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Submitted by System on 09/03/2006, 09:50. Print file.
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Resisting a Rail Slug:

Although it may not seem like it, the armor shards/stimpacks that are littered
throughout the map can be useful to you. When you respawn, you start out with
exactly 100 health, which is also what the damage is of one rail slug. Make
sure you grab one armor shard or stimpack to keep yourself from getting killed
right off the bat. By doing this, you'll have a fighting chance against a
railer. Even with 2 health, your opponent will have to rail you again or switch
to another weapon. This short but valuable amount of time may be enough for you
to lunge and blow your opponent away or retreat behind a corner.


Tooling Up:

The one with more toys, health, and armor usually emerges victorious from any
standoff. Make sure to grab a major weapon (RG, RL) and something else to go
along with it. If you ever run out of slugs/rockets, you'll be able to fall
back on something else while you go hunt for ammo. Keep your health up by
grabbing the megahealth when it respawns. The megahealth respawns about 20
seconds after the person's health of whoever grabbed it drops to/below 100.

Once you start learning the maps, establish routes which will take you to the
various power-ups on the map. One simple example is on q2dm5 (The Pits). From
the red armor room, you can grab the chaingun, get the armor, fall into the
water and climb up to the railgun. After, you drop down into the doorway and
grab the megahealth in the crevice past the grenade launcher.


Using the Right Weapon:

A single weapon won't get the job done, as they all have their strong and weak
points. Don't restrict yourself to being good at one weapon and mediocre with
the rest. The RL and RG are nice weapons to hold most of the time. The RL's
splash damage affects a targeted area, and the RG gives you the most bang for
your buck when it comes to ranged targets. However, these are not ideal weapons
to use at close range, as the RL's splash will hurt you and aiming with an RG
up close is rather difficult. You'll have to close in on your enemy sooner or
later, lest you let them retreat for health.

For up-close-and-personal fighting, employ your CG and SSG. If you can close in
on your target, the SSG can be a deadly tool. A CG can mow anything down in
nearly all ranges. When you close in to finish your opponent off, switch to one
of these weapons.

If you need to retreat yourself, switch back to a long range weapon or make use
of the GL/hand grenades. You can bombard the enemy with a few grenades from the
GL, or try throwing a hand grenade for one finely-tuned shot.


Retreating:

You can and will be shot at, and when you're on the losing end of a scrap, you
will have to fall back and rebuild your health. But, if you keep running away
from a fight, you won't be able to frag anyone that way. Know when to retreat,
and make sure you do retreat when the time comes. Try and push it a bit, but
don't be afraid to engage an armored foe in combat.


Educated Guesses:

Usually referred to as spamming if overdone, it doesn't hurt to fire a few
rockets/grenades into areas where you think someone is. This can be the hallway
near the RL to the SSG in q2dm3, any hallway near the RLs in q2dm7, and the
lower RL in q2dm1. People are always scurrying about in areas that hold a good
weapon, so take advantage of that.


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5. Map Guide
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5.1 q2dm1 - The Edge
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Items/Layout Description:

Ah, the Edge. The map that makes Q2 great in some people's opinion (obviously
not mine :). Well, we'll start with the spawn point right beside the 2
health packs. There is a pool of water with an RG, 4 armor shards, and a slug
pack at the other end. Going back to the spawn point, there is a platform that
holds 2 rocket packs, a health pack, and some armor shards. From this platform
there are 4 stimpacks that are just outside an underground tunnel, and a
staircase that splits into two paths at the top. This area is usually referred
to as the rail-area or the waterside.

From the top of the staircase, the infamous megahealth room resides. Inside
this room is 4 armor shards and 2 grenade packs on the ground. There are 3
crates that hold items. One crate holds a grenade pack and yellow armor. The
one in the middle has an ammo pack. The crate near the armor shards holds a
rocket pack and the megahealth. Going to the staircase near the yellow armor
crate, there are 2 med kits. Below the stair case is a CG with 3 bullet packs.

Climing up the ramp at the top of the staircase, we enter a huge area called
the arena. From here, you can see a health pack and jacket armor, and 2 shell
packs. There is also a GL near the edge. Dropping down to the doorway near the
shell packs, there is a path that contains 2 cell packs, 2 med kits, and a RL.
Dropping down to the platform below the RL and facing the direction that you
came from, there is a SSG with 2 shell packs. Beside the SSG is 2 health packs,
and below that is a SG with 2 more shell packs. You can see a yellow armor
and a hyperblaster that can be accessed by a staircase and a lift. Below that
yellow armor is the underground tunnel that holds a machinegun and leads back
to the waterside. From the SG, a machinegun and 2 bullet packs are in a corner
beside the lift to the GL. Across the MG is a hallway that holds 2 rocket packs
and an RL. In the room above the RL, there are 2 grenade packs, 2 bullet packs,
another, and another SG. If you go up the stairs and to the left, you will
see 2 med kits and a slug pack.


DM Tactics:

The map sports a lot of space here, which means a good view to snipe at
unsuspecting targets. Keep away from the center of the arena, as you are
practically open to any fire. Be careful when you enter this room when you are
unarmed or weak, because it's hard to retreat or hide here.

The lower RL is the most soughted weapon, as it also holds 2 rocket packs right
beside it. However, since it is in a one-way tunnel (for the most part), you
can be ambushed easily when you are on your way out. Make sure no one is around
when you grab it, or if you are topped off with health and armor. If you find
trouble at the end of the tunnel, the lift can provide a quick escape. However,
people can jump into the lift with you if they are close enough. Also, people
can even prevent you from going onto the lift simply by walking onto it
themselves and jumping off. Even if you are in the lift, you are still not safe
from attacks above. If you spot someone at the top, quickly jump off the lift.
Be wary of this, and watch for people to frag in these situations yourself.

