Vietnam 2: Special Assignment FAQ by UnknownMercenary
Vietnam 2: Special Assignment on SuperCheats.com
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Vietnam 2: Special Assignment FAQ
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Platform: PC
Author: UnknownMercenary
FAQ version: 0.9



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Contents:
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1. Introduction
2. Weapons
3. Enemies
4. Walkthrough
5. Cheat Codes
6. FAQ History
7. End/Legal



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1. - Introduction
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>From the Intro Movie:
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BLACK OPS HQ: VIETNAM

It has only been a few months since the dramatic rescue of Flak 
Johnson from the jungles of North Vietnam and the temple of Pham. 
After surviving his highly successful Black OPS mission ending with 
the "termination" of a particularly ruthless Viet Cong General named 
Pham, Flak is now considered a war hero. Although many of his 
exploits can never be known publicly because of their sensitive 
nature, Flak is considered by many in the Black OPS community a 
walking legend.

But something is wrong with Flak...

Ever since returning from Pham's temple the other soldiers have 
noticed strange behavior in Flak. He has been seen sitting for hours 
on the edge of the firebase, looking north. Apparently, Flak has been 
more affected by his ordeal than he has let on to his superiors.

Flak requests to be returned to the temple to weed out any remaining 
resistance. After many denials, Flak's wish is finally granted and he 
is returned to the jungles of the north. A month passes and there has 
been no contact with Flak. Until one night...

"...Today the real war starts. My war. I will take the fight to the 
enemy. I will build an army. I can no longer stand-by and watch the 
politicians and generals in Washington fight this war with one hand 
tied behind their back. I will do what needs to be done. Do not try 
to stop me. IF you do... I will make you PAY."

-- Radio Transmission received 07/09/69 0313 hrs.
-- Voice verified as SSG Flak Johnson

MISSION BRIEFING:

Sgt. Kevin Wilde (a.k.a. Wild Man): You are being given the top 
secret mission of tracking down Flak Johnson. Flak has broken off 
contact with HQ and is believed to be operating as an independent. 
Flak is also believed to have recruited himself a small but vicious 
montangard army. He is raiding supply convoys, enemy and friendly 
alike to keep them supplied.

This is unacceptable to HQ and is hindering our government's policy 
of a limited war in Vietnam. You are ordered to pick up Flak's trail 
at the Temple of Pham, learn what you can along the way and when you 
find Flak... Terminate his command.

Flak is an extremely aggressive soldier who also possesses a high 
degree of intelligence. He knows all the tricks of a seasoned Black 
Operations veteran. Which is why we are sending you, Sgt. Wilde. 
Young but proven, you have the natural instincts of a silent warrior 
and Flak will never see you coming.

Good Hunting son.

-- Col. Jeffers
-- U.S. Army
-- SOCOM
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This is a fairly old budget game, with a premise that basically rips 
off the movie Apocalypse Now. You're Sergeant Kevin Wilde, and you 
are sent in country to capture renegade U.S. Sergeant Flak Johnson. 
Beyond the tagline, however, this game shares no resemblance towards 
the movie.



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2. - Weapons
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There are 8 weapons in total. There will be a short description of 
the weapon, plus tips on usage, followed by a small table that has 
data I've compiled based on by experience in the game.

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M16: This is your basic weapon, and the one that you begin with. It 
has decent accuracy and very rapid firing rate. It has a smaller 
magazine of 30 rounds, but you can carry an additional 90. It's a lot 
better than the AK-47 in some respects. The M16 is more tailored for 
close or medium range, since the bullets tend to spread at long 
ranges.

Magazine: 30
Additional Ammo: 90
Accuracy: 7/10
Power: 6/10
Usefulness: 7/10
First found in: It's your default weapon
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AK-47: The basic enemy weapon, the AK has a slightly larger magazine 
and deals out a bit more damage, but its firing rate is slower and 
you can only carry an extra magazine's worth of ammunition. The AK's 
heavier round means it can cut down enemies quicker. The AK is a 
great fallback weapon because the ammunition is so plentiful. Until 
you have gotten the M14, the AK-47's accuracy makes it a fitting 
long-range weapon.

