Operation Overkill 2 FAQ 

Operation Overkill 2 FAQ

Updated 5/26/2010 by Kallahar
Original FAQ by By Teucer and Heathkit, 12/6/99

Getting Started

  1. Create a character, I usually do the one with equal stats.
  2. Wander around the wasteland killing monsters and getting loot. You can sell the loot at the Complex.
  3. 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.
  4. To go between levels, use the Hemp Rope on a hole, or if you build a base you can add teleporters.
  5. ALWAYS be vacinated.
  6. 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
1Steel Chain 700 200 - 400
2Salanger 4,250 2,000 - 3000
3Natase 9,500 4,000 - 5,000
4Trans-Axe 18,000 8,000 18,000 9,000 Power Pack*17
5Electric Sword 32,500 14,500 32,500 15,500 Power Pack*17
6Tevix-Bahn 55,750 25,000 55,750 27,000 Cirze Supply*33
7Xendrix - 40,000 85,000 45,000 Infinex*90
8Trilasm 7,500 3,000 - 3,500 ZZETS*6
9Exavator 12,000 6,000 - 7,000 ZZETS*6
10Raxhaven 19,250 8,500 - 9,700 Power Pack*17
11SanPlizer 30,500 13,000 30,500 14,000 Power Pack*17
12Devastator 41,000 19,500 41,000 21,500 Power Pack*17
13Z-Tempest 64,750 27,000 64,750 29,000 Cirze Supply*33
14Herculean - 45,000 96,000 48,000 Infinex*90
15Trignet - 65,000 130,000 75,000 Firenet*100
16Extinguisher - 300 - 300
17Shovel - 350 - 350 Can dig temporary holes between levels
18Nail Gun - 1,000 - 1,000
19Jack Knife - 2,500 - 2,500
20Metal Shears - 4,000 - 4,000
20
21
22Hoist - 10,000 - 12,000
23Propeller - 12,500 27,250 13,500
24
25Sledge Hammer - 21,000 48,500 20,000 Doesn't need ammo
26Hydra 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
27Leather 4,500 90 4,500 50 50 points
28HeXonium 14,500 135 14,000 135 80 points
29Laser Vest 29,000 150 29,000 150 110 points
30Shezvarin 42,500 180 42,500 180 150 points
31Reflecto - 200 84,000 200 200 points
32Mudrane Sheathing - 90 4,700 90 50 points
33Breonesin Sheeting - 135 16,000 135 80 points
34Barbed Wire - 150 25,000 150 110 points
35Asbestos Pads - 170 34,000 170 150 points
36Cuprid Vest - 180 44,000 180 175 points
37Sheet Metal - 190 63,000 190 175 points
38PolyCarbon - 240 97,000 240 175 points
  ----Complex--------AFB--------
#Suits Buy Sell Buy Sell Notes
39Environmental Suit 4,500 2,250 4,500 3,250 Decreases the amount of radiation you take
40Combat Suit 13,500 5,800 13,500 9,800 Decreases the amount of damage you take
41Anti-G Suit - 0 48000 35,000 You float over pits
  ----Complex--------AFB--------
#Equipment Buy Sell Buy Sell Notes
42Rations 50 5 550 5 Use to lower hunger
43Hemp Rope 200 120 - 5 Go up/down holes between levels
44Silencer 300 175 - 175 Less likely to attract enemies
45Transmitter 500 280 - 5 Read email/messages from anywhere
46Summoner 800 500 2,500 1,500 More likely to attract enemies
47Medpack (8) 1,000 800 5,000 1,200 (100/dose) or (150/dose)
48Thumper 1,500 800 - 5 Attracts Nukem to that tile
49Galacticom 1,750 900 3,750 2,500 Translates languages
50Gasmask 2,000 1,100 1,000 800 You don't take damage from Poison Gas in the AFBs
51Duroplast 3,000 1,800 1,500 1,400 Opens prison and destroys bases and items
52Aerial Scan 5,000 3,000 2,200 2,000 Gives a 5x5 map, but same info as the 3x3
53Vacpack 15,000 8,625 24,000 12,500 Immunizes and cures poison
54Telegrasp - 29,515 42,500 32,500 Transports you back to complex gate
55Red Key - 5,000 - 9,000 Opens doors in the Prison
56Blue Key - 5,000 - 9,000 Opens doors in the Prison
57Green Key - 5,000 - 9,000 Opens doors in the Prison
58Techkit - 7,250 25,000 20,250 Assembles Alien Device
59Rusted Wire - 10 - 5 Assembles into Alien Device, from Hexman (level 3)
60Clay Package - 125 - 5 Assembles into Alien Device, from Dredvault (level 4)
61Alarm Clock - 150 - 5 Assembles into Alien Device, from Vishnu (level 4)
62Broken Keypad - 75 - 5 Assembles into Alien Device, from Alien Hunter (level 5)
62
63Code Key - 50 - 5 Opens the Air Force Bases
64Alien Device - 5,000 - 95,000 Assembled from Rusted Wire, Clay Package, Alarm Clock, Broken Keypad
65Trikorder - 17,500 65,000 45,500 Scans area for Oracle and identifies ?? terrain
66Remote Control - 75 - 5 Opens trap plate in AFB5 to get to Research Lab
67Human Skull - 1,025 - 5 I
68Floppy Disk - 195 - 150 Allows use of Missile Silo computers
69Alien Skull - 4,500 - 5 This or Hydrite Egg lets you into the spaceships
70Hydrite Egg - 22,500 - 5 This or Alien Skull lets you into the spaceships
71Lazer Key - 8,750 18,000 12,750 Opens locked doors in AFB
72Landmine - 1,900 9,000 7,500 30-40 damage each, only one goes off per tile
73Zimmer - 36,600 51,000 8,600 Personal Transporter
74Re-Bar Scrap - 150 - 155
75Door Hinge - 75 - 75
76Broken Wrench - 85 - 85
77
78Pipe Fitting - 350 - 350
79Rotted Cabling - 95 - 95
80
81Chrome Pipe - 500 - 500
82Gate Valve - 175 - 175
83Butane Tank - 2,525 - 2,525
84Drill Bit - 70 - 70
85I-Bar Clamp - 265 - 265
86Copper Tubing - 1,200 - 1,200
87Crystals - - - -
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
Galacticom300,000
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.
ProjectEffect
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.
10Str-5, Dex+? ("enemies appear to move slower", only lasts one encounter)
11Cures 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
WednesdayRadiation 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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