hallway she will always head into the
room on
her left first. So hide behind the weightlifting station, and
shoot
her in the back of the head AFTER he goes into the room but
before the
door shuts. This sometimes takes a few tries. If she sees you
the
alarm will sound and the number of guards will at least triple.
(Not a
good thing) Now that the maid is dead, go to the doorway and
lean
around looking for the next guard. If your lucky he will be
standing,
with his back turned, shoot him in the head and move on. Go
forwards
across the top of the stairs and turn left into the first
hallway. Now
go up to the open doorway on your left and lean/kill the guard
patrolling in here. After that, keep going forwards and then
head
right and down the stairs. At the bottom of the stairs, the
door to
your right is a closet with ammo and the door to your left is
the one
you want to go in. As soon as you enter the room, head to your
right
and through the open hallway there. At the end is a door that
leads to
the study. This is a good time to change to the shotgun or a
machinegun go forward's past the desk and pick the safe in the
corner
(USE key) this triggers a cut-scene. Now you get to have fun!
2 guard
will bust through the other door into the office. Kill them and
it's
not time to forget about not triggering the alarm. Proceed
through the
doorway the 2 guards came through, kill the guys in there and
watch out
for another 3 guards coming in the 2 doorways to the right.
Proceed
forwards to the doorway by the bar, open it, get all the
ammo/health
you need and proceed down the stairs to exit
Vergara's Mansion: Wine Cellar:
As you enter the main bad guy mentions a bunker... guess where
you are
going. Stay to one side of the double door as you pick it, and
then
dispatch the 3 guards on the other side. Proceed forwards and
around
the turn into the next room. Look around this room, the double
green
doors is where you will end up latter. Head behind the bar and
open
the storage room if you need ammo/health/armor. If not, take
the first
door on the right (as you had entered the room) and proceed down
the
hallway. Head left and through the double doors and into the
boiler
room. Kill the 3 guys trying to ambush you here. (Fun with
exploding
things) And then go to the other side of the room to the
stepladder.
Go up the ladder, crouch into the vents and go forward then to
the
right. This is a good place to use the night vision goggles.
Hang
against the right hand wall and head past the grating. There is
a
small light source in the distance. Work your way forwards to
the
Vent. You can listen to the people talking... and then break up
their
fun. This is kind of a hard spot, because to break the vent
alerts the
guards. You can do a few things. 1) break the vent and throw
down a
nade or 2, 2) break the vent and jump down shooting (shotgun
preferred)
Saving is an okay idea at this point. Kill the 6 guards and go
out
through the open doorway. Head down the hallway and clear out
the next
room. Go through the room, and now your on the other side of
the green
doors! Walk down the stairs and head left. Through the doorway
straight ahead is a shooting range and safe. If you need armor
or ammo
go in here, kill the guard and pick the safe. IF you go in the
safe,
watch out for the guards that will come up behind you.
Otherwise go
through the other double doorway. Head forward and down the
stair into
the wine cellar, where you get to kill more guards. This is a
square
room with 2 wine racks down the center. Against the right wall
is a
sniper that can hit you if your in the main doorway. And
another
sniper is across the way on the opposite wall. Clear out all
guards
and exit through the half-open doorway on the left wall. Enter
the
next wine cellar, and head to the right. Kill the sniper along
the
right-hand side and walk all the way until the end where you see
a wind
rack and a semicircle in front of it. There is a switch behind
a few
box's to the left of the door. More guys come in the way you
came, so
either wait and kill them or just go through the rack. Once you
hit
the switch, stand inside the circle and you will be moved to the
other
side of the wine rack. Watch out for the sniper on the other
side.
Head forward, grab the nades and health and go down the stairs
to exit.
Vergara's Mansion: Bunker:
Go down the stairs and through the doorway. To your left
behind the
box's is some health and armor, to your right is the way you
want to
go. Head through the next room and into the open doorway. Head
to
your right and proceed forwards. The guy taunts you some more
and then
flees, go through the doorway, head to the left and kill the
sniper
around the next turn. Head back past the last doorway and
around the
hallway to the left. A big explosion greets you so wait for the
dust
to clear and then head through the doorway on the left. Kill
the guard
and open the door to the left, then head right through the next
room.
Go across the hallway, and clear out the next room. The exit is
on the
right side of the far wall. Clear out the next hallway and then
head
through the door to the right (It's right next to the one you
entered
the hallway through) Your obj will be updated when you get near
the
door with a scanner. Keep going past it until you loop around
and see
a pipe by a puddle of water on the ground. Follow the pipe.
Now comes
the part a LOT of people have problems with. Recommended to
save
before this guy. Basically, there is a ton of shelves in the
way, and
a fence, and a mounted machine gun protects him. The easiest
way I've
found to kill him is this. RUN straight through the room past
the
pillar and hide (crouch) against the concrete wall (usually will
get
hit by 1 bullet when doing this. Now keep your back against the
wall
and look between the out struck wall and the shelf. You will
see a
half brick half-concrete wall. Pull out your nades and throw
them so
it hits the top of the bricks and bounces towards the bad guy.
You
will need to throw 2 nades and then he will be fried by the
power box
in the corner. Basically any way to damage the power box until
it
overloads is the way to kill him. Now go to where he died, get
the red
key card and head back to that locked door with the scanner.
Don't
forget to get the armor and health. Now you get to watch
another cool
cut-scene... what's with people killing themselves in these
games?
Mission 4: Seaward Star:
Seaward Star Missions Briefing:
Again we have another mission briefing. Taking the pre set
equipment
is best for this mission. If you really want to play havoc you
can
have fun with the MM-1 auto grenade launcher. ^_^ The sniper
rifle is
also kind of useful on this level... but you are going to be
sneaking
around again so you don't need it, unless you plan on being
seen/heard.
Seaward Star: Main Deck:
Watch the cool boarding of the ship and then you get to have
fun
sniping guys in the heads again. Listen to the people talk and
then
decide where you want to go. Some people have found that you
can break
into the bridge without the key. I'm going to walk you through
the way
with the key just to be safe. Wait for the 1 guard to walk off
and
then shoot both of them, and take their uzi's. Now enter the
doorway
on the left. (it has a radio and stairway symbol by it. And go
inside.
Once you see the stairs head to the left and then down that
corridor to
the first right. Go down the stairs here. Head out the doorway
to
your left and hang a right down the hallway. The first door on
the
left has a uzi in it, and the first door on the right has a man
sleeping in it. Open this door and kill him, take his uzi and
grab the
keycard on the desk. Note the Doom game being played on the
computer
^_^. Now head back up the stairs, go up the second set of
stairs, and
turn around at the top. There is a doorway leading back outside
which
you want to go through here. After getting back outside head
left and
up the stairs to the top of the ship. See the doorway with the
scanner
on it? USE your keycard on it and your obj will update. Head
inside
the bridge now. Walk past the radio room door and shoot the guy
on the
bridge in the head, and grab all the ammo in this room. Now
head back
to the radio room door and pick it open. Watch out for the
guard in
this room, sometimes he's patrolling and other times he is in
the next
room looking out the window. Head down the stairs and go into
the door
on your right. Hit the switch in this room and your obj will
update.
Now you have to go remove the container from on top of the bay
doors.
Head back out the doorway and go out the portal/door on your
right.
The crane is way far in the distance at the front of the ship.
The
easiest way down is to jump over the railing, land on the
shipping
containers and then sneak forwards along the left side. Shoot
the
guard down there once he stops and then jump down. Go forwards
until
your standing over the cargo bay doors, and then head to the
right hand
side of the ship. Sneak forwards, take out the 1 guard, and
then goto
the crane. If you need armor, go in the little hole behind the
crane.
Otherwise active it. Once you start the crane a few men will
come back
from the way you came (now the left side of you. Go to your
right and
hide behind the box's there. Jump up on top of the box's and
you will
be able to get to the other side (where the container you just
lifted
is. Now sneak your way back to the radio room (2 new guards)
and hit
the switch to open the bay doors. Watch out for the new guards
on the
way back to the Radio room. Now take the same route you did the
first
time, going to the crane, and instead this time go to where the
cargo
bay doors and are jump down into it. Jump in the hole in the
upper left
corner of the packages to end the level.
Seaward Star: Interior:
Notice something different? No alarm! Time to break out the
bigger
guns. Proceed forwards on the walkway and through the doorway
at the
end of it. Go forwards through the next section of the cargo
bay and
jump over the railing and down between the shipping containers.
Head
forwards into the next compartment. Now run all the way
forwards, kill
the guard on the overhead walkway (hard to see) and head left.
Jump
down to where there is a small lifter and activate it (USE).
Now jump
up the box's to the left of the lifter and you can now jump onto
the
newly raised box's so that you can jump onto the catwalk. Go
down the
catwalk and head through the open door. If you want shoot the
guys
through the glass, but I find it's easier to run inside with the
shotgun. After clearing this room, next through the far side.
Grab
the health's if you need it and proceed through the door. Kill
the 5
guards in this room and then head down the stairway. Use the
walkway
at the bottom to go over the engine and then exit through the
far
doorway. Go through this hallway and into the next engine room.
Kill
the all guards and then exit through the doorway to your left,
hang a
left from here and go down a ladder into the bottom of the
engine room.