Magazine: 36
Additional Ammo: 36
Accuracy: 8/10
Power: 7/10
Usefulness: 7/10
First found in: Level 1
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Hand Grenades: These don't serve much use in combat since they have 
such a small blast radius. Use it to weaken/kill groups of N.V.A. 
soldiers, or to break wooden barriers. The N.V.A. usually use the 
hand grenade to strip you of your armor and/or shave you down to 
about 60 HP. It's not as important in combat as you would think it 
would be.

Total: 10
Accuracy: 1/10
Power: 6/10
Usefulness: 5/10
First found in: Level 1
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M60: The M60 is the best non-explosive weapon in the game. It can 
dish out lots of damage in a short amount of time. To make up for its 
inherent inaccuracy, this machine gun sports a 100-round belt fed 
magazine. The M60 also has a very short reload time. This will be 
your friend for a large portion of the game. At distances, fire in 
short 5 round bursts to preserve some accuracy.

Magazine: 100
Additional Ammo: 100
Accuracy: 4/10
Power: 8/10
Usefulness: 10/10
First found in: Level 4
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Assault Shotgun: The shotgun is a monstrous close-quarters weapon, 
and can take out most enemies with one or two shots. Ammunition is 
rare for this weapon, so conserve. Note that the shotgun has a 
lengthy reload time. It's definitely a good idea to run away from 
combat and load some more shells in before jumping back into the 
fray. Great for room clearing. It also makes a nice big splatter of 
blood! ^_^

Magazine: 7
Additional Ammo: 14
Accuracy: 2/10
Power: 10/10
Usefulness: 910
First found in: Level 4
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M14: It's a misnomer; this rifle is nothing like the actual M 14. 
It's just a bolt-action rifle packed with a scope. That said, it can 
kill most normal enemies with one round. Aim for the head and 
conserve your ammo; you only have 20 rounds. The scope drifts a lot, 
but crouching will reduce it somewhat. The only time this rifle is 
actually required is in Level 8. In other levels, the automatic 
weapons are much more useful due to the fact that most of the combat 
tends to be close or medium range.

Magazine: 1
Additional Ammo: 19
Accuracy: 9/10
Power: 7/10
Usefulness: 8/10
First found in: Level 5
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RPG-7: The second most powerful weapon in the game. Can do *lots* of 
damage to you and your enemies. Use it wisely: there are only 3 
rockets, and the rockets take time to reach their destination. Aim at 
the ground to deal out lots of splash damage.

Magazine: 1
Additional Ammo: 2
Accuracy: 7/10
Power: 10/10
Usefulness: 6/10
First found in: Level 5
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Compound Bow: Quite possibly the best weapon in the game. It can kill 
any normal enemy with one hit, and you can pluck the arrows right out 
of their corpses. It's a shame that you cannot get this weapon until 
the last level. However, the bow doesn't travel in a straight line, 
so distance shots are not wise.

Magazine: 1
Additional Ammo: 14
Accuracy: 6/10
Power: 10/10
Usefulness: 8/10
First found in: Level 12
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3. Enemies
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The enemies section details a short description of each enemy, 
followed by a few tips. Below is a small table of data based on my 
experiences. This section also contains the strategy for the final 
boss.

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N.V.A. Soldier: A regular soldier, and the most common enemy in the 
game. They usually carry AK-47 rifles, and aren't very bright. Often 
you can sneak up on one and put a bullet in his head. Sometimes 
they'll be hiding in perches or on high ledges and can get off a few 
lethal shots, so watch out.

Intelligence: 3/10
Threat: 6/10
Health: 4/10
First encounter: Level 1
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N.V.A. CQB: Rarely you will meet these soldiers, but they do appear 
from time to time. They pack shotguns and tend to sneak up on you, or 
pop up for an in-your-face kill. Keep your distance and fill them 
full of some lead.

