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 Quake II. Game Guide

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LenO
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PostSubject: Quake II. Game Guide   Wed 20 Jun 2012, 17:25



It's pretty simple: to frag stuff, you need weapons. Given that peaceful negotiations or
economic sanctions tend to not work too well in a game like Quake 2,
you'll need to make good use of these weapons of destruction to come out on top.
Detailed information on every weapon available in your armory follows.

Blaster
Shotgun
Super Shotgun
Machine Gun
Chaingun
Grenade
Grenade Launcher
Rocket Launcher
Hyperblaster
Railgun
BFG10k



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LenO
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PostSubject: Items Guide   Wed 20 Jun 2012, 17:46



Quake 2 also features several items and powerups that you'll need to use to stay alive. Armor and health are important for keeping you
whole, while some of the other powerups are important for progressing through levels or going on mass fragging sprees. Detailed info on
each type of item is presented below.

Health
Armor
Energy Armor
Silencer
Backpacks
Breather
Enviro-Suit
Quad Damage
Mega Health
Invulnerability

Health


Chances are, you're going to get hurt playing this game. Well, not you yourself, but your alter-ego Space Marine self. In order to repair
that kind of damage, you'll need to pick up health items, which are typically easy to recognize. First Aid packs are small boxes with red crosses on
them. They restore 10 health points each, up to a total of 100. Medkits are similar in appearance, but are slightly larger and restore 25 health points,
up to a total of 100. Stimpacks provide only one point of health each, but can be used to boost your health over the normal ceiling of 100, all the way
up to 200. Finally, Adrenaline packs boost your health a full 100 points, up to a maximum of 100.

Armor


Armor reduces, but does not eliminate, damage done by your foes and environmental hazards. It's indispensable to keep you alive,
and often means the difference between victory and defeat. Armor comes in four types. Armor shards boost your armor by one point each,
and can really add up. Flak Jackets provide 25 points to your armor rating. The yellow Combat Suits do much better than that at 100 points.
The red Body Armor is the holy grail of armor in Quake 2, providing you with a whopping 200 bullet-stopping points. Grab them whenever you can.

It's particularly important to keep the Body Armor out of opponents' hands, so if you find one while you still have a full 200 armor, do a little
damage to yourself (with a grenade of rocket), then swipe the armor. You'll be at a much greater advantage with it out of your opponents' reach.

Energy Armor


Energy Armor is a special type of armor that completely absorbs any attacks directed against you. As such, it represents a very
important powerup. However, the armor requires energy cells (the same ones that power your Hyperblaster and BFG 10k) to work, and
drains the cells whenever it absorbs damage from attacks. If you don't have cells to power the armor, you get no benefit from it. Also note
that you can toggle the activation of your Power Armor on and off with the "P" key by default. You might want to do this to save your cells for your weapons.

Silencer


The silencer is an item that will for a time mute the sounds of your weapons so that they are very difficult to hear. While not that important for
the single player game, this has strategic consequence for multiplayer as it keeps opponents from easily locating you by listening to where your
shots are coming from. Still, it's really not all that powerful, so don't put yourself in danger to acquire it.

Backpacks


Backpacks allow you to increase the maximum amount of ammunition you can carry. There's nothing more frustrating than having good
ammo lying all around you and not having any room in your inventory to stock up. Backpacks solve this problem and come in two types:
Bandoleers and Heavy Packs. The difference between the two is a matter of space --the Heavy Packs have more of it and allow you to carry
more than the Bandoleers. Sometimes in multiplayer games when an opponent gets fragged he/she/it will drop a Heavy Pack full of
different kinds of ammo. Snatch it up if you can.

Breather


Breathers allow you to breathe underwater for a period of time. Not too exciting, but good for keeping you alive for long
underwater treks. There are several points in the single player game at which the use of this item will be necessary to finish your mission.

Enviro-Suit


The Enviro-Suit will keep you from taking damage when slopping through toxic waste. Like the Breather, its use will
sometimes be necessary in the single player game, and sometimes it is required to get hard-to-reach weapons on some multiplayer maps.

Quad Damage


The Quad Damage is, without a doubt, the most sought-after item in the game. For a time, this artifact quadruples the damage all
your attacks do, turning a good player into an almost unstoppable fragging machine. You've got to move quickly when you get your
hands on one of these gems, though, since the effect wears off. You will also be marked with a glowing nimbus, which usually causes
people to run away from you as quickly as you can. Combine the Quad with the Chaingun or the BFG 10k if you have it to maximize your carnage.

Mega Health


The Mega Health spikes your health rating an incredible 100 points, up to a maximum of 200. This has obvious benefits, such as allowing you to take
quite a bit more damage before going down. Unfortunately, the effect wears off as you loose about 1 point of health a second until you tick down to
your regular maximum of 100. Make good use of it while you can.

