********************************************************************* Vietnam 2: Special Assignment FAQ ********************************************************************* Platform: PC (Windows 2000 is best?) Author: SoftGrunt FAQ version: 0.1 ********************************************************************* Contents: ********************************************************************* 1. Introduction 2. Weapons 3. Enemies 4. Walkthrough 5. Cheat Codes 6. FAQ History 7. End/Legal ********************************************************************* 1. - Introduction ********************************************************************* I had a hard time giving up my old Windows 98 system, so I picked up this game, along with ValuSoft's NORMANDY and NAVY SEALS first person shooters (FPSs) for about $8 apiece in the discount bin. Although the games were SUPPOSED to run under Win98 they didn't, requiring upgrades my system didn't have and I didn't want to make. They gathered dust until I finally got a new system and dusted 'em off. However this game, at least, has problems under XP!!! NORMANDY was ok but SEALS sucked - this game is so-so. NORMANDY is so straightforward it doesn't really need any explanation, but the VIETNAM 2 levels ramble A LOT and the exits aren't always clear, plus there are quite a few tedious levels that a few concise hints will clear up, so here goes! --------------------------------------------------------------------- "Young but proven, you have the natural instincts of a silent warrior and Flak will never see you coming." Well, SORT of... You're a U.S. commando wandering through narrow and wide-open landscapes, facing a fairly limited range of enemies on the way to a 'boss' baddie. Layout is based on the conceit that it's fun to get killed unexpectedly so you can do it right NEXT time! The theme is an obvious "Apocalypse Now" ripoff. This is an old budget FPS but has a 3-D engine (LithTech?) allowing you to cross different levels and climb a few slopes. It's obviously intended to be played with a joystick although you'll get by with a mouse. It's sort-of high physics so you DO have to aim your weapons. The graphics are just OK. I would have liked a little more attention to historical detail, which obviously isn't the creators' strong suit. I prefer sprites to these jointed 3-D baddies (who are simple but OK). There are a few scripted events. You can wander around a bit but there's usually only "one true way" to complete each level. There's a relative lack of those "stupid pet tricks" you have to repeat endlessly to get right to move forward - with certain exceptions... Some wooden barriers (beams) and crates can be broken by rifle fire or explosion. There are a few exploding 'barrels' (black octagons) but in useless locations. Falling from heights hurts you and can be deadly. Usually you can swim, though not in the "River of Death" (Level 8). You can press the TAB key to pause the game and display game time, your accuracy, the number of shots you've fired and missed, and the number of enemies you've killed. Note that there is no level map, so pay attention to where you've been to get to where you're going! --------------------------------------------------------------------- To sum it all up, you get what you pay for, and this clunky game doesn't come CLOSE to the playability of other Win98-compatible games like DARK FORCES, DUKE NUKEM, or even good old DOOM. If you're still living with Win98 you can probably find those games and others like RISE OF THE TRIAD etc etc for sale cheap. Get NORMANDY before this if you're really desperate. ********************************************************************* 2. - Weapons ********************************************************************* After picking up weapons you may select 'em using the number keys, or press the SHIFT key to cycle through what you've got: --------------------------------------------------------------------- 1: You start with an M16 assault rifle. It has a 30-round clip and the game lets you carry 90 extra rounds. It seemed to me to be MORE accurate than the AK47, but some say otherwise. Its only real shortcoming is that it's often hard to find its ammo. --------------------------------------------------------------------- 2: Level 1 introduces the AK47 assault rifle. Carried by most of your opponents its ammo is plentiful and it has a slightly larger magazine (36 rounds) than the M16 - but you can only carry a total of 72 rounds! --------------------------------------------------------------------- 3: Level 4 introduces the M60 light machine gun. It has a high rate of fire but is the least accurate gun in the game. It can deal out lots of damage fast due to its 100-round belt magazine. It also reloads rapidly, but you can only carry one