Intelligence: 4/10
Threat: 7/10
Health: 4/10
First encounter: Level 7
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N.V.A. Explosives: A regular soldier, except this time they carry 
grenades. They can take out 40-50 of your health with a well-placed 
grenade. These guys aren't smart either. More often than not they 
will kill themselves with their own grenades.

Intelligence: 2/10
Threat: 4/10
Health: 4/10
First encounter: Level 1
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N.V.A. Gunner: He has a bit more health than the soldier, and carries 
an M60. Be careful when you're facing these guys, they are deadly. 
Over long distances, they're not much of a threat.

Intelligence: 5/10
Threat: 8/10
Health: 6/10
First encounter: Level 5
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N.V.A. Suicide Bomber: Similar to N.V.A. explosives. These guys will 
run towards you with primed grenades in their hands and will explode 
when they get close. They also seem to have more health than the 
regular soldiers do.

Intelligence: 5/10
Threat: 7/10
Health: 8/10
First encounter: Level 1
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N.V.A. RPG Soldier: He carries the oh-so-deadly RPG, and he can 
introduce you into a world of hurt. It's best to take him out with 
the M14 before he sees you. If you get close to him, he may start 
lobbing grenades at you. You can either run in and kill him after he 
fires his first rocket, or get him to blow himself up with his own 
grenades. At higher difficulty levels, the RPG soldier becomes much 
more aggressive. In turn, he will also wipe out himself and his 
comrades.

Intelligence: 7/10
Threat: 9/10
Health: 6/10
First encounter: Level 5
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N.V.A. Sniper: A soldier, except he's carrying an M14. He's also 
wearing camouflage and he has a bush hat on. The M14 can injure you 
heavily. The best way to take care of a sniper is to wait for him to 
fire the first shot. Use the audio clues to pinpoint where he's 
located, then kill him.

Intelligence: 6/10
Threat: 7/10
Health: 5/10
First encounter: Level 5
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U.S. Marine: Early in the game, you will encounter friendly marines 
fighting off N.V.A. soldiers. Only rarely do they ever attack you, so 
they don't pose any real threat. You can kill them for extra M16 
ammunition. On higher difficulty levels, they die faster in scripted 
events.

Intelligence: 7/10
Threat: 1/10
Health: 4/10
First encounter: Level 5
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Flak: The final boss. He packs a regular AK-47, but he has quite a 
lot of health points. To end this fight quickly, all you'll need to 
do is use your hand grenades to weaken Flak, then move in and mow 
everyone down with your M60. If you want to make this challenging, 
use the shotgun or compound bow. During the boss fight, focus your 
attention on taking out the other enemies in the vicinity before 
fighting Flak. You can pick off most of the N.V.A. beforehand using 
the M14. However, the easiest ways to win is the saturate the whole 
area with hand grenades, or launch a few RPG rockets his way. Once 
he's weakened, equip your M60 and mow everyone down.

Intelligence: 8/10
Threat: 9/10
Health: 10/10
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4. - Walkthrough
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First *near* completed walkthrough. There will be mistakes, but bear 
with me. I will update this in the future. Levels 1 to 4 have been 
updated; the rest will be updated shortly.

NOTE: A really cool thing I discovered. During gameplay, press "Tab" 
on your keyboard and the game will pause. A screen will come up 
displaying your game time, the number of shots fired/missed and your 
accuracy, and the number of enemies you've killed.

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Level 1: Return to the Temple

This level is a fairly simple level. Cross the water to reach the 
temple. You can go right if you wish, but the front door's locked and 
booby-trapped. To get in, left and traverse up the roof and now 
you're inside the compound. Before taking the obvious path, go pick 
up the ammo, and come back later for health. Go and kill all the 
N.V.A.. You can go right for ammunition and health, but be wary of 
booby traps. The left and up the stairs is your destination. Keep 
going, and when you finally get on the roof, you'll notice this is 
where you were heading before, but now you're inside. Go left and 
jump down. Get the health, then proceed inside the temple.

