Mercenaries 2 - IGN Insiders Guide, Prima, Bradygames IGN and other guide, Poradniki ENG
[ Pobierz całość w formacie PDF ]Introduction
If you're ever stuck as to what to do next, come to IGN and talk to
our guides team. We might be able to offer you a few suggestions.
You've probably heard that line somewhere when you've been
playing Mercenaries 2: World in Flames. Now you can be sure that
you won't be reading some repetitive flavor text. IGN's unofficial
strategy guide has precise locations of all the hidden parts, as well
as sneaky ways to get away with faction-free murder. Read IGN's
Mercenaries 2: World in Flames Strategy Guide for the complete
low-down on how to make or break your military contracted bank
account. Don't miss out, read us today!
In this Mercenaries 2: World in Flames stratey guide, you'll
find:
PMC BASICS
//
Tips for weapons, vehicles, airstrikes and
more.
WALKTHROUGH
//
Our Mercenaries 2 walkthrough with secret locations.
BONUS MISSIONS
//
Complete the bonus missions and collect every spare part with our detailed map.
¨ 2007, IGN Entertainment, Inc. May not be sold, distributed, transmitted, displayed, published or broadcast, in whole or part, without IGNÓs express permission. You
may not alter or remove any trademark, copyright or other notice from copies of the content. All rights reserved.
¨ 2008 IGN Entertainment, Inc.
Page 1
Mercenaries 2: World in Flames Basics
<<
General Tips
Weapons + Vehicles
Airstrikes + Factions
>>
Disable Auto-Save
First off, let's not beat around the bush. Disable the auto-save. Auto-saving is probably the one weapon a player
has against anything a game may unfairly do to him (or her).
This game lets you save easily (and manually). Press the Start button and choose a slot.
Being able (and willing) to manually save when you've done something right lets you quit (without saving) in case
something untoward happens to your mercenary after the fact -- like dying so you need to get all yoru weapons
back, or if you accidentally kill a High Value Target you wanted to verify alive.
You can even exploit the manual save by walking right up to a Target of Opportunity belonging to faction friendly to
your merc, lay waste to everything (and everyone), save the success of that mission, and quit the game before the
faction can reduce their friendliness meter. How's that for power?
Simply put -- if you are unable to utilize this power ability to save anywhere, you'll probably wind up screwing
yourself out of more money than you care to lose.
The Big Picture and Three Little Ones
The main goal of a mercenary is to make lots of money so they can retire before they die. Since your mercenary just got
screwed out of a big payday (the $100 Million from a few years ago obviously got spent), you're now out for revenge.
A merc will want to be paid, but there's also a reputation to protect. Get screwed by one dead-beat and the rest of them
will follow.
Hunting down your former paymaster however, isn't easy. Venezuela is a big place, and the mo'sucker has a bunch of
dedicated goons drafted to protect his body from being turned into chum. This means your merc needs to squeeze
information out of the local residents in power.
There are three mercs you can play as, all of whom seem to play remarkably alike on the surface. However, there are
subtle differences:
Chris Jacobs
"Mind if I borrow this?!"
Formerly the "tough guy", now he's just the "weapons guy". Chris Jacobs can stock
20% to 33% more small arms ammunition. Although one rocket for an RPG may not
be much, when you consider he can lug around 900 rounds for his light machinegun,
you pretty much can have a load of fun without exposing yourself.
Jennifer Mui
"I ruin more suits this way."
Formerly the "stealth chick", this Anglo-Asian psychopath is now the "speed demon".
Jennifer can sprint faster than the other mercs, which can lead to some interesting "I
wasn't here when that airstrike killed your buddies" scenarios. Call in an airstrike and
have her speed around a corner. Blameless murder made easier.
Mattias Nilsson
"This is an emergency! A Viking emergency!!"
Formerly the "speedy guy", this Swedish maniac is now the "tough guy". Like Chris
Jacobs from the first game, Mattias is the beginner character. He can regenerate
health much more quickly than the others. If you are not sure who to play first, play
Mattias so you have a larger cushion of error.
¨ 2008 IGN Entertainment, Inc.
Page 2
<<
General Tips
Weapons + Vehicles
Airstrikes + Factions
>>
No mercenary is ever without weapons although a few -- such as the infamous Hunk of Umbrella Corps. -- can kill with
nothing but his bare hands. Weapons range from small arms to static emplacements to mobile weapons platforms.
Exactly what's best for each engagement is what segregates the FNGs (freakin' new guy) fro
Small Arms
Small arms are precisely that -- portable (generally anti-personnel) weapons. These range from handguns to rocket
launchers, but they are generally small enough to be carried by a single individual soldier. While there are a wide
variety of small arms in the game (each with their own quirks), you only routinely require two, perhaps three
different small arms throughout your tour in Venezuela:
Light Machinegun or Combat/Assault Rifle
This is a rapid fire weapon capable of killing many enemies before reloading. Those guns carrying more ammunition
in their magazines tend to be less accurate, but at the ranges you will be firing, this is generally not much of a
problem. Most LMGs carry 100 rounds, but some carry 75. Rifles carry 30 to 40 rounds. All are lethal in the hands
of an experienced shooter.