Head down the long corridor and turn the wheel at the end (Shuts
off
the flames) Now go all the way back to the ladder but head right
instead. You have to run past the steam, I usually stick to the
far
left and only take a little damage, but I heard you can crawl
under it
to take no damage. Go down and through the next doorway to get
your
obj updated. Now you get to destroy the ship instead... more
things
blowing up! Work your way through the biohazard containers
until you
come to a ladder leading down. Take it down and head to your
right
(only way you can go) Go through the first door there and down
the
ladder to set the first charge (USE key) Now go back up and head
to
your right. Head in the door the guard just came out of and
down the
ladder by the blinking red light to set the second charge.
(There are 2
small health kits up here) You can crouch to get under the steam
vent.
Now go through the door on the opposite side of the room (past
the
equipment) and kill the guy hiding to the right. There is a
armor and
ammo by him. Then head down the corridor. Head to the right
and
through the doorway. Loop around and through the next 2 doors.
In the
room with the big generator is a large health kit and to the
right
after you exit that room is the ladder leading to the third
charge.
Once back up the ladder, head down the corridor and to the left
to find
the forth bomb site. Now go back up the ladder, to the left
around the
box's (kill the 2 guards there) and go forwards until you go
through a
doorway and have to go up another ladder. Open the doorway and
prepare
to fight among all the canisters. Once you go out the door,
hang a
hard left and go back that way, kill the 4 guards, and hang to
the
right path. When you see a, well lit, flat place of box's jump
up on
to of it and head right. When you jump back down, if you turn
to your
right you should see another doorway. Go in this and down the
ladder
in there. Go right out the doorway around the corridor and then
through the first doorway on the left. Kill the 2 guards and
then go
down and plant the fifth explosive.
Seaward Star: Atlantic Ocean:
Cut-scene, with cool boom.
New York: The Armory:
November 3, 2002
The Armory Mission briefing:
Standard stuff here.
Walk over to the buzzer on the door and ring twice. Watch the
cut-scene
and follow Sam. Try not to get in the NPC's path... although
it's funny
hearing Sam yell "Go AWAY!!!"
Mission 5: Hong Kong:
November 6, 2002
This mission has been giving people on the boards a bunch of
trouble.
I'd recommend sticking with the base layout, although I like the
flame/frag grenades better then the smoke ones. One note about
this
mission: always be looking up along the building sides, because
there
is a ton of snipers around.
Hong Kong: Lower Docks:
November 6, 2002
Exit your "creative" shipping method and turn around. Kill the
guard
in this room and head through either of the doors and kill the 4
guards
in that room also. Once done, head up the stairs and kill the 2
guards
in here. Exit out the big doorway and clear the deck of the
ship,
including the guy that's on top of the room you just came out
of, of
guards. Use the plank to get off the boat and head to your
right. If
you fall in the water, there is a ladder leading back onto the
dock in
the far corner of the water. Head through the open gate. Head
right
when you get to the T intersection and then work your way
forward along
that street. There is 2 small health kits by the building (near
the
mill truck), after that, go forwards into the ally-way. Watch
out for
the guy shooting you through the window at the end of the ally.
(after
you take a left had turn) Then use the box's to jump into the
window,
pick up the large health and armor if you need it. Head up the
stairway and exit the level.
Hong Kong: Upper Docks:
Obj is updated, and you want to head forwards into the
building.
Follow the hallway until the end and take the only open doorway
there.
Destroy the box and jump outside the window. Go forwards and
work your
way around the containers. When you see a forklift there will
be about
10 guys wait to ambush you. Best to draw them to you and kill
them
off. After they are dead head out into the street and go to
your right
(past some bags and a handcart) and in-between move containers.
(Also
you can walk up to the back of the truck right in front of you
and then
head right, between the concrete wall and the containers. At
the end
of the wall take a right and head forwards towards the
guardhouse. (Has
unbreakable glass windows) Get the armor/health/ammo inside the
guardhouse and then head around to the other side of it. Now
walk up
to the side of the forklift that is here and USE it. Now jump
on top
of the box's on the other side of the forklift and over the wall
to
exit the level. Remember to Jump/crouch.
Hong Kong: Streets:
One Note: The 2 guys walking around here are non-hostels. If
they
die it's game over... and they die fast (1 shot usually) Head to
the
right, to grab armor if you need it, if not head to the left.
When you
turn around the corner, more bad guys will meet you so make sure
the
other 2 guys aren't in the line of fire. Remember what I said
about
snipers? Well here they are, and in numbers. There's one on
the
second story on the left and another 2 in the next street. Work
your
way around the corner and then head down the next street on the
left.
Go down the ramp into the building at the end of this street.
Go
through past the cars and up the stairs, to open a green door.
Now go
to your left and down the small ally. Break through the boarded
up
windows and clear out this section of the building. (2 guys)
then head
though the door on the left (of the first room you entered) and
head up
the stairs. Clear out this and the next floor of bad guys and
once you
find a door leading out onto a balcony (on the third floor) it's
a good
idea to go out and kill the snipers on the other buildings.
Once out
on the third floor balcony note the crashed cars... you need to
get on
the other side of them. Go through other door on this big
balcony and
go through a U shaped room to come out on the other side of the
"Here &
Now" sign. Jump out onto the top of the sign. This is best
done by,
hitting jump and forwards at the same, time while on top of the
railing. Once on the sign go across it and on the second story
of the
next building. Go inside and work your way up to the third
story of
this building. I find the auto shotgun is best suited for
clearing out
these kinds of buildings. Anyways once you get to the third
story,
Head out the door to your right and onto the next balcony.
There
should be a large sign right in front of you. You need to jump
up on
top of it and run towards the other side of it and hit jump at
the end
so you land on the next buildings balcony. Walk around to the
right
side of the building (on the other side of the burning cars and
snipe
the sniper at the end of the street on the third story of the
left
building. Then head down the ladder and onto the street. Once
another
car crashes, kill the bad guys down both the alleyways and head
down
the right ally. You will say "Gotta get over that fence", so
it's time
to jump/crouch and get over the fence.
Hong Kong: Market:
Head down the alleyway and out into the market. Head to the
right
side of the market and down the next street. Hang a left when
you get
to the end and watch out for the snipers along the left side
building
(Both second and third floors have them) After killing all the
guys
here, head down the street until you come to a doorway in the
wall on
the right side. (NOT the, turn of the street, go back if you hit
this)
Go through the doorway into the warehouse area and kill everyone
in the
outside courtyard. If you need it, there is a armor if you
follow the
outside of the warehouse all the way around. Otherwise head in
through
either of the 2 doors. I'll leave how you want to clear out
this
building to you, but just after you kill all the guys on the
bottom, go
up the stairs in the middle and clear out the 4 guys up there.
Then
hit the switch that opens the fence in the main part of the
warehouse.
(It's by the top of the stairwell.) Use the elevator to exit
Hong Kong: Warehouse:
Exit out of the elevator and go down this hallway, once it
branches,
if you need armor/ammo/health go to the left, if not go to the
right
and open the storage door (Metal/rolls up) by hitting the panel.
Work
your way through this room and head to the right. Continue
through the
hallway until you come to the next big storage area. Head
across the
room and up onto the walkway overhead. Had back towards the
entranceway and through the door directly above where you
entered the
room. Head through the room and across the walkway in the next
room.
Open the door and enter to view another cut-scene. Walk up to
the
computer in the next room, hack it and get "rewarded", hehe.
Hong Kong: Prison:
Date: Unknown.
Missions Briefing Prison:
You where knocked out after learning abound the remus virus,
now you
have to figure out what happened and escape.
Continue on the level and then learn more about the plot through
another cut-scene or 2. Sit tight for a while until the
prisoner next
store knocks out the guard and lets you out of the cell. Some
people
use this bad ass guy as a human shield as you move throughout
the
level. Otherwise he will follow you and provide backup. Go to
the end
of the cellblock and pick up your equipment from the table in
the
little alcove to the left. Pick the lock on the green down by
your
toolkit and then get the armor and pick the lock on the weapons
cabinet. Head through the door that the guards came out of and
proceed
through the hallway and out the double green doors. Work your
way
around to either the left or right, or go through the green
doorway
across the hall. All of them lead to the same place, which is a
cell
door. Pick the cell door and proceed through it to get
armor/health,
and then continue through the 2 sets of double green doors. Now
head
to the left and Through the next room. It has a small room to
the
right with a auto shotgun guy in it, and a set of double green
doors
that leads you to what looks like a driveway. Go out into the
courtyard and kill all hostel's in here. (There's a search
light, just
so you know if your at the right place.) There are 2 bad guys
in here.
One with a SAW on the ground and Deviant 1 is up on a balcony to
the
left with a sniper rifle. Kill both of them and the door under
deviant
1 will become pick-able. Pick the door and go up the ladder to
recover
the computer virus from where you killed deviant 1. This will
end the
mission.
Mission 6: New York:
New York: The Armory:
November 10, 2002
You are to meet up with Sam in the armory and deliver the
computer
disk. Walk up to the armory just to have it explode in your
face. Now
you have to search out the inside of the shop and rescue Sam.
Walk
into the shop, jumping over the fire and head to the left of the
main
room. Walk up the door that was blown off the bathroom and
through the
wall. Go down the ladder and jump across the elevator to the
other
side of the shaft and go through the door there. Walk up the I
beam
and talk to Sam. Now you have to carry him outside. Go through
the
new hole in the wall and down the ladder there. Use the light
on the
pistol if you need to see. Head left into the next room and
then turn
right and USE the value to shut off the steam. Now go back to
Sam pick
him up and go back out the first door you came into this room.
Head to
the left and through the doorway. Now drop Sam and jump onto
the pipe
to remove the rubble. Pick Sam back up and proceed through the
hole.