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Level 2: Beneath the Temple

A very non-linear level, but incredibly simplistic in design. Head 
out and you'll see a scripted sequence with N.V.A. fighting Marines. 
On the easiest difficulty, the Marines will kill the N.V.A.. On 
higher difficulties, the N.V.A. will win the fight. Just toss a 
grenade in there and pick up the extra ammo. Keep going down the 
path, and at the first fork, take the path to your right. You should 
reach a large open area. Kill any opposition that get in your way, 
then go through the opening that is directly across from the way you 
came e.g. the path that should be right in front of you. Now you've 
reached the last room. There's a wooden barrier ahead, which can be 
destroyed by a grenade, or shot at. I suggest the grenade, so you can 
save ammo.

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Level 3: Beneath the Temple 2

Go forward and out the tunnel, into the large cavern. Turn right, 
then left clear out all the rooms. When you get outside, cross the 
bridge. Be careful, because the bridge collapses in the middle. Stay 
to the sides and you'll be fine. Destroy the barrier and head into 
yet *another* tunnel. Keep going and eventually you'll reach another 
area similar to one in level. Kill everyone, and go up the stairs and 
outside. There will be suicide bombers and N.V.A. waiting outside. 
Just go forward to get to the exit.

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Level 4: Welcome to the Jungle

Pick up the M60 and shotgun. They will be your friends. Just keep 
going down the path; there is a lot of opposition waiting for you. 
Don't stop shooting or strafing. Keep to the sidelines and you'll 
find some ammo and health. When you've reached the end, take a 
breath.

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Level 5: A Bridge Way Too Far

Go forward and kill the sniper just ahead. You'll need to get into 
the compound. The door's locked, and the game forces to endure a 
stupid jumping puzzle. I'm sure your character would agree with me on 
that point. Once you've completed that, kill the stationed heavy 
gunner. Be sure to climb up the dead sniper's tower and pick up his 
weapon. As you make your way down the path, some suicide bombers will 
come. Dispose of them and continue on your way. You'll encounter 
several gunners stationed in little huts, but they shouldn't pose too 
much trouble. You'll eventually see a bunch of N.V.A., including an 
RPG soldier. Up on the cliff, you'll see some Marines shooting them 
from afar. If the Marines don't finish up the job for you, I'm sure 
the RPG soldier will. Keep going, and you'll reach a large bridge. 
Dispose of anyone you see, including the two soldiers shooting at you 
from the opposite end. Traverse the bridge and you will come to a 
second one. As soon as you try to step on it, a plane will come and 
nuke it with a dose of napalm. Jump down onto the lower ruins of the 
bridge and head into the tunnel.

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Level 6: The Vietcong Tunnels

This level is aptly named; it will consist mainly of tunnels. Head 
forward. You will be presented with 3 paths and the only one that 
leads anywhere is the middle one. Follow the trail, shooting 
everything along the way. Go right; then go left. Clear out all the 
caverns. Head left and the floor will collapse. You'll end up in what 
seems to be another set of dark tunnels. Take the path to the right 
past the blocked off corridor and go up to the wheel. Activate it and 
double back. Head into the previously inaccessible area and up the 
ladder.

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Level 7: The Burnt City

* Lots of heavy opposition hiding in the ruins of the city.
* Watch out for snipers and heavy gunners, there are lots of them.
* This level is also one of the more confusing ones. A thing to 
remember is that, eventually, all paths lead to the same areas.

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Level 8: River of Death

This level is quite difficult. You'll spend most your time on a small 
raft as a sitting duck, and you will be shot from all sides. Exit the 
tunnels and kill the two N.V.A. guarding to raft. Pick up the 
ammunition and the health lying around, but do not touch any of the 
supplies on the raft. Jump on and shoot the rope and you'll be on 
your way. Alternate between your two primary rifles, or use your M60. 
Take cover among the crates, but don't crouch - you'll fall off. Save 
often, because this level is quite possibly the most difficult one. 
When your character shouts "Mortars!" that's your signal to shoot the 
guy sending the explosives your way. Mortars can destroy your craft 
and send you to a watery grave. Once you've gone far enough, your 
character will provide another audio signal, so jump off the raft and 
onto the docks. The rest of the level is straightforward.