Sniper or Marksman Rifle
This is a precision rifle designed for accuracy and power over rapidity of fire. There are two identical sniper rifles
(one black and bullpup, the other a Dragunov knock-off), and there's even an up-gunned anti-material rifle. All are
similar in function (hey, this ain't Rainbow Six Vegas) save that the anti-material rifle can appreciably damage
vehicles. However, with the ability to call in air-strikes, the A-M rifle is more of a chore to keep. Sniper rifles are
basically used when you want to precisely kill enemy guards around a package you want to extract, or to kill a
soldier calling for help from far away.
RPG, Anti-Tank, Anti-Air launchers
A directed explosive. The RPG is the simplest, but very effective against slow moving tanks, light vehicles, and idiot
soldiers. The AT missile launcher is designed primarily for tanks (but you can fire the missile without a lock-on); the
AA missile launcher is for attacking helicoptors (same dumbfire available). You may occasionally find yourself using
one to destroy an annoyance, but the scant amount of ammo means these weapons are "use if present; ignore if
not". Carrying one around all the time means you're not able to fully exploit the airstrike system.
Handgun
Your merc will have this weapon if he or she is knocked out (life goes to zero) while fighting enemies. It's useless
against anyone save to let you get a new assault weapon.
Shotgun
A neat idea but woefully short-ranged in open combat. Unless you are assaulting a small outpost, base, or
unmarked depot, you may grow to dislike the limited range of the shotgun.
Hand Grenade and Placed Charge (C4)
These are thrown and set explosives. You can cook grenades by holding the grenade key for a little bit (over-
cooking means the grenade explodes in your hand). C4 has more power than a grenade and will kill your
mercenary if detonated too close. C4 detonates only if triggered by your mercenary; to place more C4 charges,
press the D-PAD to cycle from the detonator back to the C4 and place another charge.
¨ 2008 IGN Entertainment, Inc.
Page 3
Vehicles and Disguise
Armored Fighting Vehicles or AFVs, are weapon equipped vehicles. Tanks are a form of AFV, as are armored
personnel carriers (APCs) and technicals (technically, a fighting vehicle ...). Vehicles give your mercenary an ability
unique to this series: "Vehicular disguise". This is a form of disguise that lets a merc use a faction's vehicle to blend
in with that faction for a short while. It helps against hostile factions, since they will not "knowingly" damage their
own vehicle, but stick around long enough and the enemy will notice something awry with the presence of your
merc-operated vehicle and open fire!
Vehicular disguise is timed (unlike the first game where only officers can pierce disguise). Firing your vehicle's
weapons or using it to commit vehicular manslaughter will also cause the disguise to vanish. Sounding the horn will
cause the disguise to drop as well. Vehicular disguise is a very handy skill -- use it well and it will let your merc drive
right up to the enemy HQ in a restricted area unnoticed until it's too late!
While there are a wide variety of vehicles in the game (more than enough to shame any Grand Theft Auto), all
vehicles break down into the following types:
Unarmed / Civilian
These are civilian vehicles like sedans and sporting cycles. While unarmored, they are capable of absorbing small
arms fire to a limited degree. This puts your merc at less risk of impending death. Use civilian vehicles when you
need to go through several territories held by different factions. Civilian vehicles are universally treated neutrally by
all parties in the game, whether or not the factions are hostile to your merc at the moment or not.
Light Military
Light military vehicles are utility and recce vehicles. Some are heavily armed (grenade launchers and TOW
launchers) but some only mount a pintle machinegun while some are not even armed at all. Light military vehicles
are a good cheap standy-by to have around, but since they are so common, it is generally a waste of fuel to call in
one specifically when you can simply spend a little more time in hijacking one.
Heavy Military
Heavy military vehicles are proper fighting vehicles, including tanks, IFVs, APCs, and other tracked vehicles. Many
are heavily armed, and within this class, some are more potent than others. Save fuel for calling in heavy vehicles,
as their firepower and protection can only be matched or exceeded by hunter-killer helicoptors. If you cannot
successfully hijack the heaviest tanks (the Chinese and Allied Nations MBTs) because of the difficult button
matching patterns, opt to call Ewan to drop off one of these tracked behemoths for your immediate use.
Helicoptors
VTOL craft using rotors have been around since the end of World war 2. In the 21st Century, the helicoptor has
taken the enviable roles of flying mule (transport), flying rat (gunship), and flying bat (recon) and blends them all into
one effective, affordable package. Helicoptors are the fastest method of travel (barring the "warp coptor" when you
ask for Transit) and unlike the coptors of the first game, their rotors can cut down small trees without instantly
destroying them.
