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Retro Game Walkthroughs For
"Soldier of Fortune 2"
(PC Games)

Retro Game Walkthroughs for Soldier of Fortune 2 (PC Games)
Submitted By: Unknown
Soldier of Fortune II: Double Helix FAQ/Walkthrough.

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
Submitted By: spoonbeast
Soldier of fortune weapon guide

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.


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