Glitches, Strategys, and more - Guide for SOCOM II: U.S. Navy Seals
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Scroll down to read our guide named "Glitches, Strategys, and more" for SOCOM II: U.S. Navy Seals on PlayStation 2 (PS2), or click the above links for more cheats.
1-Glitches
2-Strategys
3-Gun List
4-Abbv.
5-Ammo lists
The old version of this Guide was lost due to my crappy connection. Which sucks
because I had to gather info on all of this from other people in order to back my
claims.
I'm saving this one periodically onto my website: www.freewebs.com/etownetownetown
If you have any questions, please post them there.
1. Glitches
All of these glitches are in crossroads, mainly because thats the one I play the
most, and the one where most people are asking for glitches. I also know a lot of
FF and Sujo glitches, but my game wont load Sujo and FF everyone knows. I dont
think they ever patched FF. Also, there is a new patch that came out since my last
attempt to do this Guide, so I havent tested those yet. The new patch is r0004.
On the tents- there are 3 tents you can get onto in the middle marketplace. One is
white with a bar in the middle and a table under it, one is brown with 2 tables
under it next to the white one, and one is brown next to a cart. To get onto the
white one, run towards the table from the redroom. Jump while in the standing
position to get on top of it. Once your head is above the tent, jump. You now
should be on the tent. From here, stay standing and get on the bar. Run towards
the brown tent. Jump onto it. From here you will see 2 boxes on the ground, all
stacked together so it looks like this : te
tentte Cross view of white tent- tent
white tenttent b tenttent
l l l l ox l l
you can jump down onto the boxes. once youre on the ground, consider this way to
get up there faster, but not easier. jump onto the lower box. look at the ground,
get as close to the edge as possible, and strafe-and-jump to the second box. that
is, strafe and press jump at the same time. you should be on the second box. now
just jump to the brown tent. now, the third tent is by a cart. get on the flat-
topped cart and jump to the second brown tent. you have to get it EXACTLY right.
Its hard, but its possible, and the best tent to hide on.
Market place-
tenttent cart tent
tenttent cart tent
b tent
ox Gazeb
oGazebo tent
Gazeb tent
tent
b tenttentt tentten
ox tenttentt tentten
Using the same strafe-and-jump strategy as above, you can get onto the box in the
seals spawn facing the left alley, the green boxes and tents at the seals base, and
if you straight up jump on to the white boxes at the pillar in the terrorist spawn.
these are all cool achievements, but the seals are the only good ones.
in the fish market, bottom floor, there is a large stack of boxes. you can jump on
these. if you stand and crouch, you should be able to get into them.
In the terrorist base, there is a flight of stairs. you can walk right through the
railing. this gives you access to the shelves there, and to get around some mines.
on the area near the halfwall, there is an awning and a tent. if you jump onto the
awning, you can jump onto the tent.
in the redroom, across from the balcony (not the room across from the Redroom
Bridge) there is an awning. you can simply jump to it. I have managed to fall
through it (its semi-permeable in some places) into the Dumpster (but a sniper got
me before I could prone) and into the wall (that was sweet but I had to keep leaning)
on the redroom roof-area, here is a plant. you can get behind it. it makes you
completely invisible if you have the REAVER or any terrorist costume. you can also
jump off next to the tables to the awning.
SUJO- I dont know if this still works, but in order to get ontop of the sheds, you
have to find the one palm tree. there is a hill here. if you run towards the hill
and jump at the last second, you will be ontop of it. Sure beats jumping off of the
high building and losing health, huh?
2.- Strategies
These arent as much strategies as they are special moves.
Quick prone and run-
while running or strafeing, hit and hold triangle for a sec. while your goin down,
hit triangle 1 or 2 times. then start running again. you should be up now without
all the animation or time. this will help you in clearing around a wall, getting
away from a grenade explosion and a guy shooting you, reloading-especially on
unlevel ground, and avoiding bullets. it can be useful when getting the bomb
underfire.
Quick prone and jump-
Do as above, except instead of running, jump. this is pretty much used in a
desperate situation when you hope not to get shot in the head when you jump back
up. it can also be a use in physcing out your opponent if youre good enough.
Jumping- while avoiding a sniper, or reloading, theirs rarely anything better.
when you reload, just jump. it takes the exact amount of time to jump as it does to
reload. it also is hard for a sniper to get you when youre running closer, side to
side, and jumping.
Circling- when engaging multiple hostiles, a person with a 12guage or machinegun,
or you have a pistol, run around them, staying close, and behind them. its actually
hard to do sometimes, but as long as your behind them and they dont have a M14 (for
some reason, if you stand right behind someone with a M14, youll die) or Missile
launcher, youll win.