Go left and use the doorway as a walkway to go up and then run
into the
rubble to move it. Walk over the rubble and proceed through the
fence
and to the left outside the armory. Walk forwards past the
fireman to
the white gurney to end the level.
New York: Sam's Room:
November 11, 2002
Having saved Sam you now have to go to the hospital and hope
he
recovers enough to tell you who the traitor is. Walk forwards
through
the hall to the left and talk to the nurse to have her let you
in. Go
through the door and into the elevator. Head down the hall and
keep
going left at any turns you need to make a choice at. This will
bring
you to Sam's room. (Has a guard in front of it) Go inside and
talk to
Taylor. Once the terrorist breaks into the room and you have
control
again, run past the curtain and pick up Taylor or the guard's
gun to
take out the bad guy. Now grab his M4, and go back outside the
room.
Check the other rooms in this hallway for health and then go
back down
to where there was a ramp leading up. Shoot the 2 guys through
the
windows to the right and proceed forwards to the double doors.
They
will open and you need to dispatch all guys on the other side.
If you
want the ammo from the other 2 guys you killed go through the
doorway
on the right otherwise jump through the large open window and
head
right through either of the doors. Continue forwards through
the
hallway here. Sweep out the next room, watch out for the 2 guys
on the
upper level to the left and then use the stairs to get you up to
the
top of the lights. Jump across the lights onto the balcony and
use the
elevator to exit the level.
New York: Patient Services:
Make sure you don't shoot the guards on your side. Proceed
through
the door the guard opens for you and take the terrorists in the
next
hall through the window. Head through the open doorway on the
right
side of the hall, sweep the room and go through the doorway on
the
other side of it. Kill the 2 guys repelling down the side of
the
building and continue down the hallway. Work your way around
the wing
of the hospital and when you come to a stairway leading down,
don't
take it, go past it and go through the closed brown door in the
corner
of the room. Now head up the stairwell through the door and
walk
around the hole in the floor. Now walk straight ahead and
through the
door on the other side of the room. Sweep out the next room and
the
room to the right. Work your way through the next hallway and
when you
path is blocked, jump out the breakable window and walk along
the ledge
to get to the other side of the barricade. Remember that pistol
whipping will completely break a window in, so don't waste your
shots.
Follow the hallway and take out the guard by the elevator. Go
forwards
past another set of small barricades to reach the stairwell and
head up
to the next floor of the building. If you go forwards to the
end of
the hall here, behind the big curtain there is a large health
kit, if
you don't need it take the first door on the right from the
stairs.
Head around following this corridor until there is a walkway to
the
left and a way to go forwards. If you go forwards you can get
some
health, if not take the hallway to the left and work your way
around
this corridor. Going through the window (hope onto the table)
is a
good way to get a drop on the guys around the corner. Go
through a
small corridor with a brown door on the end that opens when you
get to
it, kill all the guys inside (4) and move into the room.
Proceed
forwards to the next brown door and up the stairs on the other
side.
Move to the top of the stairs to exit the level.
New York: Hospital Roof:
Now watch the cut scene of the roof carefully. See the big
panel on
the side of the helicopter? This is where you need to shoot,
HINT
there's TWO of them. First you have to take off the panel and
THEN you
have to shoot it again to take out the engine. Once the first
engine
is destroyed the helicopter becomes unbalanced and moves a lot
faster,
plus fires more bullets. I recommend that you take out both
panels
first and then take out the engines, it's just easier that way.
As for
the roof, there are 4 sections to it. The part you start in,
the next
part with a big greenhouse and a tank that you should SHOOT as
SOON as
you get on the level. Also in the other building (not the green
house)
is a large armor and some health. Shooting the tank will
destroy the
fence leading to the next part of the roof, kill the bad guys
there and
then destroy the transformers/poll to have it fall over into the
next
section of the roof. In here is a few more health kits and 2
nice
box's to hide between while you shoot at the helicopter. Also a
nice
big gun is in here. I'll leave it up to you how and when you
want to
take out the panels on the helicopter, but I like to run/gun
through to
the last section and then take it out with selective shots.
Destroying
the helicopter will end the level.
Texas: The Shop Level Two:
November 12, 2002
More Plot scenes! But first you get to have fun with a new
toy... the
OICW. Head to the left and go to the firing range to get
briefed on
your new best friend... well sort of. After the tutorial go
back to the
start of the level and follow the signs to the conference room
for the
next cut-scene.
Mission 7: Kamchatka:
Another mission briefing: Take the base load out as it's
pretty much
the best you can get or want. I like to add a silencer to the
pistol,
just in case, and remember the OICW has a zoom/sniper so you
don't need
a sniper rifle.
Kamchatka: Perimeter:
November 18, 2002
Another cool entrance by Mullin's before you start the level.
Walk
forwards to the small hut and kill the guard inside of it, then
kill
the guard in front. Now keep going forwards towards the road up
ahead.
Hang to the right and go up the hill there to reach the road.
Kill the
4 guards up here and then walk to the end of the road where
there is a
break in the fence. Go through this and proceed forwards. Most
of the
guards in this next segment tend to be on the right side, with
only 3
on the left side. The small house on the left side has
health/armor/ammo and a mounted gun if you need it. Follow the
river
bed, or the path on the right by all the guard towers (with no
guards
in them) until you come to the next fence. Walk up to the weird
looking place in the fence on the far right-hand side of it and
you
will get a pair of wire cutters symbol there. Hit your USE key
and cut
a hole in the fence. Jump through it and continue onwards to
the main
road. Now go up to the building on the right side and clear it
out.
To enter the building, circle around behind it and do a running
jump
onto the overhang and then up onto the balcony. Pick the door
and go
inside. Go to the far right hand side of the room where there
is a
panel with a lever (and a window that looks out towards the
gate) and
pull it to open the gates. Go back outside, you can use the
front door
if you want, and go through the gates. Watch out for the guards
that
come out of the gate on the left when you exit the building.
Walk down
into the tunnel and active the hand scanner on the left of the
doorway
to open the door and exit the level.
Kamchatka: Main Road:
Walk forwards out of the tunnel, kill the guards at the
entrance,
under the bridge and the sniper up to the right by the light.
Proceed
forwards under the bridge and up to the right. Go past the 3
trucks
and keep following the road up to the right. The road will bank
around
to the left again and you will see the big guard structure from
the
start of the level up ahead, snipe all the guards and then
proceed onto
the structure. Get the sniper rifle from where you had killed
the
other sniper in the start and then keep following walkway until
you
come to the end with a switch under a small shelter. Flip the
switch
and jump down over the railing to the left of the shelter.
Looking
down you will see a pipe with an open door, jump down to it and
crawl
inside. Proceed through the pipe and head along the tunnel.
Kill the
guards around the big right turn and then move along until you
come to
another pipe, which you will need to enter. Moving forwards
ends the
level.
Kamchatka: Train Depot:
Proceed forwards along the valley. At the middle of it is a
bunch of
guards and they will almost always see you before you see them,
even
with the threat detection. So charging in is the best way I've
found
to kill them all... and luck. Proceed forwards to the next
guard
building with a mounted machine gun in it. Kill the guy aiming
it and
go inside to get a large armor and some health. Then go back to
the
bridge, and climb up the ladder on the middle support strut. Go
to the
left and go through the door there. Clear out the room and go
to the
left and up the ladder at the end of the room. Open the door
and head
outside again. Kill the guards guarding the bridge, and pick up
the
armor that is lying around here. Head right over the bride and
have
your OBJ updated. Once across the bridge, head to the right of
the
building and walk along the cliff face until you come to a break
in the
fence, OBJ updated. Go through the fence and head to your left,
work
your way along the brick wall until you find a broken section of
it,
Jump through this. Kill the guy guarding the trains and if you
need it
go up the building straight ahead and get an armor/large health
from
the upper story. If you don't need it, turn to your right and
head
down to the end of the train yard. Go up inside the engine of
the
train, and release the break, this pushes the cars forwards.
Now leave
the engine and go all the way forwards to the other end of the
train
yard. Jump inside the open car, and turn around, look at the
green
box's and the hole in the ceiling. Jump up there and then head
towards
the big vent shaft over the closed doors. (OBJ updated) Moving
forwards exits the level.
Kamchatka: Train Bridge:
Kill the 2 guards and move onwards through the corridor they
were
guarding. It's best to sit by these doors and kill the enemy's
as they
come to you. After they are all dead head into the big room.
Inside
the train, is a large armor, otherwise head to the left and
follow the
train tracks. Head around to the left side of the train and
through
the doorway. Work your way across the next bridge, and kill all
the
guys surrounding the buildings. Go along the pathway to the
left and
up the stairs that are there. Open the door to where the guy
with the
mounted machine gun was and go up there. Now jump out the
window and
onto the roof. Go to your left and into the open hatch on the
roof.
Turn to the left and go down the long passageway you see there.
On the
right is a working vent, you will be coming back here latter.
Shoot
the guys down below through the second vent on your left and
then go to
the end and drop down. Open the gate and go into the room you
just
cleared. Go into the chain cage and USE the switch to turn off
the
fans. Now go out the double doors and back up the sniper tower
and
back onto the roof. Go back inside the upper vent shaft you had
crawled through and go back to that vent on the right side. The
fan
will now be stopped. Move forwards to exit the level
Kamchatka: Checkpoint:
Your objective in this level is to shut down the security
grid. Grab
the armor and health if you really need it and go out the door.