spare belt. It never jams... ;-) --------------------------------------------------------------------- 4: Level 4 also introduces the Assault Shotgun. As always it's the game's most effective weapon at either close-quarters or medium range. Most enemies will go down with one shot. You can pump out 7 shells before reloading and can carry up to 14 extra, but shells are somewhat rare. It is VERY useful in all levels. Note that it takes a while to reload the shotgun, so pay attention to the ammo monitor - don't get caught reloading in heavy combat! --------------------------------------------------------------------- 5: The Rambo-esque Compound Bow is a great weapon since it's quite accurate at distance shots and one hit kills anyone (except Flak!) You can reuse arrows plucked from dead enemies (they appear as a bunch), but if you miss you've lost the arrow. You can carry 15 with one on the bowstring. I think there's one in Level 2 somewhere but it's easily found in Level 8. --------------------------------------------------------------------- 6: Level 1 also introduces Hand Grenades; you can carry 10. Note that enemies dodge them in the open - they're best used for clearing small areas. It takes practice to throw them accurately - but the NVA are good at it! Note that if you throw a 2nd grenade before the first has exploded, both detonate simultaneously! --------------------------------------------------------------------- 7: The "M14" is actually the single-shot bolt-action M40 SNIPER RIFLE and NOT the M-14 sniper or assault rifle. It's fairly quick to reload and will kill most enemies with one round, so it's typically more useful than the RPG! You can only carry 20 rounds but you'll find more in most levels. Maybe crouching improves accuracy? The M14 appears in Level 1 but you can't get one until Level 5. It is absolutely required in Level 8. Conserve your ammo to pick those mortars off the bridges! --------------------------------------------------------------------- 8: The RPG fires a straight-line rocket grenade. It can do lots of damage to your enemies - or to YOU if you're not careful. It's most useful busting the bunkers of M60 gunners. It is KEY against the 2 Mortar bridges in Level 8 - you can only carry a total of 3 rockets (with one in chamber) anyway. Aiming at your enemies' feet is the best strategy in the open - its splash damage is very effective while if you miss a body shot the rocket explodes harmlessly in the distance. The RPG can be found on a Level 1 rooftop, but you can't really use it 'til Level 4 where it's more easily obtained anyway. --------------------------------------------------------------------- Over all: I would have liked something more inventive. Why two assault rifles? The explosives are also disappointing: the RPG is OK but sometimes the grenades can't be thrown very far. Note that although you can carry extra ammo for all weapons you reload (automatically) when the clip runs out. >> NOTE that pressing the X key removes or returns the crosshairs! << Since you need near-perfect accuracy to hit anybody at long distance you need those crosshairs!!! This is a HUGE pain in Level 8 when you're hitting C constantly! GENERAL TIPS: * Reloading is slow and leaves you vulnerable: keep track of your ammo! * Switch weapons BEFORE you run out in combat. * Limit your M16 use after Level 7. M60 ammo remains plentiful. * Headshots may be more effective than body hits. * Use the Compound Bow ONLY where you can recover the arrows. * If the crosshairs disappear, press X *immediately*. * Save often, snipe from a crouch, and strafe when in the open. --------------------------------------------------------------------- ********************************************************************* 3. Enemies ********************************************************************* There are 9 different enemies but their characteristics are almost identical, with the key exception of Flak. You'll also encounter some U.S. commandos running through the game - they ONLY shoot at enemy soldiers (despite appearances!) and I would leave them to it, although killing them will give you M16 rounds. The enemies in order of appearance are: Level 1: "M14" sniper Level 1: AK47 gunner Level 1: Grenadier Level 1: Suicide bomber Level 5: M60 gunner Level 5: RPG grenadier Level 8: Mortar Level 9: Shotgunner Level 12: Flak Johnson All enemies get tougher (and more accurate) at higher difficulty settings but a shotgun blast can always take out two at once! A nice challenge is that all but Mortars move around when you shoot at 'em and will try to maneuver around to get at you. Again, they dodge grenades in the open. They must also stop to reload but have unlimited extra ammo. After you kill them you get as much as you can carry. Grenadiers can quite easily