Lay-and-spray- best gun to use- M60E3. best time to use-when you were sniping for a
while in the same place and they are coming for you. just lay down, and spray
bullets in their ass.
Paintball strategies- jump shot- press jump behind the boxes in FF to shoot over
the box 4 a sec. in XR, look at tents with binocs. when you see feet, shoot
through the tent. sometimes, with sureshot, press L2 and R2 really fast to do a
sorta dance which you can move outta bullets way fast.
Peek and shoot- do exactly what it says. Its very effective.
Use the above strategies at the same time and coordinate them so you get a better
product.
3. Guns list
M16A2- Both sides- Singleshot or Three Round burst- one burst will kill them if you
get them. comes with 4 Mags, 8 with 2x ammo. only reason its not used as much is
the 3 round burst. Its hard to make it seem like its full auto all the time,
mostly when you have a lot on your mind, in the game and in life.
M14- Both Sides-Single shot or Full Auto-3 Mags-20 rounds a clip-really good gun.
the best gun you can use on both sides, and second best on terrorist for Assault
Rifles. If it wasnt for Assault Rifles only, the Machine Guns Would always be the
best. Reliable, some how you can shoot someone behind you if theyre close enough,
rides alot, but the ammo is its biggest problem. with only 20 Rounds a Mag, 6 mags
with double ammo, and 7.62mm ammo, the second rarest, you have to conserve it. nut
its ammo size is what makes it great. 2 shots to kill someone, and all around its
the best teamkilling weapon, but if you wanna teamkill the whole team and they dont
have M14's, SR-25's, or Machine Guns, you want the M63A. It shots a little bit
faster than the M60E3, has plenty of ammo, and also takes 2 shots to kill. But if
most of your team has the right ammo, you are much better off with the M14.
M4A1- Seals- All three modes- 3 mags- Reliable, Powerful, Fast firerate. A Decent
Gun. nothing special really, but it is pretty good. Theres nothing I can say about
this gun in the game. uh, use it?
M4A1SD- Seals-same as above-Not as powerful as the M4A1, but is more powerful and
better on FH. I dont know why, but almost everyone I asked said the same thing.
Like the M4A1, I cant say anything much about it.
AK-47-Terrorists-All three modes- 3 mags- Not that good, but gets the job done. I
recently saw a guy get 24 and 10 with it (but half were grenade kills [he got three
guys with one grenade{that saved my ass, they all had IW-80A2's and were coming for
me|i had more kills at that time, so they wanted me more/I had 19 and 11 at the end,
and we did win\|}])
AKS-74- Terrorists- All Three Modes-3 mags- Improved Version of the AK-47. More
Powerful. not much better.
AK-105- Seals- All Three Modes-3 Mags- This is in a whole 'nother league then the
other AK's and AKS's. Powerful as hell, accurate, semi-reliable. Sadly, besides
the AKS-74, its the only gun with this kind of ammo. but its still worth it.
just conserve ammo.
STG-77- Terrorists- Full auto and Singleshot-3 mags- one outta 3 that incorporates
the mag-behind-the-trigger design. Strong, reliable, fast, and plenty of ammo.
Almost no ride. My favorite gun. Best gun on terrorist side.
IW-80A2- Seals- Full auto and single shot- 3 mags- 2 shots to kill, 5.51mm ammo, and
a fast firerate. This is the best assault rifle in the game. Second gun to
incorporate the mag-behind-the-trigger design, reliable, all around a good gun.
RA-14- Seals- All three firerates-3 mags- long range, spetnaz version of the IW-
80A2. Just as good, sometimes better for teamkilling. 3rd gun to use the mag-
behind-the-trigger design.
552- Terrorists- All three firerates- 3 mags- shitty- just-off-the-Cambodian-
sweatshop-piece-of-crap. Granted it is better since the patch, it still sucks
balls. This gun is unreliable, weak, loud, and rides.
552SD- Terrorists- All three firerates- 3 mags- 552 With a Silencer. Still not that
good, but better, well, most times.
SUBMACHINE GUNS- all of these take 9x19p ammo
HK5-seals- all three firerates- 4 mags- Best submachine gun in the game. Powerful,
reliable, and best paintball gun.
HK5SD-seals-all three firerates- 3 mags- If there was more ammo for it, this would
be the best submachine gun to use. Actually, it probably is. But you cant use it
in paintball.
HK5K- seals- all three firerates-5 mags- sounds cool closerange, bad longrange.