Heading left or right will end up putting you in the same room,
just
depends on what side you want to be on. I find it's best to go
left
and go all the way down the hallway to the truck, then go right
outside
the door and snipe all the guys in the next big room. There's
also an
armor down here to the left. Once you have killed the 4 guards
and the
2 inside the little building in the center, go to the far right
corner
of the room (past the train) and go through the double doors.
Go to
the right and kill the 4 guards in the next room... now head
down the
stairs and into the room with all the cages. Go to the far side
and
into the big cage. Flip both the switches on the sides of the
pen and
then hit the switch in the middle. This will overload the grid
(OBJ
updated). Now go back out the way you came and notice the newly
remodeled roof. Jump up onto the collapsed roof and go up until
you
can jump over onto the roof of the shed in the middle. Go
across to
the other side of this roof and jump onto the ducking and make
your way
forwards to the glowing red air vent. Drop down at the end of
the vent
and kill the 2 scientist however you want. Go forwards through
the
corridor until you come to the double doors at the end. Head
left out
the doors and past the trucks/box's. Go past the scientist
trapped
under the rubble and keep following the road with the trucks.
At the
end of the hallway there is 2 health's and a large armor. Go up
the
stairs and through the doorway at the top. Go through this
hallway and
down the stairs on the other side. Head to your right and
through the
double doors at the end of this road. Go up over the rubble
that's
holding down the train. (Mullin's will say "Looks like that
trains not
going anywhere") Kill the 3 guards and then go up between the
engine
and the back cars of the train and pull out the pin. Now go up
to the
engine of the train and start it up to exit the level.
Kamchatka: Cave Complex:
Now exit the train, kill the 4 guards and go around to the
other side
of the train, up the stairs and through the double doorway.
Kill the 2
guards to the left and then go right and through another double
doorway. This brings you into a large open room. I suggest
sniping
the 4-5 guards and the sniper from the doorway before going into
the
room. Go up the stairs to the left of the sniper's tower and
through
the double doors there. Go up the stairs inside the building,
and
around to the right up more stairs. (there's a lot of
ammo/health/armor
in here) You will come to another double doorway to go through.
Kill
the guards down below and then take the elevator down. Go out
and
follow the passageway around to the right. Go down another
small
stairway, and through the passageway to the left. At the end
turn
right (OBJ updated) Move forwards to exit.
Kamchatka: Main Generator:
Go forwards, killing the guards, through this hallway until
you come
to a large door. Open the door and fight your way into the next
room.
Go past all the computers and desks and through the open double
doors
on the other side of the room. Head to the right and through
the next
set of double doors. Fight your way down the stairs and to the
right
at the bottom. Head down the stairs and watch out for the 2
guards on
each side of the big room. They can most likely shoot at you
while you
are in the middle of the stairway, but it's hard for you to
shoot back.
Running down each set of stairs is a good idea. Once at the
bottom of
the big room head forwards through the fenced area and though
the large
walkway in the wall. There is a big ladder to climb down here.
Go
down and kill the guys in the generator room. The ladder
leading up to
the upper level is to the right of the big ladder you came down,
go up
this now. Go all the way around the outside of the generator
and onto
the top of the generator. Flip the switch here and go back to
the room
that's a bit inside the wall of the upper level. There is a
switch
here (you'll be looking at the generator when you flip it), flip
it to
end the level.
Kamchatka: Main Generator:
Now all those places you killed guards to get down here, guess
what?
They have guards again! Kill all the guards in the generator
room and
head back up the giant ladder. Work your way back up all the
stairwells until you come to a closed double doors, open these.
Watch
the cool sequence on the left and then jump through the window
there.
Take the large health and then go down to where the fire is
(avoiding
it) and go through the little vent in the floor. Go through the
vent
and kill the 2 guards on the other side. Proceed forwards and
open the
double doors, killing the 2 guards on the other side. Proceed
through
the hallway around to the left and up the ladder on the left
side of
the hall. Kill the guards in the next room to the left and then
go
right at the top of the small stairs to open another double
doorway.
Go across the lab and through the door to the right of the
windows
(panel on the right side opens it). Kill all the guards and
head to
the right as SOON as you go through the doorway, to update your
OBJ and
exit the level.
Kamchatka: Cave Complex:
Go to the right and pick the double doors to be able to go
down
another long hallway with lots of guards. Proceed forwards,
kill the
guards down the hall to the left, but keep going forwards
instead of
taking this hallway. Go to the pulsing light and head to the
right
through another 2 doorways and up a ladder. Go forwards until
you hit
a wall and head to the right. Keep to the left and forwards
until you
can't go any further and then turn right and there will be
another
passageway. Go through this and you are at the elevator. USE
the
switch to open the hatch on the roof and climb up there. Climb
up the
elevator cable on either side of the shaft (hold down run) and
at the
top jump onto the little platform to your side (side strafting
onto it
works well) Now you are back up top. Kill the new guards down
by the
trucks and go back through the double doors and down the stairs
inside
the building. Exit out the double doors to where the trucks
are, and
kill the guards, then go to the right where there is a switch.
Flip
the switch and watch the crane fall. Looking down you will now
see a
hole in a walkway. Now go back up to the elevator cables, and
go back
down them to the very bottom. Go out the elevator and forwards
through
the hallway until you see a big hole. Jump over this hole to
the left
and proceed forwards. (OBJ updated) Go through the double doors
and at
the end of the hallway go right to end the level. (there is a
dim red
light to guild your way.)
Kamchatka: Research Facility:
Go straight down the hallway and pick the door only if you
need
health, otherwise go to the left and follow that hallway. Shoot
the
guards and head up the ramp. Head to the right, and through the
next
lab. Head out the door on the left-hand wall, and through the
red
passageway. Pick the lock on the door at the end. Now head up
the
stairs to the left, and follow the corridor until you come to a
few big
window panes at the end. Break them and jump down into the room
below.
Jump through the blown out window and activate the switch inside
the
small room with the water. Now once the water opens the doors,
proceed
through them. Head up the stairs and around to the top of them.
Kill
all the guards in the next room and then goto the hallway on the
other
side to exit the level.
Kamchatka: Labs 1,2,3:
Okay, first off there is a small bug with the first part of
this
level. When you get the new explosives, sometimes it doesn't
register
it and when you plant them it doesn't work. IF after you plant
some
explosives a little box doesn't appear and beeping is sounding,
you
have to restart from start of the level.
Now move on down the hallway and kill the guards around lab 1.
From
the entrance of lab 1, walk straight forwards and hit USE on the
shiny
tube. Go outside the lab, and head out the double doors to the
left of
the lab and then go right down the small stairs and through the
next
hallway.(OBJ updated) Open the double doors and snipe all
guards
outside by the trucks. Go up the stairs and activate the crane
TWICE.
This will bring the explosives on the second creates to you.
Now go
back and blow up the lab, stand outside the lab while it blows.
No go
through the hole in the wall that was created. Head to the
right and
through the next doorway. Head all the way forwards and then to
the
left, now work your way across the walkway and then down the
stairs on
the other side, go through the double doors and into the lab on
the
right. Now once you plant the explosives, RUN back to the
stairwell
leading up to the second level. Kill all the guards in the room
to the
right and go up to where they were. Go through the broken
window (it
is bulged out beams are left) and shoot the vent shaft on the
other
side. Go around and crawl into the shaft. Go through the vent
on the
other side and drop down the hole in the end of the shaft. Kill
the
guards, and guy in the lab coat and proceed forwards. Kill the
guards
in lab 3 and then go in and blow the 3rd lab. Run out to the
room with
3 double doors (right outside the lab) and stick by the side of
the
locked doors, once the lab blows, the guards will open this
door.
Proceed through it and move forwards to exit the level
Kamchatka: Lab 4:
Go through the doorways, grab the armor/health if you need it
and go
through the next doorway. Kill the 3 guards and head through
the
double doors on the other side of the room, this will loop you
around
back into the room by a switch. Throwing the switch will open
the
other set of double doors in this room. Go back and through
those
double doors. Go through the protective suits room and throw
the
switch to open the next door, go through and open another door
to get
into the next hallway. Go through the double doors at the end
to enter
lab 4.(OBJ updated) Kill all the guards and then go through the
double
doorway on the other side of the room to reach the stairs
leading down
into the lab. Go across the chamber, and through the double
doors
here, flip the switch on the panel to open up a part of the
chamber.
Flip the switch's on either side of the chamber to reach the
place to
plant your explosives. Plant the bomb and then run back to the
stairwell. Go to the top of the stairs, kill the guards and
then jump
onto the moving piston to get up into the broken ceiling. As
you move
forwards through the vents, listen to the guard and the doctor
talking.
You have to crawl a few times to get through the vents. Once
you get
to the part with a bunch of red lights and a big vent blocking
the way
at the end, you will fall down through the ceiling. Kill the 3
guards
and NOT the doctor. Talk to the doctor and then follow him out
of the
labs. Once he explains about the doors, do down the stairs and
to the
cage on the left, pick the door and go inside to restore power
to the
tram. Go back up the stairs to the doctor, and use the switch
to open
the tram once it gets there. Now this is the fun part.
Basically you
are stuck on the tram and there's a bunch of guards it goes by,
and you
have to shoot them before they get you. Once you get to the end
you
are put into a cut-scene of you escaping the base.
Mission 8: Switzerland:
Only thing I recommend changing from the basic layout is a
USAS-12
instead of the hand pumped shotgun. You get a few more shots
and it's
a quicker reload.