If you are ever in need of resources, the infamous Megahealth room is the place
to be, but be prepared to face opposition here. This room not only holds
plentiful equipment (CG, yellow armor, MH), but it also gives a great view of
the arena and the waterside. A good spot for a railer to be is near the MH
doorways, where you are on high ground, easily picking off unwary targets
beneath you. You may see people jumping to the top of the crate near the MH.
This is a double-jump, which comes in handy and saves time in places. Learn
this yourself so that you will have easy access to the MH. There are many jumps
you can execute, but you can learn them simply by watching and asking around.
There is also a mod called Jump if you feel the need to hone your skills.

Speaking of the waterside, this area holds a fair amount of equipment itself.
There are 3 bullet packs near the upper RL, 2 health packs just below, another
health pack on a platform, and 2 rocket packs. This is the place to be if you
have gathered up weapons, but don't have the health or ammo to engage in
combat. Watch out for people who pop out of the upper RL hallway or the water
to the RG, though.

If you're in need of the RG, you'll have to go for a little swim. The water
can be a dangerous place, because your movements are restricted. People who
have already grabbed the RG can easily pick you off. And sometimes, a person
might camping in the corner, waiting for unarmed victims. To combat this, throw
a grenade in the area, or fire a few rockets up top.


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5.2 q2dm2 - Tokay's Towers
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DM Tactics:

The areas that store the best goodies are also where lots of firefights will
take place. One key area is the room that houses a RL right in the center of
the room. Respawning players will swarm to this weapon immediately, which makes
them easy targets for quad runners, railers, and people who grabbed the RL
before them. You should exercise caution in this room, or just avoid it all
together. Also, be careful of campers at the top of the lift in this room.
People with an RL up top can get you if you ride the lift up, and railers can
just snipe down below. When you grab a RL, you should head up the lift if it's
safe, or to the CG in the water if you're daring.

Another hotspot is the SG between the two lifts. There are 2 spawn points here,
and freshly spawned players will be very vulnerable and exposed. They can make
it to the lifts if they're down, but everyone else will have to take a chance
with the water or hop onto one of the ladders. And even when a player is able
to make it up one of the lifts, there may be opposition waiting for them at
the top. They can even take fire from below the lift, because there is a small
crevice for rockets to fit through.

If you see someone go up the lift to the red armor, you can frag them as they
peer outside the doorway. 2 common places to be are on the bottom platform
just right above the water, or the platform near the doorway. You can fire a
rocket at the unsuspecting target, or if you are on the upper platform, you
can throw a well-placed hand grenade. If the player manages to get to the red
armor, they will usually jump down to the platform at the top of the ladder,
so you can strike again if needed. When you go for the red armor yourself,
watch out. If you are in trouble, you can jump down the other doorway at the
top. Even better is a RJ from the upper platform to the red armor, but it is a
bit tricky to execute.

The SSG will be your weapon of choice for most of the map, if you can't grab
the RL or the RG/BFG near the red armor. If you want to make a play for other
weapons, grab the quad in the water and push your way into the RL area or the
two lifts. The water pool can be difficult to escape from once you grab the
quad, so be on the lookout for grenades from the SSG room, and rockets from
above. The lift in the water is a safe escape from grenades, and will also let
you jump onto the ground easily.

If you need to recover, there are med kits at the top of the RL lift, below the
megahealth lift, and near the SSG room. Don't forget the megahealth when it
spawns. Drop down below to the GL and go up the lift if you don't see anyone
else. If you do, RJ if you can to beat them to the punch.


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5.3 q2dm3 - The Frag Pipe
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DM Tactics:

This map not only sports a quad, but also an invulnerability powerup. These are
near the SSG/RL area, so be careful if you hear the quad sound going off. Even
worse may be someone who grabs both powerups, so you had better scramble away.
When going for the quad yourself, until you can master jumping across the
moving platform, the safest way is to RJ from the yellow armor. This way, you
might pick up the SSG along the path, which is a good weapon to use with the
quad. The invulnerability is in a little crevice right above the hallway that
connects to the RL and SSG, along with 3 health packs and a RG. You will have
to RJ to get up there. Go for the quad if you can, so you'll become an
unstoppable force for a couple of seconds. Remember that the quad respawns in
30 seconds and the invulnerability every 5 minutes.

The RL lies at the top of 2 ladders, but you leave yourself exposed when you're
climbing. Be careful of people who may pop into the room and pick you off
before you even grab the weapon, and watch out for campers holding out in the
corner. The RL is a good weapon to have due to the map's small design, but the
rockets are usually scarce, so you'll have to make your shots count.

An RG lies on a platform above an acid pit. It attracts many players,
especially respawned ones. Be careful of people who are already in this room if
you're rushing for it after a respawn. Also, if you enter the room from the top
platform, remember that you can jump across the pit by going to the side of the
wall, instead of dropping down and riding the lift back up.

Make sure to grab the megahealth after grabbing the RG. It's right on top of
the lava pipe on the RG side. You will have to jump across the lava and climb
up the ladder to get it, or you can RJ up if you need to. There are sometimes
campers hiding away at the back of the pipe, so be cautious and take them out
with grenades if you can.

Avoid going to the central platform (the one in between the RG and RL) until
you grab a weapon from either side. Here, you can snipe away at targets at the
ground or fire at people scrambling for a weapon. You can even fire at the open
doorways if you spot someone there.


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6. Miscellaneous Info
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6.1 Finding a Server
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Due to Quake 2 being an old game, there aren't as many servers out there
compared to game like, say, Unreal Tournament. Also, there aren't any in-game
commands that automatically finds servers for you that games like Half-Life, Q3
and UT possess. Regardless, there are still a couple of places for Quakers to
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