Most ammo for any of the HK5 series. 2nd best for paintball.
F90- Terrorists- All three Firerates- 3 mags- 50 rounds a clip- good gun, but not
that good. Fastest firerate for any submachine gun besides the HK5SD.
9mm Submachine gun- all three firerates- 3 mags- 60 rounds a clip- loudest of the
submachine guns, and the one that rides the most.
SHOTGUNS-
M3 12 Gauge- Terrorists- full auto and singleshot- 3 mags- 12 rounds a clip-
powerful, best shotgun, best teamkilling weapon for short-range. As long as you
have a DE.50 or SP-10 you should be good (just switch to your pistol for long-range)
TA-12 Gauge- Terrorists- semiauto- 3 mags- 12 rounds a clip more powerful than the
M3 12 Gauge, but not full auto. Not as good, unless you know how to use it.
12 Gauge Pump- Seals- 5 mags-this is the only category of weapons that the seals
have a disadvantage in. Its the best long-range shotgun, but sucks ass close
range. Firerate is slow as hell, its a pump, and 8 rounds a clip.
MACHINE GUNS-
M60E3- Both Sides- Full-auto only- 2 chains- 100 rounds a chain- Best gun for lay-
and-spray. Powerful, good for defensive tactics, 7.62mm ammo, reliable, Nicknamed
the Newbie Cannon. This is really an awesome gun, good for engaging up to 6
hostiles.
M63A- Both Sides- Full auto only- 2 ammo boxes- 75 rounds a ammo box- best gun for
rushing. You just have to hold down R1/X and run around. Takes 7.62mm ammo. Good
for engaging up to 5/6 hostiles.
SNIPER RIFLES-
SR-25- Seals- Single shot- 3 mags- 20 rounds a mag- 8x zoom- This gun is like a M14
with a scope on single shot. They both take the 7.62mm ammo, their stats/ firerate
are about the same, and they both kick ass.
SR-25SD- Seals- Single shot- 3 mags- 20 rounds a mag- 8x zoom-This gun is also like
the M14. But there is one major advantage: its silenced! I Have managed to get
people to shoot their own teammates with this gun, and it has happened to me. Just
hide back and shoot fast.
M82A1A- Terrorists- Singleshot-3 mags- 10 rounds a mag- 16x zoom-1 Shot, 1 kill.
Most powerful sniper-rifle in the game. Described as an anti-personnel weapon, it
gets the job done. You can shoot through signs with this one.
M87ELR- Seals- Singleshot- 3 mags- 10 rounds a mag- 16x zoom- 1 shot 1 kill. Second
most powerful gun in the game. A little bit faster than the M82A1A in shooting,
though.
SASR- terrorists- Singleshot- 4 mags- 10 rounds a mag- 8x zoom- The term SASR is
usually a good thing, but not in S2. It takes 3 friggen shots to take someone down
with this. Its also loud as hell.
M40A1- Both sides- Singleshot- 1 mag- 25 rounds a clip- 12x zoom- This is the
shittyist sniper-rifle in the game. Never ever fuckin use it. 2 shots to kill
someone is ok with a fast firerate, but this fires like a M87ELR. It is usually the
best sniper-rifle you can have, but they had to dull it down. Its made for anti-
personnel warfare.
PISTOLS-
M9- Terrorists- Single-shot- 13 rounds a clip- inf clips- This is the shittiest gun
in the game. Youre more likely to kill someone with a smoke than this.
M11- Seals single-shot- 15 rounds a mag- inf mags- this, the M9, and the 552 are
all made side by side in the Cambodian sweatshop.
9mm Pistol- Seals- Single shot- 12 rounds a mag- inf mags- Weak, but Silenced.
Mark 23- Seals- Single Shot- 13 rounds a mag- inf mags- Powerful, reliable, strong.
Mark 23SD- Seals- Single shot- 13 rounds a mag- inf mags- Not quite as strong, but
still good.
SP-10- Seals- Single Shot- 18 rounds a mag- inf mags- Strong, Reliable, Longish
range, and lots of bullets, plus a good firerate.
226- Usually Terrorists, Some times seals- single shot- 15 rounds a mag- weak
version of the SP-10
DE.50- Terrorists- Single shot- 7 rounds a clip- inf mags- POWERFUL!!!! Long-range,
you can even snipe with it.
Model 18- Terrorists- Full auto- 18 rounds a clip- inf mags- Use it like a
derringer. Aim before you shoot. Youll waste a clip in no time.
F57- Terrorists- Singleshot- 20 rounds a clip- inf clips- Weakish pistol with lots
of ammo.