Switzerland: Security Station:
November 21, 2002
Once you arrive at the airport, talk to the chief of police
and then
proceed into the airport. Now for this mission you have to
watch out
not to shoot Civilians. Head through the double doors, to the
right,
and then through the hallway on the right. Go up the escalator
and
kill all the terrorists in the bathrooms to the left. There is
a large
health in the women's bathroom. Then go back out and proceed
past the
magazine racks and around the corner to the left. Proceed
forwards
through the next 2 hallways until you come to another escalator.
Go up
it and go forwards until there is another escalator leading
down. The
guy will tell you there's 2 guards down there. If you need
health go
on the other side of the magazine racks before going down the
escalator. Go through the fence doorway and around to the
right. Go
down the long hallway, watch out for the shot-gunner coming out
of the
far room, and then head around to the right and down another
long
hallway. Go around to the left and then forwards past the
check-in
desks and up another escalator. This time there's a health kit
in the
men's room to the right, otherwise keep going forwards down this
hallway to exit.
Switzerland: Airport Terminal:
Kill the 2 guards at the top of the escalator and then go up
and kill
the other 3 guards. Go around to the right and through the
corridor
there. It loops back around to the left and then to the right
again
where there is a ton of guards and either a walkway or a
escalator to
reach the bottom. I recommend the walkway. There is a large
health by
the 6 baggage claim. If you don't need it, go through the
hallway by
the bottom of the ramp/walkway that you came down on. Work
around
through this hallway and up to the metal detectors. Go past the
metal
detectors, don't set them off, and then around to the right and
up
through the wall with tiles and a door on each side. Go through
the
doorway and around to the left in the next hallway. No go to
the end
and through the open doorway to exit the level.
Switzerland: Airport Hangar:
Go through the hallway, kill the guards to the left and then
go
through the doorway and down the stairs. Now jump on the moving
belt
in the bottom of this room and duck to get into the next room.
I find
it's best to stand at the edge of the belt and then snipe the 4
guards
in the room below, before jumping down. Go up the big stairway,
to the
door up there and pick the lock. Proceed through the hallway to
the
left and then up the ladder in the room with a lot of explodable
barrels. Shoot the double barrels that will blow a hole in the
floor.
Jump down and kill the 2 guards that come in before picking the
lock
and crouching through the next hallway above the belt. Watch
out for
the ambush from below and then drop down through the hole in the
grating. Work your way around to the left and through the open
door at
the end of the hallway. The big building right in front of you
is the
hanger (obj updated). Now kill the guards to the right and head
that
way. Go straight through the crates/containers, and remember to
use
the explosives to your advantage. Once you see another building
and a
fence in front of you, to the left is the hanger entrance, kill
all the
guards and enter the hanger. Sniping most of the guards in here
works
best. Now head to the LEFT engine on the plane and up the
stairs that
are placed there. Jump up onto the wing and then go to the main
body
of the plane. Look towards the tail and you will see a little
platform
back there. Do a running jump onto the platform and pick it to
enter
the plane... ending the level.
Switzerland: Airplane:
Go up the ladder in front of you and head forwards and to the
left.
If you need health/armor, go to the front of the plane,
otherwise head
up the stairs. Okay now break out your best friend, IE your
auto
shotgun, and have some fun in closed spaces. Head to the right
and
then through the door to the right. Now forwards and to the
right,
then head left towards the back of the plane. There is a red
keycard
on the table in the far back room. Now hit your USE key to pick
up the
keycard, and go back towards the front of the plane. Use the
keycard
on the red pad and head up the stairs to talk to Nachrade. Head
to the
cockpit and radio the shop. Throw the red switch to the right
in the
cockpit and go back down into the belly of the plane. From the
stairs
leading down, head 180 degrees and go to the front of the plane.
There
is a bunch of cables leading down (the armor/health is back
there), go
to the left side and go around and through the open door. Cut
the
wires on the big box in here and then go to the far back of the
plane.
Grab the parachute and then jump off the back of the plane to
exit the
level.
Mission 10: The Shop:
Well this is it, get your final mission briefing and we are
off.
Grabbing the recommended equipment is good.
Texas: The Shop Main Level
November 22, 2002
Remember the layout of the shop before? Good now head back
into the
shop. Head through the first set of doors to the right, and
then
through the next set. Head to the right and through the gun
scanner,
then through the next doorway. Head to the left first and to
till you
can rescue a shop employee. Then head back to the first
intersection
and head right instead of left. Head down the hallway to the
place
where the bathrooms are on the left and the hole in the ceiling
is on
the right. If you need health go in the women's bathroom,
otherwise
use the file cabinet and jump up through the hole in the roof.
Now
crouch down to go through the vents. You will have to crawl
through
the latter part of the vents once you reach a little ways into
it.
When you reach the overhead walkway (still crawling) go left at
the
first turn, then right and proceed forwards until you are across
the
room. At the end of the vent, snipe the guards down below
before
dropping down. Facing away from the door with the scanner, head
to the
right. If you need it there is a large health inside the first
door to
the left, otherwise keep going down the hallway and use the
elevator to
exit the level.
Texas: The Shop Level Two:
Go to the right a little bit and watch the nice explosion.
Then head
back the other way towards the weapons research and dev section.
Go
through the door with a scanner and follow the hallway to the
right.
Head forwards to the research section. I recommend on stalking
up on
weapons. Go to the left and head to the armory/firing range.
The door
on the left is the firing range and the door on the right is the
armory. Clear out the armory and pick up a ton of
ammo/health/armor.
Then head back down the hallway and onto section 2-C. If you
want head
through the hand scanner door and kill some more bad guys,
otherwise
just keep going down the hallway and use the elevator to exit
the
level.
Texas: The Shop Laboratory:
Exit the elevator and head to the right. Go through the door
with
the hand panel and head to the left through the double wooden
doors and
then through the lab and out the door on the other side. Go
left, away
from the water, and through another hand scanner doorway.
Follow this
hallway and turn left at the first intersection. Head down this
new
hallway and into the first door on the left. Follow the lab
until you
see another hand scanner type door, and go through the single
door at
the end of the lab to get to it. Head left through the lab and
at the
end look to the left to see who the traitor is! After a short
cut-
scene, turn around and head out the hand scanner door behind
you. Head
to the left and then take a left at the next intersection. The
elevator at the end now works, so exit the level.
Texas: The Shop Roof:
Now it's time to have the final confrontation, the big show
down, the
grand... why the hell does HE get a big machine of death and
your stuck
on foot!!! Oh well I know by now you all have favorite weps and
strategies, so I'm just going to give a few tips. First thing
you
should do on this level is run out the doorway, go right, jump
over the
railing, run to the right and to you right will be a doorway.
You
should pick this now before the helicopter gets a chance to come
around
to where you are. This place is good for hiding, and it has 2
armors,
health and ammo, just in case. Now as for taking out the
traitor,
first steps are just like the hospital roof. Shoot off the
panels
covering the wiring on both engines, and then shoot out both
engines.
There is a difference in this one though, because once you shoot
out
one of the engines he will not only use machine guns, but rocket
launchers! Once both engines are taken out you will see the
cockpit
pop off. Now 1 really good shot to the head of the pilot will
take
this bird down for good. With the sniper rifle it only takes 1
clip of
5 shots to take this guy down. Also using the pillars or the
venting
on the upper level for cover from the machine gun fire is the
best.
I've noticed that sometimes you won't see the cockpit fly off
until
you've done more damage to the helicopter. You can also shoot
off the
mini missile racks, the side missiles and the landing gear of
the
helicopter. Good luck and enjoy the ending once you have beaten
the
game.
Texas: Cemetery:
Follow up... pretty amusing and truthful. Good job everyone.
Also
take you Raven games for a great experience.
Game Time completion:
First Run: About 18 hours on consultant.
Second Run: About 15 hours on Gun for Hire.
Third run: About 35-40 hours on amateur, while writing
walkthrough.
Forth Run: Very fast.
=======================================================================
6) Bugs:
I will list whatever bugs I find or have reported to me inside
here
as a quick reference for anyone running into what they think is
a bug
in the game.
1) In the flashback missions once you rescue the doctor he might
be
shot and killed but not have the end of mission/death animation
happen. He will just stand still. This also happens when you
shoot
him after opening the door but NOT activating the cut-scene.
Some
people have reported being able to still finish the level by
clearing out all bad guys. Solution: Don't let him get hit.
If
clearing out the level doesn't work going back to your closest
save
is the only other option.
2) In the Colombia missions, once you get to the bravo squad,
sometimes
the squad will just stop and wait there for no reason, even
after
the bad guys are killed. This is a known bug in the NPC AI.
Sometimes the commander will loose track of where you are, and
thus
stops the squad so that you can catch up. This happens mainly
when
he reaches a checkpoint and can't see you, due to a
building/tree/wall. Solution: Stay near the commander at all
times.
Also if they do stop, walk forwards and backwards from the
squads
position a bit. This will sometimes trigger the AI. Other then
that you can wait around until he notices you, or restart from
your
closest save.
3) Pointing the Tactical light at NPC's (Colombia mission is
most
frequent) will cause them to think you are targeting them and
they
will start shooting you.
4) Also as for the AI there is a little bug in their line of
sight. In
the Colombia missions if you are crawling through undergrowth
(You
can't see them), the AI can still see you. Also sometimes they
will
shoot at your right before you walk around a corner. Annoying,
but
useful for using up their clips. Thx Kerwin Tsang.