Coptors are expensive to stock and to deliver. Between the airstrikes and armor requests, your fuel stock will be
hard pressed. Luckily the grappling hook Eva gives you on her hiring will help you hijack choppers with greater ease
than before. The only catch is that choppers are considerably rare (compared to the first game) unless you know
where to look for them.
Boats
The only watercraft your mercenary can request are small and medium sized boats up to the speedboat size.
Larger vessels like trawlers, missile boats, and gunships are too large for choppers to transport (unless multiple
choppers are used, but that's not supported in this game). Boats are generally not useful unless you plan a naval
attack of some sort. They are helpful in giving your merc deck space to stand and chuck smoke beacons for an
airstrike, but since boats are limited to water travel, you will seldom use boats more than you would other vehicles.
¨ 2008 IGN Entertainment, Inc.
Page 4
<<
General Tips
Weapons + Vehicles
Airstrikes + Factions
>>
Airstrikes & Designation
Airstrikes are powerful attacks from waiting warplanes. Since these carriers have greater amounts and degrees of
ordnance, you often want to call in strikes against very powerful or heavy targets -- like big-ass assault frigates,
fortresses, or legions of combat tanks. Airstrikes however, are very expensive. Luckily, the conflict in Venezuela has left
hundreds of pallets of airstrikes lying around (these respawn each time you reset the overworld map). Simply find them
on your PDA, mark them, and have your PMC chopper pilot crane them back to base for your warplanes to use.
While powerful, airstrikes run primarily on two things -- stock (do you have any munitions on hand for a strike?) and fuel
(cost to deliver the strike to your chosen target). Early on, munitions will be an issue as you have not spent countless
hours combing through rain forest looking for lost explosives. Later on, your concern may be fuel, as the bigger and
better explosives require more fuel to deliver.
Smoke Designation
Smoke is the most basic form of designation and often used for slow moving craft like choppers. How Misha is able
to spot smoke and drop his ordnance at that height is a testament to his abilities as a pilot. Smoke grenades are a
great method of dropping bombs on a target down the hill from your merc -- just let the grenade pop and roll down
the slope. If the slope is shallow however, or if the grenade hits a rock and stop, get ready to see your strike fall
short. Smoke designation is often the cheapest in terms of fuel and in many cases, the most effective. However,
while smoke grenades cannot be jammed electronically, the warplanes delivering the ordnance can be shot down
by SAM sites. Until the danger of the SAM is gone, smoke designated strikes won't be permitted if they are done by
warplanes (and almost all are).
Beacon Designation
Beacons are electronic signalling devices, similar to the smoke grenade, but beacons stick to surfaces (unlike
smoke grenades). This is useful if you want a strike at a precise point on a structure, but since you throw a beacon,
your merc will likely be in range of the destruction. When you use beacon designation, you should be ready to run
or die. Using beacons has another downside in that they can be jammed by signal jammers. However, beacon
designated munitions are often remote or indirect (no warplanes required), hence SAM sites do not impede them --
only signal jammers.
Laser Designation
Laser designators are an upgrade to the old fashioned spotter/artillery set-up from the 19th Century. A targeting
laser is used to "paint" a target, relaying reliable geographic information to the gunnery control officer -- hence
resulting in accurate indirect fire. Modern fire officers resort to self-guided missiles but the laser designation is used
to fine-tune the accuracy of "smart" weapons. Laser designation can be endangered by SAM sites (if strikes are
done by planes) but the other added danger is your merc needs to be in line-of-sight to the target being destroyed.
If you don't mind sitting out in the open with a targeting laser, this strike is one of the more accurate ones you can
deliver -- just keep in mind the fuel for laser-type strikes are sometimes three to four times more than with
comparable smoke or beacon strikes.
Satellite Designation
Satellite designation is the most luxurious of methods. You get a top-down view of the action and you'll be able to
see over hills and other obstacles (like buildings). Satellite designation aren't hampered by jammers or SAM sites
either; however, the cost of using sat-des is expensive. If you miss the windows to confirm the lock-on, you will stay
in satellite view ... and the costs of "borrowing" the viewer will cost your PMC big bucks (lower right-hand corner).
Still, when you need to get munitions beyond line of sight, satellite is the only way to go.
There are two or three airstrikes that are very common in the overworld of Mercenaries 2. If you pick up each one every
time you go out on a mission or to explore (and don't use any airstrikes), you can collect a huge stock of free (except
fuel) airstrikes when you actually go out on a mission. South of the PMC villa for example, are a Bombing Run and an
Artillery strike. Be sure to
always
pick those up each time you leave the mansion, and you should have about a good
dozen or two dozen free strikes you can call in, free of charge.
¨ 2008 IGN Entertainment, Inc.
Page 5
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