Operation Overkill 2 FAQ
Updated 5/26/2010 by Kallahar
Original FAQ by By Teucer and Heathkit, 12/6/99
Getting Started
- Create a character, I usually do the one with equal stats.
- Wander around the wasteland killing monsters and getting loot. You can sell the loot at the Complex.
- Use MedKits to heal yourself, use Rations when you get hungry. If you're out exploring you may want an Environmental Suit, otherwise a Combat Suit helps you take less damage.
- To go between levels, use the Hemp Rope on a hole, or if you build a base you can add teleporters.
- ALWAYS be vacinated.
- All the storms can rip your weapons away, so avoid them like the plague.
It will take you a while to level up, once you can comfortably defeat level 5 monsters the rest of the info here will be of interest.
Important Items
Galacticom & Trikorder:
Some monsters will tell you the location of the Oracle. Then use the trikorder to get the exact position. Also tells you what's under ?? terrain.
Weapons & Armor:
Get the most expensive you can. There's a direct correlation between cost and worth. Always keep a few spares in your base in case you lose one.
Telegrasp:
This transports you back to the complex on level 1. Very important when wandering around AFB's because you can get trapped in one-way corridors. They're also very valuable to sell, you'll want as much cash as you can get at the end of the game.
Completing the game
Fake Spaceship
On level 5 there is a spaceship that comes around, often just before the item sweep. It has a fake overkill monster that has the same stats as the real overkill. So don't go searching for the real overkill until you can reliably kill the fake one. He also has a Trignet/100 which is a great find.
Real Spaceship
Use the Techkit to create the Alien Device, use that to summon the real Spaceship, then you've got quite a fight on your hands.
1) To create the Alien Device: You need a Techkit, Broken Keypad, Clay Package, Alarm Clock, and Rusted Wire. Use the Techkit and it will create the alien device.
2) To use the Alien Device, enter the coordinates where you want the ship to land. The Device can be used anywhere, but the ship only lands on level 5. It takes about 11 minutes for the ship to appear.
3) You will need a Hydrite Egg or Alien Skull to board the ship
- If you leave the ship or are killed/captured, all enemies will reappear except the Hydrite Queen, Handroid Guard, and Hydrite Captain.
- Note that you can only use equipment once after each battle. While in the hallway, there is no option to use equipment.
Items List
| | ----Complex---- | ----AFB-------- |
# | Weapons | Buy | Sell | Buy | Sell | Notes |
1 | Steel Chain | 700 | 200 | - | 400 | |
2 | Salanger | 4,250 | 2,000 | - | 3000 | |
3 | Natase | 9,500 | 4,000 | - | 5,000 | |
4 | Trans-Axe | 18,000 | 8,000 | 18,000 | 9,000 | Power Pack*17 |
5 | Electric Sword | 32,500 | 14,500 | 32,500 | 15,500 | Power Pack*17 |
6 | Tevix-Bahn | 55,750 | 25,000 | 55,750 | 27,000 | Cirze Supply*33 |
7 | Xendrix | - | 40,000 | 85,000 | 45,000 | Infinex*90 |
8 | Trilasm | 7,500 | 3,000 | - | 3,500 | ZZETS*6 |
9 | Exavator | 12,000 | 6,000 | - | 7,000 | ZZETS*6 |
10 | Raxhaven | 19,250 | 8,500 | - | 9,700 | Power Pack*17 |
11 | SanPlizer | 30,500 | 13,000 | 30,500 | 14,000 | Power Pack*17 |
12 | Devastator | 41,000 | 19,500 | 41,000 | 21,500 | Power Pack*17 |
13 | Z-Tempest | 64,750 | 27,000 | 64,750 | 29,000 | Cirze Supply*33 |