5) Final Boss can still fire missiles after you've blown off all
4
missile racks. ^_^;;
=======================================================================
6) Links:
If you want your Soldier of Fortune 2 website listed here, send
me an
e-mail.
www.gamefaqs.com/ Permission to host this FAQ
www.ravengames.com Permission to host this FAQ
http://www.cheatcc.com Permission to host this FAQ
http://DLH.Net Permission to host this FAQ
www.gamesover.com Permission to host this FAQ
http://ravengames.com/sof2/
www.ravencommunity.net
www.ravenclans.com
http://sof2.rfhq.com/
http://www.sofcenter.com/
http://www.sof2files.com
Forums:
http://forums.ravengames.com/ultimatebb.cgi?ubb=forum&f=13
=======================================================================
II: Multiplayer
1) Intro
2) Getting started/Settings
3) Server Settings.
4) Weapons
5) Gameplay Modes
A) Deathmatch
B) Team Deathmatch
C) Elimination
D) CTF
E) Infiltration
6) Maps
7) Tips/Strategies
1) Multiplayer Intro:
First off I want to say that SOF2's multiplayer mode is one of
the
best most addicting ones of any FPS. I have played them all and
there's just something really special about this. In this
section I am
going to try and give you an overview on SOF2's different
multiplayer
weapons, modes, and maps. Firstly this guild assumes you've
played a
lot if not all of the single player campaign before going
online. This
is recommended because of a few basic things. Firstly, online
play has
a more limited selection of weapons then the full game. But you
will
be more used to using, and knowing where to shoot people if you
have
completed the single player campaign first. Secondly you will
be more
used to the controls and flow of the gameplay. Third is that
people
will talk about the single player game on the servers, and you
don't
want it spoiled for you. I'll be adding more reasons, as I
think of
them in the future, but those are the main ones.
2) Getting started/Settings:
First off to start multiplayer mode you have to use the
shortcut on
your desktop or start menu for "Soldier of Fortune 2
Multiplayer" This
will bring up the main menu screen. You should be looking at
the
options menu at this point. The row of icons at the top is your
list
of different options config screens.
A) Options Screen:
1) Player Setup (Dog Tags):
Name: Used for whatever name you want to be shown in the
scoreboard. (Put clan tags in here also)
Identity: Choose what model you want to be seen by other
players
in game.
2) Controls setup (4 keys):
There are 7 buttons on the left side of the screen, use
each of
these to goto different control setting pages. The bottom one
resets
it to the games default.
Key's to note: Fire mode, Drop weapon, Thermals/NV, Radio
message,
Vote yes/no, chat, team chat. These are all-important keys that
I've
seen people overlooking in multiplayer games.
3) Display Setup (Monitor):
I'll leave this up to you to decide, it really depends on
what
kind of machine you run the game on and what type of internet
connection. Remember to click APPLY before leaving this
screen.
4) Sound Setup (Speaker with noise):
Firstly: Turn OFF the music. You don't need it and it
doesn't
help you in Multiplayer modes. The other 2 settings are up to
you, but
I keep sound Frequency at 22 khz.
5) Misc. Setup (Check box's):
Most of these are personal pref's on how you want the game
to
look. Note: Radar Type of Friends + Map is the best mode for
it.
6) Scalability Options (Scale):
Again these are personal settings depending on computer. I
recommend Low shadow quality, Dead bodies set to stay (This
really
helps in INF/team games), and the rest are up to you.
7) Network Settings (Comp's hooked together):
MOST IMPORTANT: Set the RATE setting to whatever your
modem/BB
is. The default is 56.6k. Also if you have a firewall in here
is
where you set the game to go through it.
8) CD Key (CD with a key on it):
This is where you enter your cd key from the inside of your
box.
You have to enter it again even if you entered it when you
started up
single player mode.
Now along the bottom is 5 buttons in this order: Join Server,
Host
Server, Options, Violence Lock, and Exit. To jump into an
Internet
game all you have to do is click on Join server. The most
important
Part in here is the source you are getting your servers from.
Default
is "Local". Click on this once to change it to Internet, then
click
the "Get New List" button. The server list will be updated and
you
ready to double click 1 of them to play. TIP: It is best to
click on
the Ping tab to make sure your connecting to a fast server, for
best
gameplay. Also note that you can change the type of games you
are
looking for (DM/TDM/INF etc) and to show the server if it's full
or
empty. All settings are saved when you move out of the menu so
the
next time you come back to it you do not have to change the
settings
again.
3) Server Settings:
When creating a server there are a few important settings to
remember. First off is score and time limits. Secondly is
friendly
fire, this is better left off on most internet servers because
of the
mass team killing that will ensue from accidents/TK'ers. The
most
important setting is the "Dedicated" one. This setting does not
let
you play while running a server, but it allows people connecting
to the
server to have the best experience possible. Lastly remember
to name
your server and keep the max number of players to a limit that
is good
for what kind of connection you are serving the game on.
4) Weapons:
Inside each of the map sections, there will be mention of
spots where
curtain weapons will be more useful then others. The weapons in
INF,
CTF, ELIM modes are based selected in the team-outfitting
screen.
Kelvin "Kilo Tanga" Tay has been nice enough to submit a weapons
breakdown to me. It is listed next.
================================
SOF II Multiplayer Weapons Guide
================================
By Kelvin "Kilo Tanga" Tay
Weapons
---------------
*Knife*
Primary (65 dmg/per slash)= A slashing attack, not affected by
armor
Secondary (80 dmg/per throw)* = A throw, not affected by
armor
Tips: Slash and hack AFK's! if you're out of any indirect
weapons
(anything that doesn't need a line of sight to kill with) and
there's
an enemy behind cover, try to throw a knife over their cover and
you
might just hit/kill them.
* A great thing to do with the knife is to throw it up into the
air
(like in a 35 degree angle) while you're running and try to
catch all
of them
*M1191A1*
Primary (50 dmg/per shot)= A single shot, damage gets absorbed
by
armor. Secondary (70 dmg/per whip, weird how a pistol whip does
more
damage than a bullet) Pistol whip = not affected by armor.
Tips: Although this gun does more damage than the SOCOM, I
would
rather use the SOCOM any day because of the larger clip size.
*US SOCOM* (does slightly less damage than the Colt)
Primary (40 dmg/per shot)= A single shot, damage gets absorbed
by
armor Secondary (70 dmg/per whip)= Pistol whip, not affected by
armor
Tips: This is my favorite handgun because not only does it do
good
amount of damage, its large clip makes it easier to kill with.
*Pump-action shotgun*
Primary (22 dmg/per pellet, 8 pellets) = Shotgun buckshot,
armor
absorbs lots of damage.
Secondary (70 dmg/per whip) = Shotgun whip, not affected by
armor
Tips: One of the better secondary weapons in my opinion due
to its
ability to get a one shot kill at close range and power.
*USAS 12*
Primary (15 dmg/per pellet, 8 pellets) = Shotgun buckshot,
armor
absorbs lots of damage
Secondary = nil
Tips: The USAS 12 is an inhuman close quarters killing
machine
because not only does it do a decent amount of damage per shot,
it's
fully automatic so only a few rounds are needed to kill. Because
of
this, many servers have disabled this weapon as it seems that
the USAS
12 is too overpowering at times.
*Micro-Uzi*
Primary (40 dmg/per shot) = Fires, damage gets absorbed by
armor
Secondary = nil
Tips: The Micro-Uzi without doubt is probably the best
spray and
pray gun in the whole game. Unfortunately, the gun has little
affect at
longer ranges because of its recoil.
*M3A1*
Primary (50 dmg/per shot)= Fires, damage gets absorbed by
armor
Secondary = nil
Tips: Although this gun doesn't stand a chance against the
more
damaging assault rifles or the spray and pray Micro-Uzi the M3A1
makes
a good secondary gun for any sniper.
*M4/M203*
Primary (35 dmg/per shot)= Fires the gun (what else do I
say?),
damage gets absorbed by armor
Secondary (101 dmg/per shot, radius = 200)= Fires the grenade
launcher, if it's a direct hit, it's a one shot killer.
Tips: Nicknamed the "n00b cannon" the M4/M203 is probably
the best
all round weapon in the game. The M4 is great in close quarters
as well
deadly when circle strafing an enemy. The M203 grenade launcher
packs a
deadly punch as it can take out more than one opponent and it
can be
used to kill opponents around corners from the grenade's splash
damage.
This gun may be banned on some servers mainly because the M203
is
unfairly considered an "n00b cannon" due to its effectiveness
(usually
hated by AK 74 users)
Tyrlan's Notes: I love using this weapon. While I change to
the auto
shotgun for curtain maps and the AK 74 for others the added
grenade
launcher on here is just wonderful. This, like all weapons, is
a
weapon of skill. I was being called a newbie and such on a
server for
a while, while using this weapon until taking down 7 players
with 1
clip and a nade. Then switching to an AK74 I picked up to
finish off
the other 2 people. (Won the map ^_^) Anyways, basically you
should be
good with all weapons and use what you feel best with.
*AK74*
Primary (45 dmg/per shot) = Fires the gun, damage gets
absorbed by
armor
Secondary (75 dmg/per stab) = Bayonet stab, not affected by
armor
Tips: The AK 74 is probably the most accurate, when fired in
bursts, of the two assault rifles but it lacks the accuracy of
the M4
on the run or the M203's splash damage.
*M60*
Primary (55 dmg/per shot) = Fires the gun, damage gets
absorbed by
armor
Secondary = nil
Tips: Although few use the M60 for its true use, cover fire,
the
M60 is a great gun because you can fire 3 times as much rounds
before
reloading compared to an assault rifle. This gives the user the
advantage by killing the enemy if the enemy is caught reloading.
Also
the long reload times of the M60 are deadly in a close quarter
battle.
