Installation To install PVKII you will need 3 things.
- First: A copy of Steam
- Second: You need to have at least one legitimate Source game installed. Click Here for a full list.
- Third: You need to download a copy of the Source SDK Base which can be found in the 'Tools' tab of steam and requires a Source game to download
Once you have taken these three steps, visit our Steam Store page to install the game.
Finding a server You will now need to find a server to play
on. Run Pirates, Vikings and Knights II by opening the game through your 'Games' tab in Steam. Click on "Find Server" from the main menu. A menu listing all PVKII servers that have bypassed your filters will pop up. Find a server with the lowest ping that has people playing and click "Join Game".

 |
MOTD Upon
joining a server, you will see the Message Of The Day screen. Read this
carefully, many server operators use the MOTD to explain their rules.
Teams After
the MOTD screen, you will have the opportunity to select a team.
Choose to be a Pirate, Viking, or Knight. You can look at the scoreboard ('Tab' by Default) to see which team has the least number of players. You may also choose Auto-Assign if you can't decide which team to join.
Classes
After selecting a team, you will have your choice of which class to play. As you hover over each class, a list of that class's weapons and general descriptions of each will show on the right. If you still can't decide which class to play, select random.
Kill stuff That's
its! If all has gone well, you have now spawned and are ready to do
some serious fragging. Go look for some enemies and stick a sword in 'em.
For more in-depth information on objectives, see Section 4. Game
Modes. For more information about sticking swords in people, see
Section 3. Combat.
|
a) Health bar The current amount of health you have.
b) Armor bar The current amount of armor you have.
c) Special attack bar The
special attack bar fills partially whenever you damage an enemy. Once full, the
eye will light up and you will now have the oportunity to use a special
attack; each class has a different special. See Section 5. Classes for descriptions of all special attacks available.
d) Round Counter On
some maps, a round counter may appear. This counter displays how close
each team is to winning the round. The first team to reach zero wins.
e) Weapon select By default, use the scroll wheel to see the weapon selection panel. Scroll through the weapons to find the one you want.
f) Ammo On
the lower right you'll find the ammunition counter. This can be crossbow bolts, longbow arrows, throwing axes, blunderbuss shots, javelins
or pistols. For the flintlock pistol, there are two icons - one of them
represents how many pistols you have loaded and the other is how many
bullets you have for reloading.
G) Power Meter This meter represents the power charge of your weapon. You can charge your melee and ranged attacks to do more damage. Be careful when charging your weapon, if held for too long the bar will go back down and your attack won't be at full power.
H) Territory Icons These icons represent the territories of the map and who controls them. A blinking territory is in control of that team and will reduce their tickets.
Indian+real+patna+rape+mms+top ●
Survivor Stories and Awareness Campaigns: The Power of Personal Narratives in Driving Social Change
Sometimes, words aren't enough. Campaigns like The Monument Quilt or the "What I Was Wearing" exhibitions use visual storytelling to communicate the reality of sexual assault. These displays allow survivors to share their experiences through physical mediums, creating a visceral connection with the public. The Ethics of Sharing: Protection and Consent
Golden rule: Nothing about us without us. Let survivors guide how their story is told.
- Act I: The Descent. This is the exposition of vulnerability. It is the teenage girl who didn’t know that the “friend” offering a ride home had other intentions. It is the factory worker who noticed the safety locks were missing but was too afraid of losing his paycheck to speak up. It is the first tremor before the earthquake.
- Act II: The Abyss. This is the raw, unvarnished core of the trauma. It is the cancer diagnosis that arrived like a hammer. It is the year spent in an abusive relationship, where love became a cage. It is the fire, the flood, the crash, the assault. Campaigns often struggle here; too much detail can re-traumatize the listener or veer into exploitation. Too little can sanitize the reality. The most powerful stories land in the middle—showing the depth of the pit without forcing the audience to climb all the way down.
- Act III: The Ascent. This is the most critical element. The survivor is not defined by the abyss, but by the climb out. This act includes the stumbles: the relapse, the day they couldn't get out of bed, the moment they almost gave up. And then, the turning point: a hand offered, a door opened, a moment of clarity. The ascent does not promise a fairy-tale ending; it promises resilience. It proves that while the trauma may be permanent, the identity of "victim" is not.
Part V: The Future of the Alliance
Successful campaigns, such as the What Were You Wearing Campaign at Indiana University of Pennsylvania, use specific elements to maximize impact:
Shifting Attitudes: Stories humanize complex issues, breaking down stereotypes and reducing the stigma often associated with trauma or illness.
Informed Consent & Control: Survivors must have total agency over their story, including the right to remain anonymous, withdraw their account at any time, or edit how their experience is portrayed.
| Last Team Standing (LTS)
The simplest game mode of them all - Kill everyone
you see who is not on your team. The last team with living players wins the round. Win the most rounds to claim overall victory!
Booty (BT)
The objective of booty mode is to infiltrate the enemy bases and
bring back as many chests as you can to your own base. Every chest at
your base will lower the counter. The first team to reach zero on this
counter wins the round. On some maps, a particular team may start with
all of the chests with the objective of defending them from the other
teams who have no chests. To compensate for the advantage, the team
will have a much higher counter. In other maps there may be chests in areas of the map outside of team zones. The effective team must strike a balance
between offense and defense, for if everyone is on offense, an enemy
may steal chests from the base while no one is there. Should everyone
be concentrated on defense, there is no possibility of obtaining more
chests. Capturing a chest that was previously owned by another team will remove 5 tickets from your counter and add 5 to theirs. First team to hit 0 tickets wins.
Standing in an enemy's chest zone will stall their tickets from decreasing.
Use your special while carrying a chest to gain a speed boost for a few seconds.
Territory (TE)
Territory is exactly as the name says. The objective is to capture and hold the territories throughout the map. Once a territory is captured, it will count down that team's tickets. The more territories your team holds, the faster your counter goes down. In some maps, holding all of the territories at once will initiate a final countdown; if your team holds all of the territories for the duration of that countdown, you win automatically. Otherwise, the first team to reach 0 wins the game.
Standing in an enemy territory, even when outnumbered, will slow the rate that their tickets will decline.
Standing in a territory you control will prevent an equal or lesser number of enemies from neutralizing it.
It's impossible to capture a neutral territory without first clearing out all the enemies inside.
Objective Push
This is an interesting game mode as it will change depending on the map. Mappers have free reign to make anything an objective as long as it has an input/output ability. The designated team that defends must hold out until the timer hits zero, the designated attackers must complete the objectives before the timer reaches zero. If you're a mapper, check here for a quick guide.
Trinket Wars (TW)
In Trinket Wars, each team gets its own ancient relic to protect. The objective is to score kills on enemy players whilst holding your teams trinket or being near your team's trinket carrier. Once you've collectively scored enough points to satisfy the level's ticket requirement, you win! Teamwork is very heavily emphasized in this mode. Only losers fly solo!
|
Survivor Stories and Awareness Campaigns: The Power of Personal Narratives in Driving Social Change
Sometimes, words aren't enough. Campaigns like The Monument Quilt or the "What I Was Wearing" exhibitions use visual storytelling to communicate the reality of sexual assault. These displays allow survivors to share their experiences through physical mediums, creating a visceral connection with the public. The Ethics of Sharing: Protection and Consent
Golden rule: Nothing about us without us. Let survivors guide how their story is told.
- Act I: The Descent. This is the exposition of vulnerability. It is the teenage girl who didn’t know that the “friend” offering a ride home had other intentions. It is the factory worker who noticed the safety locks were missing but was too afraid of losing his paycheck to speak up. It is the first tremor before the earthquake.
- Act II: The Abyss. This is the raw, unvarnished core of the trauma. It is the cancer diagnosis that arrived like a hammer. It is the year spent in an abusive relationship, where love became a cage. It is the fire, the flood, the crash, the assault. Campaigns often struggle here; too much detail can re-traumatize the listener or veer into exploitation. Too little can sanitize the reality. The most powerful stories land in the middle—showing the depth of the pit without forcing the audience to climb all the way down.
- Act III: The Ascent. This is the most critical element. The survivor is not defined by the abyss, but by the climb out. This act includes the stumbles: the relapse, the day they couldn't get out of bed, the moment they almost gave up. And then, the turning point: a hand offered, a door opened, a moment of clarity. The ascent does not promise a fairy-tale ending; it promises resilience. It proves that while the trauma may be permanent, the identity of "victim" is not.
Part V: The Future of the Alliance
Successful campaigns, such as the What Were You Wearing Campaign at Indiana University of Pennsylvania, use specific elements to maximize impact:
Shifting Attitudes: Stories humanize complex issues, breaking down stereotypes and reducing the stigma often associated with trauma or illness.
Informed Consent & Control: Survivors must have total agency over their story, including the right to remain anonymous, withdraw their account at any time, or edit how their experience is portrayed.

