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 Partisans 1941

 
   
 
 
Partisans 1941

Guide and Walkthrough (PC) by Orgulo
/++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\
                      PARTISANS 1941 GUIDE / WALKTHROUGH                   
               
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  Guide author: The Protagonist
  Guide version: 1.2 (November 2024)
  Game version: 1.1.05-32905
  System: PC (Steam)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  TABLE OF CONTENTS
  _________________

  1. INTRODUCTION
    1.1 WELCOME
    1.2 USING THIS GUIDE
    1.3 CONTACT ME
                
  2. GAME INFORMATION
    2.1 MEET THE PARTISANS
      2.1.1 COMMANDER ZORIN
      2.1.2 SERGEANT FETISOV
      2.1.3 SANEK
      2.1.4 BELOZEROVA (BELLA)
      2.1.5 VALENTINA (VALYA)
      2.1.6 TROFIM
      2.1.7 MOROZOV
      2.1.8 NIKITIN
    2.2 MEET THE ENEMY
    2.3 PARTISANS CAMP
    2.4 GAME SYSTEMS
    2.5 IN THE FIELD
      2.5.1 EQUIPMENT
      2.5.2 ENVIRONMENT
      2.5.3 GENERAL TIPS
    2.6 HARD MODE
        
  3. CAMPAIGN WALKTHROUGH       
    3.1 A CLOSE CALL
    3.2 OUT OF THE FRYING PAN INTO THE FIRE
    3.3 PARTISANS CAMP (1)
    3.4 OUT OF COMMISSION
    3.5 PARTISANS CAMP (2)
    3.6 LAST MEAL
    3.7 BEFORE THEY HANG THEM
    3.8 FIRST AID
    3.9 HUNTER
    3.10 GRIST TO THE MILL
    3.11 COMMANDANT
    3.12 RAILROAD BRIDGE
    3.13 KHUTOR
    3.14 PRISON
    3.15 VALUABLE CARGO
    3.16 BERTHA
    3.17 TO BERLIN!
                
  4. CONTRIBUTIONS

  5. VERSION HISTORY            
                
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

                               1. INTRODUCTION

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  1.1 WELCOME
  ___________

  Hello, and welcome to my guide to Partisans 1941, a real-time, tactical /
strategy game set in World War II. You command a group of Russian, Belarusian
and Kazakh partisans attempting to resist invasion and retake their country from
the rampaging Nazis. It owes a lot to Commandos: Behind Enemy Lines (1998),
mixing that game's team management and focus on unique skills with some of the
tactical systems of Company Of Heroes (2006).

  The main part of Partisans 1941, as with all games of this kind, is stealth.
You are always massively outnumbered and outgunned, resources are low, and team
slots are severely limited. You need to find a way to play the game on your
terms, which means relying on stealth. This involves sneaking around, picking
off weak, perimeter targets without raising any alarms, until the enemy numbers
have been thinned out to the point where it is to your advantage to open fire.
In fact if you can avoid gunplay altogether that's even better, because then
you're conserving ammo and taking no risk of bullet wounds and injuries. Stealth
requires almost no resources, and there are several Partisans who excel at the
clandestine approach, making them the best characters in the game. Success in
Partisans 1941 depends on maximising the potential of your strongest stealth
characters, thereby minimising risk.

  Partisans 1941 has 17 campaign missions and 13 standalone missions. This guide
aims to take you through all of the campaign missions on Normal difficulty,
teaching you about the game as we go, keeping Camp management under control, and
optimising your teams for the best chance of success. Since there is so little
information about this game online, I hope this guide helps fix that, and so
nearly everything in here comes from my own playtesting. There may be mistakes
but there's not much I can do about that, since I couldn't even find a manual or
a proper wiki.

  The standalone missions can be accessed from the main menu at any time,
although you will have to complete the first five to unlock the others. They
serve as a totally optional challenge mode, revisiting maps from the main
campaign and allowing you to modify your teams and equipment. I ignore them
completely in the guide, as I didn't bother playing them.