*MSG90A1 AKA: Sniper Rifle*
Primary (120 dmg/per shot) = Fires the rifle, headshots kill
no
matter what.
Secondary = Toggles sniper scope, up to 20x
Tips: Always toggle the scope before firing as the sniper
rifle is
very inaccurate without the scope (although in emergencies it
never
hurts to try to "rail" someone without the scope). Always, and I
mean
ALWAYS aim for the head with the sniper rifle as enemy's with AK
74's
or M4's will pick you off before you usually get another shot.
*Fire grenades*
Good for making a blockade while doing as much damage as a
frag
grenade.
*Smoke grenades*
Great for making escapes with the objective and also to
confuse
enemies
*Flash bang*
Great for surprising the enemy's, but watch out for hitting
teammates
also.
*Frag grenades*
Hold down for 1.5/2 seconds and then throw so the enemy has no
time
to run away from the blast
*Armor*
Use it whenever you can as it WILL save your arse.
*Night-Vision*
Use it in dark maps with the sniper rifle as no other vision
enhancing gadgets can be used along with the sniper rifle.
*Thermos*
Use it in dark maps with lots of bush (doesn't work with
sniper
rifle).
Beware: watch your fire on friendly fire servers because it's
hard to
determine friend on foe from anything but point blank range with
the
goggles on. Tyrlan: after a little practice and use of the map
this
doesn't become a problem.
*Backpacks* (CTF only, in the tents)
Replenishes all health, armor and ammo, dropped weapons don't
come
back when you run over a backpack.
Weapon Combo
---------------
Inf:
I normally recommend the:
M4/M203, Pump shotgun, Fire grenades, US SOCOM, Knife, Armor
This is because on most Inf maps, it's going to be close
quarters so
the shotgun and the M4/M203 are your best bets.
Elim:
I normally recommend the:
USAS 12, Micro-Uzi, Frag grenades, US SOCOM, Knife, Armor
This is because the goal in Elim is to take out as many enemies
as
possible each round. Since the USAS 12 and the Micro-Uzi is
probably
the easiest to kill with (at close range) I usually use the
aforementioned combo for Elim.
Weapon Damage analysis
---------------
After looking at all the weapon damage ratings, I'm shocked.
Apparently, the M3A1 does more damage than both of the assault
rifles
which is, in my opinion surprising because I usually thought
assault
rifles in general do more damage than submachine guns. The M4
actually
does LESS damage than M3A1, US SOCOM, M1191A1 and the Micro-Uzi,
the
.45 round in the M3A1, SOCOM and M1191A1 might be argued against
but
the Micro-Uzi?!? The knife slash, throw, pistol whip, shotgun
whip AND
bayonet stab on the AK 74 does MORE damage than all of the guns
except
the sniper rifle. Maybe this is for balance, but it really ruins
the
realism... Although some damage values might me "unfair" or
"strange"
in reality, the game runs quite smoothly and is balanced. Also,
the
thrown knife seems to be able to "stick"/cut into to anything in
the
whole game! Even through stone and the helicopter in Inf!
Weird!
================================================
4.1) Team Outfitting:
This is used during the INF, CTF, and ELIM gamemodes. It let's
you
choose what equipment you are going to be using until 1 of a few
things
happens. 1) You die. 2) You beat the mission 3) you pick up
someone
else's gun after killing them (You have to drop your own gun to
do
this) listed below are the choices that you can make from this
screen.
Please refer to the weapon section for further details on the
guns.
1) Primary Weapon: Ak74+Knife, M4 Assault w/grenade launcher,
USAS12
Shotgun, MSG90A1 Sniper, M60 Machinegun.
2) Secondary Weapons: M590 Shotgun, MicroUzi, M3A1
Sub-machinegun.
3) Pistol: M1911A1, US SOCOM
4) Grenade: ANM14 Incendiary, SMOHG92 Frag, M84 Flash, M15
Smoke,
5) Accessory: Armor, NV goggles, Thermal Goggles.
5) Gameplay Modes:
All gameplay modes allow for random maps to be used. This is
one of
the better features, although sometimes annoying in INF, of SOF2
multiplayer.
A) Deathmatch:
This is your standard deathmatch type gameplay. Everyone
on the
server spawns with 6 knifes and a SOCOM pistol. You can carry
as many
weapons as you can find, and the weapons depend on the lvl you
are
playing. See the Maps section for where weapons are in the
maps.
Playable Maps: Colombian Jungle, Finca Housewarming, Hong Kong
Hotel,
Hospital Roof, Kamchatka Labs, Jersey Winter Wonderland, Prague
Streets, Raven Office, The Shop Under Siege.
B) Team Deathmatch:
No real explanation is need for this. It is the same
gamemode as
Deathmatch, but you have teams. IE you can only kill the other
team.
Note: Your teammates show up on the radar and have a X above
their
heads in your team color.
Playable Maps: Colombian Jungle, Finca Housewarming, Hong Kong
Hotel,
Hospital Roof, Kamchatka Labs, Jersey Winter Wonderland, Prague
Streets, Raven Office, The Shop Under Siege.
C) Elimination:
This is the first of the team based modes. Basically the
players are
divided into to groups that are places on opposite sides of the
map
from each other. They have to seek out and destroy the other
team.
Once you are fragged (Eliminated) you have to wait until one
full team
is dead, OR the time runs out.
Playable Maps: Colombian Jungle, Hong Kong Hotel, Hospital
Roof,
Kamchatka Labs, Prague Streets, Raven Office, The Shop Under
Siege.
D) Capture the Flag:
Do I really need to explain this to anyone out there? Well
anyway, I
haven't played this mode at all in SOF2, but here is the
basic's.
Again you have 2 teams, each one has a base with a flag in it.
You
have to play both offense and defense in this game to win. The
goal is
to get into the enemy's base, get their flag and get back to
your
base(Your flag stand with flag on it). If you die while
carrying the
flag it is dropped in the place where you died. It will be
returned to
the enemy base after 30 seconds if left on the ground. Simple
enough?
Good.
Playable Maps: Colombian Jungle, Jersey Winter Wonderland
E) Infiltration:
This is by far my favorite game mode. You have 2 teams again,
but
this time one is attacking(Blue) and the other is
defending(Red). The
objective for the Blue team is to get into the reds base, steal
the
case (Don't ask what's in it... we'll just say it's important)
and get it
back to their Chopper for a quiet escape. Simple enough? Well
this is
where the Red team comes in. It is their job to protect the
case and
make blue have a very bad day. There is always a mission
briefing that
explains the details of the mission at the start of every map.
Now
because of the nature of combat, the defending teams usually get
a
slight advantage on the maps. Some maps it is dead even, and
others
give blue an advantage. A small thing to note is that during
Inf games
the RMG can be a bad, bad thing. As sometimes the case will
spawn
closer to blue then red, or ever with the blue team between the
red
team and the case. This as you will sometimes see makes for
very hard
wins.
Maps: Colombian Jungle, Finca Housewarming, Hong Kong, Hotel,
Raven
Office, The Shop Under Siege.
6) Maps:
I've put this section on hold for a bit while I work on the
single
player walkthrough. The best thing you can do right now is to
start
your own server and walk around the maps. Look for spots that
have
good hiding places and different ways into and out of key spots
in the
maps. One of the good things about SOF2 multiplayer maps is the
abundance of ways into and out of places.
7) Tips/Strategies:
Right now this section is on hold while I work on the single
player
part of this FAQ. Also it takes a while to work out good all
around
strategies for these maps since there are so many different
ones.
Right now I'll give you one of the best pointers you'll ever
hear.
Watch other people. Watch how they walk/run around the levels,
watch
how/where they shoot, watch were they spend time and WHAT
equipment
they are using for different places in the level's. You'll die
a lot
in the start (even the FPS vets) but spend that time in
spectator mode
wisely. One of the best things to do is to watch the person
with the
highest score or the person that just killed you. Take note on
how
much you hurt them before you died, and try to change your
behavior to
benefit yourself and your team.
I've got a lot more rough outlines on tips/strategies, but I
don't want
to release them yet until they are a little more polished. I'll
take
any and all submissions for this section. Just e-mail me at
[email protected].
This document Copyright 2002 by Tye Arnett. If you want to
Post/print/host/submit/whatever else you would do with a
walkthrough
other then just read it. You must e-mail, call, or write me for
permission to host or reprint this in any form. If you have
paid money
for this, you have been ripped off and should report it to both
the
police and me.
SOF2 and all it's trademarks, characters, and code are the
property of
Raven Software.
?xt=FALSE
Please note where possible I have tried to use the less sophisticated names of some of the weapons for clearer understanding. Also I assume that you didn’t customise the difficulty and switched off inaccuracy as well. That would be downright cheap right?
Knife
You carry 5 of these knifes. You have 4 to throw to use for silent takedowns and the last one as a close quarter weapon. Advice really is not to use them in the long run and only for unarmed potential threats or for mutilating corpses. As you’ll need to get incredibly close to kill someone properly and its not advisable really to be used against anyone with a gun in their hands. Especially in the later levels as they’ll make mincemeat out of you. Although it can be used as a last resort, it should be noted that if you get to the stage where all you’ve got is the combat knifes, you’ve screwed up royally and should really load it. Apart from the initial load out screen, you won’t get any more of these knifes.