Team Scores The left most side of the scoreboard lists the three teams with their appropriate flag backgrounds. The larger number next to the gold trophy icon is the number of times that team has placed first in the map. The second number, next to the silver trophy, is the number of times that team has placed second. There is no trophy for third place, because third place doesn't count for anything!
Players The next section of the scoreboard displays the players. The players are separated by which team they are on and are arranged, in descending order, by score.
The first icon represents the player's avatar; if that player is a steam friend of yours they will also have a friend icon attached to their avatar.
Next to the avatar is the player's steam name.
The icon next in line is that player's class icon. Check the scoreboard to see which classes are already being played on your team.
Next to the player's icon is a section for showing when a player has died. This section may also have a tag under it for Developers, Testers, Admins, Contributors and Donators. Server admins can also set sv_communitygroup to the ID of a specific group; that group's title will show up for any players in that group, as long as the title does not conflict with the tags previously mentioned.
The section to the right of here is reserved for Score and Latency, as well as a speaker icon that shows when a player is using their mic. Click on the speaker icon to mute a player's microphone and text chat.
Score Breakdown The section on the right side of the scoreboard is your personal score breakdown. This is displayed under the name and 3D representation of the class you are currently playing.
- Kills - The number of enemies whom you have killed.
- Assists - Your kill assists. You get an assist any time you were the last to damage a player within a few seconds of a teammate killing them.
- Death - The number of deaths you've suffered. (Good thing it's just a game!)
- Kill Bonuses - You get kill bonuses from things like getting revenge in last team standing, grail kills, etc.
- Assist Bonuses - Just like kill bonuses, but when you get the assist.
- Healing - Points you get from healing your teammates. Not currently used.
- Captures - You gain capture points from completing objectives. This includes capturing a chest, capturing a territory, etc.
- Defenses - The number of times you've defended an objective. This could be returning a stolen chest, defending a territory, etc.

Food Look around the map for plates of delicious chicken to restore your health. Don't be frightened by the much anticipated burp that comes after downing an entire chicken in half a second. What a pig you've become!
Armor/Ammo Armor and Ammo are strategically placed throughout each map. Armor is important for absorbing damage and ranged weapons don't work without ammo!
|