  There may be no manual, but the game does offer very brief and uninformative
tutorials in the form of tiny videos. These can be viewed in game via the
Encyclopedia, or if you want to watch them outside the game you can find the
files in:

C:\Program Files (x86)\Steam\steamapps\common\Partisans
1941\Partisans\Content\Movies

  The game lets you save as many times as you like (outside Hard Mode) and it
also creates a lot of autosaves, usually after each day in Camp. If you want to
manage these save game files you can find them in:

C:\Users\[username]\AppData\Local\Partisans\Saved\SaveGames
        
  +++++
        
  This game has technical issues, some of them quite egregious. It would not run
well for me under any circumstances, and I had to dial the resolution all the
way down to 1024x768 and the graphics quality to low just to keep it from
cooking my PC. (I had to open a window once because Partisans 1941 was literally
heating my room via my computer!) Occasionally the frame rate will drop to about
2fps for about 5 seconds during missions, and it does the same thing constantly
in Camp, especially on the Storage tab. Long story short: if you are having
similar technical issues it's not you, it's the game.

  There are also quite a lot of bugs and other weird behaviour, often to do with
the interface. I point some of these out in the guide and suggest ways of
dealing with them, but the main problem is that a lot of them contribute to the
almost unplayable difficulty of Hard Mode, since the game is just not built
robustly enough to cope with what Hard Mode expects from the player. I've
written the guide on Normal difficulty because it's the default and I assume
it's the one most people will choose. See section 2.6 for some information about
Hard Mode.

  +++++

  As well as Commandos: BEL and Company Of Heroes, here are some other games
which are similar to Partisans 1941 and which I'm sure you will enjoy:

    Commandos 2: Men Of Courage (2001)
    Desperados (series) (2001 - 2020)
    Jagged Alliance (series) (1994 - 2023)
    Shadow Tactics: Blades Of The Shogun (2016)
    XCOM: Enemy Unknown (2012)
        
  +++++
        
  Anyway, thanks very much for picking up this guide. I hope it helps you out
and that you find it informative and entertaining.

  1.2 USING THIS GUIDE
  ____________________

  Please, view this guide in a text viewer / editor with a set fixed-width 
font, or else it might look a mess.

  Use the Find command (CTRL + F) with the numbered contents menu at the start
of the guide, in order to quickly jump to the section you want.

  1.3 CONTACT ME
  ______________

  If you have any questions, suggestions or other feedback on this guide, you
can contact me at:

hayabusa21180@gmail.com
        
  Please, put 'Partisans' in the subject line, thanks.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

                             2. GAME INFORMATION
                                   
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  2.1 MEET THE PARTISANS
  ______________________
        
  Over the course of the War your initially tiny team of Partisans will grow
into a family. The game becomes something like a JRPG, where the main character
goes on most or all of the missions and you are able to choose the other team
members depending on which ones you like most or which ones you think are best
for the given objectives. You don't have to use all of them, and so you get to
choose your teams based on your own playstyle, rather than be forced to learn
every character. Still, it's important that you know about each Partisan's
strengths and weaknesses, so here are the breakdowns of all the salient
information needed to build effective teams for the many demands of a gruelling
campaign.

  You will typically only have three team members on any one mission (there are
a few exceptions where you get more). You might think you need to pick a
well-rounded team, but really you just need one Partisan who excels at stealth
and you'll generally be fine (assuming you're happy to save-scum). Other than
Partisans who specialise in stealth-killing, there are really no other notable
niches, since all Partisans can use all guns, all items, all curatives, etc.
This tends to mean you should always pick the strongest stealth team, so long as
they are equipped for all other contingencies.

  Stealth matters so much because you are always hugely outnumbered, and so it's
to your Partisans' advantage that they methodically take down as many of the
enemy as possible from the shadows, raising no alarms and causing no fuss until
they have a numerical or some other tactical advantage. Shooters, snipers and
medics are therefore non-essential during the stealth portions of missions,
which often means 100% of the time. Sappers are still important, but since every
Partisan can place mines and tripwires and throw grenades, your team becomes
even easier to pick.

  There is one great big stumbling block in the way of this approach: the
eleventh mission, Khutor. It forces you into a siege situation in which your
team has to fend off waves of enemies from all directions, running out the
clock. Stealth is not worthless here, but far more important are things like
explosives and heavy gunfire. However, Khutor kind of solves the problem for you
by assigning a mandatory team to the mission, a team equipped to deal with the
horde mode.