M1911A1 pistol-
Clip 7 rounds
This pistol although plentiful, is sort of pointless. With only seven rounds, no extras and somewhat high recoil, Its use is very limited to killing dogs or unarmed scientists (if you prefer not to use the knife to do the job). It uses AK47 ammo, so use the rifle instead. Its not highly recommended going toe to toe with a terrorist using this weapon. There’s Dual weapons supported with this weapon but even then it isn’t going to be used frequently. You can make silent take downs with this weapon provided you got close enough to smack them in the head twice. You find that levels based in Eastern Europe and the former USSR frequently have this gun. The security guard at the hospital level has one as well.
Socoms
Clip 12 rounds
Extras: Tactical light, laser sight and silencer.
This is more like it. This is the better of the 2 pistols. Unlike the pervious pistol it comes with a lot more features. With customisable kits and having more ammo in its clip so you should last longer in a firefight (assuming you use it). With dual pistol abilities it should increase your chances of surviving a fight. But again, you’ll probably spend more time using it killing dogs or civilians and most of the customisable equipment is useless except for the silencer (which won’t come in useful very often). The tactical light has a small radius and you’ll opt for the night vision goggles instead, as for the laser sight, you may have a lot more accuracy but the red light is easily detectable by the terrorists. Again, it is possible to make silent takedowns without the use of a silencer by getting close and smacking them in the head twice. Ammunition for this gun is plentiful as it uses the same ones the M16 has and from level 2 onwards virtually every level (except the seaward star and Hong Kong) will have m16s
Micro uzi
Clip 30 rounds
This gun is surprisingly effective when you use it. It has a reasonably large clip and has a good range provided its used in controlled bursts allowing for even headshots to be done. Also it isn’t a bad close quarter weapon either. If used effectively in ambushes it can kill things instantly as it fills the person incredibly quickly with bullets. Again it can be used with another Uzi but it’s at the cost of accuracy and the speed you reload the weapon. In most situations you’ll be fine. But beware, its not the weapon of choice against mass numbers and you should attempt to squeeze people into choke points or find ways not to get outnumbered too quickly. Use cover effectively with this weapon as those who have these micro Uzis will do heavy damage if you present them a target. But long term, take a pistol instead as there are very few levels where micro UZI ammo is plentiful and those levels that do have plenty of micro Uzis, you’re guaranteed to find one very quickly. This weapon is frequently used in the seeward star and in Hong kong (which, incidentally are 2 levels next to each other)
Pump action shotgun
Clip 9
An effective close quarter weapon. Its stopping power is brilliant requiring only one shell to kill anyone. Its only down fall is its incredibly short range and should only be used for ambushes, short corridor and small room clearing like in the buildings of Hong Kong. This weapon can maintain accuracy quite well unlike the combat shotgun. You should bring a shotgun for every single level. As virtually every single level will have shotguns involved.
Usas 12 combat shotgun
Clip 10 rounds
This is effectively a shotgun turned assault rifle. The gun allows for automatic firing and single shot rounds. Accuracy of the gun isn’t very good as after the first shot if you’re using auto. Therefore, its recommended it’s used in close quarter fighting or you use the single shot function more often. Range seems to be slightly longer with the USAS 12 then the pump action one, but it’s so marginal you won’t notice it. You should replace the pump action shotgun for this gun, as the terrorists will be using this gun frequently in later levels.
Sniper rifle
Clip 5 rounds
The sniper rifle will probably be invaluable in the earlier levels especially in Columbia but will be rarely used in the later levels, as the OICW will replace this weapon for the sniper rifle of choice. But this gun does have its advantages. Firstly, it has a longer zoom then the OICW and secondly, its the only sniping capability you’ll have till the oicw arrives. But it makes one hell of a racket, slow reloading and has only 5 bullets in its clip. It should only be used as a long-range recon device and snipe people in bunkers welding machine guns, isolated enemies or other snipers. But once you get the first shot in you’ll probably be given enough time to shoot again before the nearby enemy surround you and kill you (assuming you haven’t cleared all moving forces). You find this weapon available in the Colombian jungle, Hong Kong and in Kamchatka.
Grease gun
Clip 30 rounds
A nice little weapon and a good gun to introduce new comers to soldier of Fortune 2 .The beauty of this gun is that it can fire single and be able to burst in the auto setting, so accuracy is very good here. Also its recoil isn’t as high as the other guns so allows room for itchy trigger fingers. But again, like the other guns, it should be used with controlled bursts to maintain accuracy. The only downfall of this weapon is that after the first level you’ll find no top ups for this gun. Which is a shame. Use this weapon with pride when you still can.
Ak47
Clip 30 rounds
This gun is virtually everywhere in this game and it makes for a cheap and cheerful gun. Although its a worthy secondary rifle it does come with its own problems. First of all the bayonet on the front is useless and you’ll spend more time using it for style. Second, the recoil is much higher then the m16, so fewer shots can be let loose and accuracy will suffer quickly for this. But you can use this weapon quite effectively to clear small rooms of filled with enemies that your shotgun can’t reach. The gun is used quite frequently from level 2 onwards but will slowly dwindle in use, as your enemy will switch to m16s.
M16
Clip 30 rounds
This should be considered the main weapon of choice until the oicw is available. The accuracy of this gun is good, as is its base damage rate. recoil isn’t too high and would no doubt make burst shots very accurate. This gun does come with a built on grenade launcher but unless you can time your attacks and use it properly, its ineffective and could cost you dearly. Launching it takes ages and by the time it comes out the enemy probably given you bullets into your head. Even if you do release it the gun falls short of the distance required which is highly disappointing. But still a good weapon no less. This weapon is used throughout the whole game except in Hong Kong and on the seaward star).
OICW
Clip 30
The oicw is rife with features. It’s a sort of M16 sniper rifle. The gun uses M16 ammo. The advantages with this gun is that you wouldn’t need to switch weapons to snipe and shoot again as its a secondary function can snipe at reasonable high distances and launch grenades. Also it comes with night vision so it saves you packing night vision goggles (although you have to be in sniper mode to use them). It also has a threat indicator to help you detect who’s a good guy and who’s a bad one. But this gun comes with its own problems. First of all, in normal view its recoil is higher then the M16 and doesn’t deal as much damage as the M16. Although it comes with a grenade launcher feature, it takes absolutely ages to set the grenade up to hit somewhere (but if you can use it quickly and effectively you’ll always score 100% accuracy) as its so complex. Lastly the threat indicator does have its faults as it sometimes it fails you in some of the most important times. Sometimes it can see things coming from a long distance and other times it can’t even see who’s a threat when you see the person yourself. Also, it classifies everyone holding a gun bad and won’t detect guard dogs. This results in huge frustration especially in Kamchatka so beware. But these problems are minor which you can adjust to them eventually and the sniper capabilities and night vision alone give you reason as to why you should take it when its first available.
RPG rocket launcher
In single player, this weapon is utterly useless. As most levels are mostly in corridors and taking it with you would be a waste of space. Avoid taking this weapon.
Grenade launcher
Another useless weapon. You wouldn’t need this weapon either. Its range is poor and most people won’t fall for the grenades anyway. Go for another weapon instead.
[Mounted guns]
M60
Highly similar to the RPD seen in the first level and fixed guns have plenty of ammo so you can hold the trigger down. Accuracy wouldn’t be an issue when its fixed so use spray and pray tactics Especially on the last bit of Colombian jungle. You can get this weapon unattached and it can travel long distances, but it’s not advisable as its recoil is incredibly high. Best to keep with the m16 or oicw for shooting.
RPD
You’ll only get to use this on the first level and most certainly on the escape out of Prague. The weapon is fixed and comes with plenty of ammo so you can hold down the trigger and fire to your hearts content, accuracy wouldn’t be an issue as most of the time you’ll be using this gun pretty close up to the enemy.
[Grenades]
Frag
These ones are deadly. Although the explosion is small its very difficult to see. Try holding the grenade down and bouncing them around walls to maximise use of grenade and stop them throwing them back.
Flash bang
This grenade blinds people and you if you’re not careful yourself. It produces a massive flash, which can blind people just enough to kill them. But its so difficult to catch anyone with it makes this a rather pointless device to take. When the terrorists use it against you its effective. Your best bet is to run like hell when you hear a hissing sound or turn your back to the grenade till you hear a flash. If the flash does catch you, make sure you run away as fast as possible. Usually terrorists follow this flash up with a hand grenade to ensure you die or blow you to pieces with bullets.
Incendiary
This grenade does have its uses. Firstly it’s got a wide surface area and its great in tight places or people who are in corners. Works well in buildings and there is very little to detect whether someone is throwing one at you unless they say something implying one is coming along. Or you see the smoking grenade coming at you. So in general take these if you can’t decide on a grenade.
F1
Highly similar to the Frag except it produces a much larger explosion, have its uses if timed correctly
[Other equipment]
Thermal goggles
This item although shouldn’t be worn for long periods as its range is incredibly short and makes travelling difficult. It does have one vital use. It can see through walls and doors. So this should be used when entering new rooms as you can check whether there’s someone behind the door or close by. Pack this instead of the night vision goggles as most levels you’ll get supplied goggles from your fallen enemies.
Night vision goggles
Not bad piece of kit this. It allows you to see in the dark. Perfect for levels set at night or poorly lit rooms. Don’t use them when there’s light as it’ll be just be completely white. Unless its a night mission and you expect dark corridors and rooms, don’t bother taking them. Later levels you’ll have built in night vision in the oicw and enemies will drop them.
Binoculars
They allow zoom in capabilities. Pretty pointless but if you are in areas where there’s heavy vegetation, lots of ground to cover, ambushes or there is frankly nothing better to take, just take the item to fill the slot. This item won’t be used often.