14 | Herculean | - | 45,000 | 96,000 | 48,000 | Infinex*90 |
15 | Trignet | - | 65,000 | 130,000 | 75,000 | Firenet*100 |
16 | Extinguisher | - | 300 | - | 300 | |
17 | Shovel | - | 350 | - | 350 | Can dig temporary holes between levels |
18 | Nail Gun | - | 1,000 | - | 1,000 | |
19 | Jack Knife | - | 2,500 | - | 2,500 | |
20 | Metal Shears | - | 4,000 | - | 4,000 | |
20 |
21 |
22 | Hoist | - | 10,000 | - | 12,000 | |
23 | Propeller | - | 12,500 | 27,250 | 13,500 | |
24 |
25 | Sledge Hammer | - | 21,000 | 48,500 | 20,000 | Doesn't need ammo |
26 | Hydra Jack | - | 38,000 | 65,000 | 35,000 | Doesn't need ammo |
PickAxe - 15,000 35,000 17,000 |
Steel Coupling - ? - ? |
| | ----Complex---- | ----AFB-------- |
# | Ammo | Buy | Sell | Buy | Sell | Notes |
- | Power Pack 50 | 1,525 | - | ? | - | 30.5/shot |
- | Power Pack 100 | 2,800 | - | ? | - | 28/shot |
- | Cirze Supply 50 | 3,100 | - | ? | - | 62/shot |
- | Cirze Supply 100 | 5,800 | - | ? | - | 58/shot |
- | ZZETS 50 | ? | - | - | - | |
- | ZZETS 100 | ? | - | - | - | |
- | Infinex 50 | - | - | 9,000 | - | 180/shot |
- | Infinex 100 | - | - | 16,500 | - | 165/shot |
- | Firenet 50 | - | - | 95,000 | - | 1,900/shot |
- | Firenet 100 | - | - | 180,000 | - | 1,800/shot |
| | ----Complex---- | ----AFB-------- |
# | Armor | Buy | Sell | Buy | Sell | Notes |
27 | Leather | 4,500 | 90 | 4,500 | 50 | 50 points |
28 | HeXonium | 14,500 | 135 | 14,000 | 135 | 80 points |
29 | Laser Vest | 29,000 | 150 | 29,000 | 150 | 110 points |
30 | Shezvarin | 42,500 | 180 | 42,500 | 180 | 150 points |
31 | Reflecto | - | 200 | 84,000 | 200 | 200 points |
32 | Mudrane Sheathing | - | 90 | 4,700 | 90 | 50 points |
33 | Breonesin Sheeting | - | 135 | 16,000 | 135 | 80 points |
34 | Barbed Wire | - | 150 | 25,000 | 150 | 110 points |
35 | Asbestos Pads | - | 170 | 34,000 | 170 | 150 points |
36 | Cuprid Vest | - | 180 | 44,000 | 180 | 175 points |
37 | Sheet Metal | - | 190 | 63,000 | 190 | 175 points |
38 | PolyCarbon | - | 240 | 97,000 | 240 | 175 points |
| | ----Complex---- | ----AFB-------- |
# | Suits | Buy | Sell | Buy | Sell | Notes |
39 | Environmental Suit | 4,500 | 2,250 | 4,500 | 3,250 | Decreases the amount of radiation you take |
40 | Combat Suit | 13,500 | 5,800 | 13,500 | 9,800 | Decreases the amount of damage you take |
41 | Anti-G Suit | - | 0 | 48000 | 35,000 | You float over pits |
| | ----Complex---- | ----AFB-------- |
# | Equipment | Buy | Sell | Buy | Sell | Notes |
42 | Rations | 50 | 5 | 550 | 5 | Use to lower hunger |
43 | Hemp Rope | 200 | 120 | - | 5 | Go up/down holes between levels |
44 | Silencer | 300 | 175 | - | 175 | Less likely to attract enemies |
45 | Transmitter | 500 | 280 | - | 5 | Read email/messages from anywhere |
46 | Summoner | 800 | 500 | 2,500 | 1,500 | More likely to attract enemies |
47 | Medpack (8) | 1,000 | 800 | 5,000 | 1,200 | (100/dose) or (150/dose) |
48 | Thumper | 1,500 | 800 | - | 5 | Attracts Nukem to that tile |
49 | Galacticom | 1,750 | 900 | 3,750 | 2,500 | Translates languages |
50 | Gasmask | 2,000 | 1,100 | 1,000 | 800 | You don't take damage from Poison Gas in the AFBs |
51 | Duroplast | 3,000 | 1,800 | 1,500 | 1,400 | Opens prison and destroys bases and items |
52 | Aerial Scan | 5,000 | 3,000 | 2,200 | 2,000 | Gives a 5x5 map, but same info as the 3x3 |
53 | Vacpack | 15,000 | 8,625 | 24,000 | 12,500 | Immunizes and cures poison |
54 | Telegrasp | - | 29,515 | 42,500 | 32,500 | Transports you back to complex gate |