Invulnerability


This incredibly rare item temporarily makes you completely immune to any attacks and environmental forces. As such, it is probably the most powerful item
in the game, and almost guarantees you a few good frags if you can get ahold of one. Beware, however, that the effect will eventually wear off. In addition, you
will be marked with a glowing nimbus that alerts other players to your godlike status and sends them running in every direction.


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PostSubject: Singleplayer Enemies   Wed 20 Jun 2012, 18:08



Welcome, Marine! This is PlanetQuake's briefing on the enemies you will be encountering in the single player game of Quake 2.
You have wisely decided to arm yourself with the most powerful weapon at your disposal: information. Below you will find complete files on
each of the enemies you'll encounter, along with tips, info, recommendations, and other life-saving data to help bring you back in one piece.
Good luck and good fragging!

Index

Barracuda Shark
Berserker
Brain
Enforcer
Flyer
Gladiator
Gunner
Icarus
Iron Maiden
Light Guard
Medic
Mutant
Parasite
Tank
Technician

Barracuda Shark


Description:
Barracuda Sharks are mechanical fish found in the waterways and pools of Stroggos. All the "flying" creatures seem to have better
navigation skills than their legged cousins; The Barracudas could be considered fish flying in the sense in
that their navigation is three-dimensional
and thus fairly good. They do not, however, have very powerful weapons and are easily killed.

Berserkers


Description:
These lumbering monstrosities are everywhere, and are equipped with a huge swinging spike hammer on one of their arms that can do quite a bit
of damage. Berserkers run really quickly, but luckily only have a melee attack and can be easily taken out. Watch out for the "surprise" Berserker
from behind, which can cause a bit of damage before you notice him.

Brain


Description:
Definitely one of the stranger looking cyborgs you'll encounter, Brains are almost entirely mechanical, and come
equipped with an energy shield that protects them from head-on attacks. When they get close enough, Brains will
lash out with flaying tentacles that can rip you apart. A Brain starts its existence with 300 health.

Enforcer


Description:
Enforcers are brutish cyborgs with machineguns attached to one of their arms. They serve as Sergeants in Stroggos's
armies, directing the activities of the weaker Guards. These guys usually show up in groups of one or two in early levels,
and larger groups in some of the later missions. The "instant effect" gun attached to their right arm is hard to dodge, but is
possible; see below.

Flyer


Description:
These small, hovering machines s are the first flying creatures you encounter in the single player game, and can prove
to be quite a nuisance. They tend to like ambushes from above. As with Icarus, Flyers navigate well and have a Melee as
well as projectile attack. Don't dismiss them after you have run down a twisting set of hallways. Flyers start with only 50
health, so a few shots will kill them.

Gladiator


Description:
Gladiators are very dangerous foes. When a Gladiator is created, a human torso is mounted atop a set of powerful mechanical legs,
and a railgun is attached to one of its shoulders. These monsters can be easy or really hard, depending on whether or not others are
around. Get a couple of them on your tail and you could be
in for some real trouble.

Gunner


Description:
Gunners, used effectively, are one of the most deadly monsters in the game. They are large cyborg warriors with unmatched ferocity and hatred for you and all the
forces of Earth. They have two options when attacking: a powerful chaingun or a super grenade launcher. Placed high on ledges, they are hard to take out and rain
grenades on you, as well as machine-gun fire. With practice, however, battling Gunners is similar to fighting Ogres from Quake. Gunners start with 175 health.

Icarus


Description:
Icarus is, IMO, one of the hardest (or at least most annoying) monsters in Quake 2; it navigates well and fires well with blaster rounds and takes a lot of damage. This creature is
basically a hovering assault unit, which can track you well through levels and blast you with searing energy bolts. Icarus is a tough monster, starting with 240 health

Iron Maiden


Description:
These abominations are what happens to female human Marines when they are captured. Wielding arm-mounted Rocket Launchers,
they can quickly blow you to pieces. Besides the Bosses, the Iron Maiden is one of the most powerful monsters in Quake 2. Maidens have 175 health

Light Guard


Description:
You see a fair number of Light Guards throughout the game, and they are the first enemy you encounter. They are basically a quickly thrown together cyborg with one of
several weapons grafted onto its arm (Blaster, Shotgun, or Machine Gun). The Light Guard is definitely the easiest enemy, but can offer a challenge if there are a large number
of them at once. It's also interesting to note that all three Guards all share the same AI code, with slight modifications depending on which Guard it is.

Medic


Description:
The Medic, like the Archmage from Doom, can resurrect fallen Stoggs. For this reason alone, it is worth either gibbing every monster you kill
or killing all the Medics in a level right away. They can be very dangerous and you can quickly find yourself surrounded by resurrected foes if one
manages to get loose. The Medic starts life with 300 health

Mutant


Description:
Unlike most of the other enemies in the game, the Mutant is not a cyborg. Rather, it is the perverted product of the highly polluted
Stroggos environment. Radiation and toxins have warped and mutated once docile creatures into raging beasts that will attack on sight.