kill themselves by accident. In Level 5 (a wide, open level) you first encounter enemies using RPGs, M60s, and sniper rifles. These are heavy-hitting weapons which need to be addressed as quickly as possible. Mortars only appear in Level 8. They MUST be destroyed quickly. The really nasty baddies are the Suicide bombers (Sbs) - one (difficulty-depending) appears early in Level 1. These guys want to get up close and personal and the blast will kill you, so you need to pick 'em off at long to medium range. Flak Johnson, the boss baddie, appears in Level 12. He has only a regular AK-47, but a high level of invulnerability. You have to weaken him to defeat him. --------------------------------------------------------------------- ********************************************************************* 4. - Walkthrough ********************************************************************* >>>WARNING!<<< SPOILERS FOLLOW --------------------------------------------------------------------- Level 1: Return to the Temple The frustration starts here because although fairly simple it isn't clear that you have to do some ledgework and jumping to get inside to reach the next level. You start at a dockhouse and must cross a body of water to reach the temple. You can't go right in since the front entrance is booby-trapped. (Note that all OTHER booby traps can be detonated with a grenade!) To get in you must go left, climb three flights of stairs, (look out for that Suicide bomber) exit a window, traverse a ledge (left!!!), jump down to another ledge, and hop down a series of blocks. Take the healthpack there before going downstairs. Before doing all this, though, you'll want to explore a bit as there's lots of ammo (and a sentry or two) off to the right of the inner courtyard. An RPG is on a rooftop to the right of the exit window: jump with caution as you can fall to your death, but if your health is good move to your right and drop (C) down to get the RPG, then drop to the rectangle slanted against the wall - you have to go all the way 'round again to get back in, !*?*! --------------------------------------------------------------------- Level 2: Beneath the Temple This level is a potentially confusing maze which begins after you enter a room where group of marines is battling the NVA. (E)xplore the wall to the right there (patiently) because there's a secret area with arrows for the Compound Bow. Proceeding forward (look out for Sbs!) keep turning left and you'll eventually reach a large ruined room with a pool and sofa-shaped(?) waterfall. After killing the NVA sentries, shoot away the boards barricading the passageway at the rear left and go in to exit. --------------------------------------------------------------------- Level 3: Beneath the Temple 2 You now proceed into what is supposed to be a cavern entrance to a mine. Stay alert in the circular area since the klaxon calls NVA in behind you. (E)xit the door into the big cavern and eliminate the opposition, crossing the bridge quickly since parts fall out. Break the boards at rear right to enter a stream that eventually leads to a large storage area. Fight your way to the stairwell and go up and outside, keeping alert for Sbs and NVA in the cutting just ahead of the mine exit (drop a grenade or two in before passing!) Kill the sniper and enter the ravine to exit. --------------------------------------------------------------------- Level 4: Welcome to the Jungle An M60 and shotgun are lying together with a lot of ammo and health resources in the mist. Stock up but don't overstock as there is a LOT of opposition waiting for you and they can see better than YOU can! Keep to the side, continually shooting (aim at the blood puffs) and strafing (grenades from cover are good.) Try to kill everyone and restock before exiting, which just happens as you move ahead. --------------------------------------------------------------------- Level 5: A Bridge Way Too Far Now at a gated bridge you must perform a stupid pet trick (OK, a 'jumping puzzle') to cross the gorge. Kill any visible NVA on the other side first, then cross, kill the M60 gunner in his bunker, and climb (SPACEBAR up, C down) the sentry tower to retrieve the "M14," which you will need to kill the sniper on the mountainside across from you. Then proceed with caution down the valley as a couple of Sbs are there, as well as some other NVA. Keep alert for the RPG grenadier - he is actually being engaged by some Marines shooting from the mountainside. Wait to see if they get him (he may kill himself!) Passing a series of barriers and a bunker you reach a large bridge with two sniper towers. Eliminate the opposition, then wait by the towers until a plane blows up the other end of the bridge. Jump down onto the bridge's lower level and (C)rawl into the