55 | Red Key | - | 5,000 | - | 9,000 | Opens doors in the Prison |
56 | Blue Key | - | 5,000 | - | 9,000 | Opens doors in the Prison |
57 | Green Key | - | 5,000 | - | 9,000 | Opens doors in the Prison |
58 | Techkit | - | 7,250 | 25,000 | 20,250 | Assembles Alien Device |
59 | Rusted Wire | - | 10 | - | 5 | Assembles into Alien Device, from Hexman (level 3) |
60 | Clay Package | - | 125 | - | 5 | Assembles into Alien Device, from Dredvault (level 4) |
61 | Alarm Clock | - | 150 | - | 5 | Assembles into Alien Device, from Vishnu (level 4) |
62 | Broken Keypad | - | 75 | - | 5 | Assembles into Alien Device, from Alien Hunter (level 5) |
62 |
63 | Code Key | - | 50 | - | 5 | Opens the Air Force Bases |
64 | Alien Device | - | 5,000 | - | 95,000 | Assembled from Rusted Wire, Clay Package, Alarm Clock, Broken Keypad |
65 | Trikorder | - | 17,500 | 65,000 | 45,500 | Scans area for Oracle and identifies ?? terrain |
66 | Remote Control | - | 75 | - | 5 | Opens trap plate in AFB5 to get to Research Lab |
67 | Human Skull | - | 1,025 | - | 5 | I |
68 | Floppy Disk | - | 195 | - | 150 | Allows use of Missile Silo computers |
69 | Alien Skull | | - 4,500 | - | 5 | This or Hydrite Egg lets you into the spaceships |
70 | Hydrite Egg | - | 22,500 | - | 5 | This or Alien Skull lets you into the spaceships |
71 | Lazer Key | - | 8,750 | 18,000 | 12,750 | Opens locked doors in AFB |
72 | Landmine | - | 1,900 | 9,000 | 7,500 | 30-40 damage each, only one goes off per tile |
73 | Zimmer | - | 36,600 | 51,000 | 8,600 | Personal Transporter |
74 | Re-Bar Scrap | - | 150 | - | 155 | |
75 | Door Hinge | - | 75 | - | 75 | |
76 | Broken Wrench | - | 85 | - | 85 | |
77 |
78 | Pipe Fitting | - | 350 | - | 350 | |
79 | Rotted Cabling | - | 95 | - | 95 | |
80 |
81 | Chrome Pipe | - | 500 | - | 500 | |
82 | Gate Valve | - | 175 | - | 175 | |
83 | Butane Tank | - | 2,525 | - | 2,525 | |
84 | Drill Bit | - | 70 | - | 70 | |
85 | I-Bar Clamp | - | 265 | - | 265 | |
86 | Copper Tubing | - | 1,200 | - | 1,200 | |
87 | Crystals | - | - | - | - | |
Pipe Die - 825 - 825 |
Air Force Bases
You'll need a Code Key to get in. There's one in Cell 1 of the Hydrite Prison, or you can try bribing the bartender at Barl's Bar with 100,000 credits.
Inside you'll need a Lazer key to open the locked doors, monsters drop them.
The AFB's on levels 1-4 are pretty much useless. You probably want to simply Run from the GG clones of yourself. Use the Telegrasp to return home when you get stuck in a dead end.
In AFB 5 use the Remote Control to open the Trap Plate.
AFB 5 Research Room
Like the complex Supply room, but better stuff and different prices.
AFB 5 Cybernetics Lab
Purchase permanent stats upgrades. This is why you want as many crystals as possible. Each upgrade gives you 30HP damage, so make sure to heal up!
Str+3 | 150,000 |
Dex+3 | 150,000 |
HP+3 | 150,000 |
Galacticom | 300,000 |
Trikorder | 400,000 |
AFB 5 Influx (Genetics Lab)
Influx is a strange substance that affects your stats for varying periods of time. Each influx has a color. These colors rearrange themselves every time the game is reset. The project numbers and corresponding effects remain linked, however. All influx effects except #4 are cancelled after logging out. Be careful experimenting with influx, the effects of each are not understood fully. This section should be updated with some more thorough research, the current state is cursory at best.