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Level 9: The Hunter
* Head into the first junction, be *very* thorough and clear out all 
tunnels, houses and areas. Be careful, there's lots of opposition.
* Once you're out, turn to your left and continue along the path. 
Watch out, there's a pit of death waiting for you. Head through the 
double doors (which you should be able to open now). The rest of the 
level is self-explanatory.

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Level 10:
* The level is constructed to look non-linear, but again, all paths 
eventually lead to the same area.
* When you come to a fork, take the right path. The left one leads to 
a pit of death.
* It's dark and misty, so keep your eyes sharp.
* There will be lots of heavy fighting punctuated by long bouts of 
silence. Your M60, RPG, and M14 will be your friends. Keep you 
shotgun handy, though, in case someone pops up from nowhere.

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Level 11: The Gauntlet

This is a very short and very linear level. Just follow the trail and 
kill EVERYTHING. The M60 and grenades will come in handy, and if any 
of those N.V.A. get too close, whip out your shotgun and splatter 
their entrails. Keep in mind that most of the enemies will be heavy 
gunners. Try not to lose *too* much health and armor during this 
level.

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Level 12: The Showdown

The boss fight doesn't start right away. It's not a long one, nor is 
it a difficult one, especially if you know what to do. First of all, 
collect all the ammunition, health, and body armor you need. Also 
make sure to pick up the compound bow; it's great fun to use.

Boss Strategy from Enemies Section:

Flak: The final boss. He packs a regular AK-47, but he has quite a 
lot of health points. To end this fight quickly, all you'll need to 
do is use your hand grenades to weaken Flak, then move in and mow 
everyone down with your M60. If you want to make this challenging, 
use the shotgun or compound bow. During the boss fight, focus your 
attention on taking out the other enemies in the vicinity before 
fighting Flak. You can pick off most of the N.V.A. beforehand using 
the M14. However, the easiest ways to win is the saturate the whole 
area with hand grenades, or launch a few RPG rockets his way. Once 
he's weakened, equip your M60 and mow everyone down.

Once you've shot him enough, you'll see a short cutscene. Quickly 
turn around and fire upon the N.V.A. behind you. Enemies will begin 
to spawn continuously at the level's starting point. Waste anything 
that moves. After you've killed a certain amount, no more will spawn. 
Head back to the boss arena. You'll see a helicopter waiting for you. 
Jump onto its ladder and climb up.

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GENERAL TIPS:
* Keep your weapon's magazine full at all times.
* Strafe and save often.
* Crouching will lower the sniper scope's bobbing.
* Always aim for a headshot.
* RPG splash damage is more effective than a direct hit.

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5. - Cheat Codes
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A cool thing is, quite a few of these codes make passing references 
to some really good Vietnam War movies. Or maybe it's just me. I've 
only tested the first 3, so I can't confirm that the other ones work. 
Anyway, press T, then type these in:
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johnwayne = Infinite health and armor. Type again to disable.
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rocknroll = All weapons and infinite ammo.
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ghost = No clipping mode. Type it in again to disable, and you will 
land where you were last "ghosting".
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retreat = Level skip.
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fullmetaljacket = Full armor.
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didnthurt = Full health.
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getsome = Full ammunition.
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onemanarmy = All Weapons.
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almighty = Everything from the last four cheat codes.
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6. FAQ History
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0.6 - Unpublished. First draft, rejected by GameFAQs.
0.7 - Published. Cleaned up draft, properly formatted.
0.9 - Published ... *hopefully* ... Latest version, walkthrough being 
updated. Final updates and walkthrough will be done for 1.0



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7. - End/Legal
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Credit to: Single Cell Software--the developers
           Valusoft--hey, this one actually *doesn't* suck
	     GameFAQs--for hosting this FAQ ~_^

This FAQ is (C) 2005 by UnknownMercenary. Re-printings and 
distributions are not allowed unless the author is contacted and 
gives consent. All trademarks and copyrights belong to their 
respective owners.