Parasite


Description:
These robotic dogs can be a huge pain. They're quick and can sneak up on you from behind quite easily. The Parasite has some of
the coolest idle animations; check them out with NOCLIP on. It is also one of the hardest monsters to defeat in the first few missions.
Parasites begin with 175 health

Tank and Tank Commander


Description:
You'll be seeing a lot of these slow but powerful robotic commanders. They're covered in armor and have a variety of deadly weapons with
which to blast you to smithereens. They are big and scary, have powerful weapons, but can be relatively easy do defeat due to their slow speed.
Tanks start with 750 health, and -200 health is needed for a Gib.
Tank Commanders have more health points, but otherwise are identical to Tanks.

Technician


Description:
Definitely the grossest opponent you'll meet, the Technician is basically a large brain mass floating in a jar of fluid.
Their main function is the repair and maintenance of the Stroggos
military compounds, but they can definitely go on the offensive if they spot you.


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PostSubject: Marine Survival Guide   Wed 20 Jun 2012, 18:16



[center]Unlike its predecessor, Quake 2 expands the single player experience by including more shades of problem solving and puzzle work.
It features a mission level design similar to the hub system made famous by the HeXen games. Each mission must be taken in steps
called objectives. You may revisit maps several times before completing a mission. This sort of level design is more involved (and more fun!)
than "shoot anything that moves", and it is amenable to a walkthrough.

This section of the Quake 2 Guide contains complete walkthroughs for Quake 2. If you've become hopelessly stuck on where to find the key, or
button, or door, or way in general, we can help.

Note that two things are not always mentioned in these walkthroughs: enemies and items. The enemies are described in more detail in their own
separate section. Each of the missions contains between one and six objectives, depending on the mission, so be sure you go through each one.

If you've just gotta have every secret in the game to be a complete person, check out Thrrrpptt's Q2 Secrets Guide for all the hidden treats!

Missions:

  • Mission 1:
Establish a communication link to the command ship

- objective 1: Locate the base installation elevator
- objective 2: Use the sewer tunnels to gain access to the base installation
- objective 3: Locate the Comm Center
- objective 4: Enter the Bunker

  • Mission 2:
Destroy the Strogg Logistical Train

- objective 1: Find the enterance to the Supply Station
- objective 2: Collect the 4 power cubes to restore power to the Warehouse
- objective 3: Restore power to key Warehouse components
- objective 4: Proceed to the Detention Center

  • Mission 3:
Destroy the Security Grid protecting Strogg industrial section

- objective 1: Penetrate the outer jail defenses
- objective 2: Locate the blue and red keycards
- objective 3: Clear the way to the Security Pyramid and open it
- objective 4: Find the stolen security pass in the Torture Chambers
- objective 5: Locate and destroy grid control computer

  • Mission 4:
Navigate the Mines and enter the Warehouse

- objective 1: Make your way to the Mine entrance
- objective 2: Activate ventilation systems and enter the Lower Mines
- objective 3: Activate machinary to gain access to Drilling area
- objective 4: Lower the access bridge and gain access to the Drilling Area
- objective 5: Find the service elevator to the Warehouse

  • Mission 5:
Shut down the alien Processing Plant

- objective 1: Find the enterance to the Processing Plant
- objective 2: Shut down all machines
- objective 3: Find the Enterance to the Power Station

  • Mission 6:
Infiltrate and destroy Strogg main reactor

- objective 1: Find the reactor
- objective 2: Enter the Cooling Facility and lower coolant
- objective 3: Go to Toxic Waste Dump and activate Pumping Station 1
- objective 4: Activate Pumping Station 2

  • Mission 7:
Destroy the Big Gun

  • Mission 8:
Close main Hangar bay door and destroy the Black Hole Generator

- objective 1: Find a way into the main hangar bay installation
- objective 2: Get the blue keycard to access the Repair Facility
- objective 3: Enter the Repair Facility and locate the Tank Commander's head.
- objective 4: Close main Hangar bay door.
- objective 5: Shut off the coolant to the CPU core and destroy the Black Hole Generator.
- objective 6: Retrieve and place Airstrike Marker

  • Mission 9:
Neutralize Strogg Leader's Communication System

- objective 1: Find a functioning Data Spinner in the Outer Courts
- objective 2: Find the Communications Laser CD in the Upper Palace
- objective 3: Reprogram Data Spinner at Central Computer and Destroy Strogg Communication Laser
- objective 4: Assassinate Makron


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PostSubject: Videos   Wed 20 Jun 2012, 18:25

Gameplay




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