Laser Designator-Singleplayer- Point at target until bar fills up to call an
airstrike
HEAVY WEAPONS
M16A2-M203 Seals- single shot and burst- 4 clips- 6 per frag/he- 3 per smoke-
M16A2 with a M203 attached. M203 takes up 1 equip slot. Frags/ he takes up another.
M4A1-M203 Seals- All three modes- 3 clips- 6 per frag/he- 3 per smoke- M4A1 With a
M203 attached. M203 takes up 1 equipment slot. Frags/he/smokes take up another.
M79- Terrorists- He/Smokes/Frag- 8 frags/he- 4 smokes- Powerful, decent firerate, 8
frags instead of 6. If you get 2 sets of frags/he/smoke theyll replenish
themselves when the last set is done.
MGL- Terrorists- He/smokes/frags- 6 he/smokes/frags- Fast Firerate, Reliable,
Powerful.
RPG-7- Terrorists- RPG round- 2 max- takes up 2 equipment slots 4 1 RPG. 87mm
Rocket shoots across large area very fast. Anything within 15 feet of it or in its
path will either be in a world of hurt or very lucky to feel the pain.
AT-4 - Seals- AT-4 Heat- 1 AT-4 HEAT max- takes up 2 equipment slots- Strong, Heat
seeking projectile, like the RPG-7. Missile curves a bit toward the target. This
makes it almost impossible to miss.
OICW- Seals- Single, Full Auto, OICW He/Frag/Smoke- IW-80A2 With A M203 On It. THIS
IS THE BEST GUN IN THE GAME. The M203 Does Not Take Up An Equipment Slot. It
Sounds Like A M16A2, And Has A 6x Scope, The Most For Any Non-Sniper-Rifle Weapon.
Sadly, Without Heavy Glitching, You Cannot Obtain This Online. It Is Only Avalible
On Single Player, And You Would Half To Beat IT On Admiral.
EQUIPMENT-
M67- 3 per selection-Powerful Frag Grenade. Sends A Huge ball of Shrapnel in a 360
degrees area. Creates A Tunnel Effect, Which can Kill Some pussy hiding at the top
of the bell tower ladder.
HE- 3 per selection-Grenade that blows more upward then side to side. Useful in
destroying objects.
AN-M8- 3 per selection- White smoke deploys 5 seconds after throwing. Lasts for
about 20 seconds. HINT- if your smoking the bomb, stay next to the bomb. You wont
be able to see them defusing it if they find it.
Red Smoke- 6 per selection- Deploys A Straight Colum Of Redsmoke for about a
minute. Even goes through buildngs. Singleplayer only.
Mark 141- 6 per selection- explodes about 3 sec after throwing it. Depending on how
good you hit them, they could be totally blind from .5- 15 seconds, and partially
blind from 1-20 seconds.
PMN mines- Terrorists- 4 per selection- Proximity mines that explode on contact.
Looks like a weak HE grenade. Last Even After You die.
Claymores- Seals- 4 Per selection- Explodes Mostly Forward, but you have to stand by
it to blow it up. Press Fire to detonate. Can be shot.
Satchel- in single player: 2 equipment slots- In Multiplayer: none- Highly explosive
Charge that can only be planted at specified location.
C4- Seals- Highly explosive Charge that can be planted at specified location, but
much smaller than Satchel.
2x ammo- doubles your ammo.
TURRETS-
RMG- 250 rounds an ammo box, 3 boxes- High powerd Turret With a high firerate and
lots of ammo.
LMG- 75 rounds a box, 3 boxes- Same as RMG, but less ammo
20mm MGL- 25 rounds a box- 3 boxes- Shoots 20mm MGL hes at people.
4- Abbv.
VG- Vigalance
MX- the mixer
FX-Foxhunt
SJ-Sujo
EW-Enowapi
SF-Shadow Falls
FH- Fish Hook
XR-Crossroads
SS-Sandstorm
CR-chain reaction
GD-Guidance
RQ-requrium
RN-Rats Nest
BJ-Bitter Jungle
DG-Desert Glory
BL-blood Lake
FF-FrostFire
BZ-Blizzard
NS-Night Stalker
AB-Abandoned
DT-Death Trap
RN-The Ruins
Ammo List
5.52mm- Most common
7.62mm- 2nd most common
9x19p- 3rd most common
50AE- 4th most common
5.52mm Soviet- 5th least common
12 Gauge- Least Common
This Concludes the Walkthrough. if you have any Questions, please contact me at
www.freewebs.com/etownetownetown