octagonal pipe. --------------------------------------------------------------------- Level 6: The Vietcong Tunnels From the top of the waterfall kill the sentry and jump down into the pool below. Ahead are 3 openings; take the middle one. Fighting your way forward (beware the Sb) head first right then left. After fighting through the caverns head left. When the floor collapses you land in a sewer; you can only go one way, passing a barred-off corridor with sentries to the left. Go past to (E)ngage the wheel ahead, returning to the previously barred-off corridor which is now open - hopefully you already killed the sentries! Pick up some health before climbing the ladder to exit. --------------------------------------------------------------------- Level 7: The Burnt City This WOULD have been a highly enjoyable level but for the confusing part I exit. Starting from a flooded sewer you must climb a ladder and (E)levate a hatch to exit, entering a firefight between U.S. and NVA troops. Keep alert for bunkered M60 gunners in the lower parts of the ruins and snipers in the upper areas. And save your RPG ammo for the next level! You must exit the first (4 sector) neighborhood by descending into the sub-basement of a building and following a tunnel up into the final sector. The building is actually behind and to the right of where you first climb out of the sewer. You must climb into a nearby building, cross some naked beams into the upper floor, then descend three stairways to the tunnel to the final sector. There you must (carefully!) enter the church (an initial grenade and the shotgun are good ideas) then go right into the wood-floor room. The exit's downstairs but shoot carefully through the collapsing floorboards first as there are suicide bombers down there. --------------------------------------------------------------------- Level 8: River of Death This is the most difficult level. You are a sitting duck in an NVA shooting gallery and must save CONSTANTLY. The key to the level is to eliminate the mortar and sniper enemies, be behind the right crate at the right time, and keep track of your health! You begin by entering a small warehouse guarded by two NVA. After disposing of them stock up on the ammunition and health packs IN THE WAREHOUSE but NOT those on the nearby raft - yet! Jump on the raft and 'cast off' the bow line - by shooting it! The raft now drifts down the river until it goes over the waterfall or is destroyed. Meanwhile you are shot at from all sides. Initially you will want to crouch behind the boxes, shooting back at enemy snipers. Alternate between the M16, AK47, and M60 at first. Be careful when moving around the crates as you can fall off and will drown immediately. You have 3 large health packs - be careful not to pick up more than one at once. You must husband your health carefully. The crates can be broken by gunfire - there's a little more ammo and health within two. When Wild Man (your character) shouts "Mortars" switch to either the RPG (best) or the M14 and shoot the mortar off the bridge ahead of you. Anytime you see a bridge you MUST clear the mortar BEFORE reaching it or you're dead. When Wild Man mentions a village ahead the second mortar is coming up. After the first bridge an RPG gunner takes the raft under fire from a beach on the right. Get behind a forward crate, switch to the shotgun, and eliminate this guy while he reloads. His buddy in the nearby shack can be dealt with in the same way. If you survive the 2nd bridge, Wild Man says that he hears a waterfall. Get ready to jump off the raft onto the dock on your right, dealing with the two sentries as best you may. If you fail to jump you go over the waterfall and die. There're health packs and ammo under the roofed part of the dock; the Compound Bow is on a crate to the right. Having restocked and rearmed enter the mine entrance to complete the rest of the level. Look out for suicide bombers in the ravine ahead. --------------------------------------------------------------------- Level 9: The Hunter Continuing up the ravine you deal with a few NVA, then pass a tunnel on your left. It leads to a jungle area where you will find huts, NVA, ammo, and health. It's a cul-de-sac, though, so you can skip it. Sticking to the main ravine curve around past the not-particularly-well-placed punji-stick pit and (E)nable the bamboo door. Get ready for trouble! Once inside dogleg left into the mine, then bear right to reach a building overlooking a valley. The M60 is best here - stay alert as the floor gives way to drop you in front of an Sb - run forward IMMEDIATELY turning as you do to shoot him to blazes. Continue forward, eventually walking through the waterfall. When the path forks, switch to the shotgun and go right as left takes you to an inescapable