Project | Effect |
1 | Pass Out (log off) |
2 | Str-5, Dex-5 |
3 | Dex+2, Str+2 |
4 | Semipermanent HP+10% (persistent across logins, but can't be healed back, A maximum of 3 doses before you "shutdown" (logging off, or death? //VERIFY). Also you "tend to go berserk", so you cant use long range weapons.) |
5 | Dex-, Str-, HP- (not sure about this one, aurora says same as delyria) |
6 | Str+5, Dex-5 |
7 | FAKE Dex+, Str+, HP+ |
8 | Str+5, Dex-5, monsters will appear to be from a deeper map level |
9 | Cures natural wounds (hp, rads, but not influx) If you have taken 3 of any one influx, taking 9 will kill you. 3 dosages each of different influx won't kill you, though. |
10 | Str-5, Dex+? ("enemies appear to move slower", only lasts one encounter) |
11 | Cures any diseases and cancels all influx doses |
| I haven't completely investigated the workings of influx in combinations yet. Be careful with influx; its unknown and varied side effects and synergistic reactions make it quite dangerous, and mostly useless. The only one I would consider using is #3, which doesn't seem to have any ill effects. |
Hydrite Kidnappings/Raids
Every so often, hydrites will raid the complex. If they defeat the gate guard (Sentry, from the barracks menu), they will kidnap people, and release them 7 days later. They will also start to attack the security on random bases in the wastelands. The gate guard can be upgraded to better stats, and you can give him items (ie, better weapons, armor).
Hydrite Prison
The Hydrite Prison is where prisoners taken by hydrite monsters are kept.
The gate is guarded by 3 Rad-Hounds, which should be an easy kill for anyone trying to get into the prison. You must defeat all 3 of them in one battle. If you can't defeat the Rad-Hounds easily, you should seriously reconsider entering the prison. Upon defeating the Rad-Hounds, the prison gate must be destroyed with a single duroplast charge. The hounds and gate reappear at the next daily maintenance.
Inside the prison, your sensor array is replaced by a single grid of compass directions. No terrain features are displayed. This makes it rather difficult to navigate the prison. To make it even more difficult, the prison map is chosen randomly from one of 3 maps each time the game is reset.
When walking around the prison, you will be attacked by Hydrite guards (the level 3 kind) about every 5 moves, or less often if you have a silencer. Long range weapons cannot be used, and you cannot run away. Surrendering will get you put in a prison cell. This means that your only option is to kill each guard you run across. However, it is better to surrender than to be killed, because a surrender will put you in a cell the next time you log in, and you will be able to escape with any prison keys you have on hand, as the Hydrites don't confiscate them.
You can use the colored keys to open the cell doors, or use Duroplast to open them into midnight.
Missile Silos
Use a floppy to use the scanner, which makes Oracle hunting easier.
- can't launch a missile in view of your silo (it doesn't explode)
- can't launch a missile in view of any important building (it doesn't explode)
The Oracle
The oracle will give you extra stats up to a point. The location is given by certain monsters (randomized every game), and a Trikorder helps a lot in finding the exact location.
Aurora
She moves around, when you find her you can ask questions, such as base location.
Diseases
You don't want any diseases. Make sure to always be vacinated against them all.
Weather
Weather in the wastelands is rather predictable. Each day of the week has a certain weather type associated with it. This does not vary, and you will never see two types of weather on the same day.
Sunday | Weather clear | |
Monday | Strong Winds | Rips weapons/equipment away |
Tuesday | Dust Storms | Obscures Terrain |
Wednesday | Radiation Storm | Extra radiation |
Thursday | Acid Rain | Hurts you |
Friday | Electrical Storm | Drains weapons of ammo |
Saturday | Ice Storm | Hurts you |
Credits
Grant Rodgers "Teucer"
- just about everything
- grantr@utdallas.edu
Logan Bowman "Wolfen"
- Various corrections and updates on version 1.20
- rloganb@satx.rr.com
Mike Giambalvo "Heathkit"
- various info on prison and missile silo
- michael@thetower.dhs.org
James Abbey "Dave"
- partner in crime
- jabbey@austinc.edu
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