pool. Cut your way past gunners and SBs to exit. --------------------------------------------------------------------- Level 10: Night Stalker Suspense may be the point of this open and rambling level, as long empty stretches are punctuated by heavy fighting. The Compound Bow is very useful here - but don't use it on Sbs! The shotgun is best for them - even at long range. Search the huts CAREFULLY for ammo and health as the one in the gully is heavily boobytrapped. Starting from the cave go ahead and out past the abandoned huts to a trail leading to an NVA camp. Keep the level short by turning off just BEFORE the camp, into the gulch with the pyramidal rock in the middle. Stick to the right, passing directly across the valley with the waterfall and bridge, then uphill and right. Once you've eliminated the M60 bunker pass it on the right and head towards the campfire to exit the level. --------------------------------------------------------------------- Level 11: The Gauntlet This is probably the most straight-forward level: you just wind around and hack your way forward to complete it. The object is to wear you down before you face Flak. Husband your health and armor as there is little to be found. Towards the end you reach a small NVA camp with an RPG grenadier in a sentry tower. Kill him but don't take his grenades - yet! You want 'em for Flak - but there are suicide bombers in the gorge ahead. After eliminating the sniper on the ledge move SLOWLY ahead looking for the Sbs beyond the last turn of the ravine. Drop an RPG amoung 'em, then once they're gone return to the tower for more RPGs before going forward to exit the level. --------------------------------------------------------------------- Level 12: The Showdown You've entered a cave containing boxes, health and ammo. Stock up because you'll need to! Follow a trail out that leads to a large open building on a platform by the riverside. Flak Johnson, the boss baddie, is inside with a few NVA. Eliminate the NVA saving your RPG and M60 for Flak, who is standing on the far side of the building. As his weapon is only an AK-47 the threat is from his high level of health. Weaken him by RPG- and M60-ing him from a distance. You don't actually kill Flak: he dies (?) during a short cutscene. NVA now begin to spawn in the cavern. Return (the cave reopens) to kill 'em - the quicker you do the fewer you have to deal with at once. After killing a certain amount (difficulty-dependant) the spawning ends. Go back to Flak's place - a helicopter is waiting on the opposite side. Jump onto its ladder and climb up to end the game. --------------------------------------------------------------------- ********************************************************************* 5. - Cheat Codes ********************************************************************* A few of these codes, perhaps all, are references to Vietnam War movies. I've only tested the first 3, so I can't confirm that the others work. To activate them press the T key, type the code, and press ENTER. Repeat to disable. --------------------------------------------------------------------- johnwayne = Invulnerability, though your health/armor level is unchanged. --------------------------------------------------------------------- ghost = No Clipping ("Spectator") mode. Note that you can't be seen or kill anyone in this mode; instead you can fly up and down as well as through! When you disable it you can fall to your death if too high. --------------------------------------------------------------------- getsome = Full ammunition. --------------------------------------------------------------------- retreat = Skip a level. --------------------------------------------------------------------- rocknroll = All weapons and infinite ammo. --------------------------------------------------------------------- fullmetaljacket = Full armor. --------------------------------------------------------------------- didnthurt = Full health. --------------------------------------------------------------------- onemanarmy = All Weapons. --------------------------------------------------------------------- almighty = Full armor, health, ammunition, and all weapons. --------------------------------------------------------------------- ********************************************************************* 6. FAQ History ********************************************************************* 0.1 - Unpublished. First draft. ********************************************************************* 7. - End/Legal ********************************************************************* Credit to: Single Cell Software, Valusoft, and GameFAQs This FAQ is (C) 2005 by SoftGrunt. Re-printings and distributions are allowed. All trademarks and copyrights belong to their respective owners.