  With all of this in mind, you will likely try to min-max your favourite team
of stealth experts. It's worth considering that characters you consistently
don't level up through missions or Operations will not gain XP automatically,
and so if you ever do need to call on them because your main guys are out you
will find them lagging way behind. As far as missions go, this comes into play
when injuries and hunger are taking their toll, forcing you to deploy teams you
normally wouldn't; whereas lower level Partisans in Camp will have a harder time
successfully completing skirmishes. Luckily, XP only affects Skills, and outside
of a few key, low level Skills, levelling up is not very important.

  +++++

  Each Partisan could be said to be loosely based on a character from Commandos:
Behind Enemy Lines, this game's much older cousin, and so I've noted the closest
analogues in each character's bio; hopefully this will help you understand each
Partisan much more quickly (assuming you played Commandos: BEL).

  I've also noted the role(s) in which I think each Partisan is best employed,
making it easier to build balanced teams at a glance, or choosing the most
suitable characters for each mission.

  The recommended loadouts are another QOL addition, a quick guide on which
essentials each Partisan should be carrying into battle, based on their
playstyle.

  I've recommended the maximum level for each Partisan so that you don't have to
worry so much about pumping XP into every one of them. Three of the eight
Partisans need only reach Expert level to be at their best, and happily Morozov
is one of them.

  This ties into my notes about certain Skills which should be prioritised or at
least heavily favoured when levelling up. The game is flexible and easy enough
not to require that every Partisan's skillset is min-maxed, but you certainly
don't want to waste points on Skills which they will never use, or that others
do better. 

  There are certain Skills I treat as mission-critical in my guide, and I have
noted them in this section and in the campaign sections. It's especially
important that you know about them because there is no way to rollback Skills in
this game.

  Finally, here is my subjective tier list so that you can tell at a glance
which Partisans you should be promoting over others. This is based on playing on
Normal difficulty and treating stealth as a priority at all times, so if you
prefer gunfights you might disagree:

    1) Zorin (non-optional)
    2) Morozov
    3) Sanek
    4) Nikitin
    5) Belozerova
    6) Fetisov
    7) Trofim
    8) Valentina
        
  +++++

    2.1.1 COMMANDER ZORIN
    _____________________
        
      Biography
      _________
        
      DOB: 12/5/1911
      Origin: Peasant
      Nationality: Russian
      Rank: Captain
        
  'Zorin, Alexander Yurievich. Age: 29. Born in Verkhovino village in the
Kalinin region to a farmers' family. Career officer. Participated in the
Soviet-Finnish War. By the outbreak of the Great Patriotic War reached the rank
of captain. The company he commanded was transported to the front lines in the
early days of the war. Skilled knife fighter.'

      Character
      _________

      Commandos Analogue: Green Beret
      First Recruited: Mission 1 - A Close Call
      Action / Stealth: Both
      Primary Role: Assassin
      Recommended Loadout: Rifle, Knife, Tobacco, Bottles, Rocks
      Recommended Max Level: Saboteur
        
  The MVP of the team until Morozov emerges from the bushes, Zorin mostly
specialises in exactly what you need in a game like this: taking out individual
enemies quietly and hiding the bodies. This is nine tenths of the job in
Partisans 1941, so Zorin is typically your first solution to most stealth
problems. When it comes to combat he gets to use rifles, arguably the best guns
in the game. He's a jack-of-all-trades, so you can't go far wrong when it comes
to levelling up. Bear in mind that there is always some other Partisan who can
do all of Zorin's tasks better than he can, and so you may want to spread his
Skills around a bit to let him do a little of everything for when a team-mate
goes down.

  NOTE: Unfortunately, Zorin is not given Silent Move I - this might have been a
bit too strong.

      Notable Skills
      ______________

  Knife Throwing I, II, III: One of the best abilities in the game, very similar
to the Marine's Harpoon from Commandos. Assuming he can get close enough, Zorin
can one-shot kill any living enemy and carry the body away afterwards. Knife
Throwing starts with the capability of insta-killing a target of any rank,
including SS Officers, unlike Melee. So long as Zorin remembers to pick up the
knife again afterwards, this attack is always his best option outside of a
gunfight, provided there are no other enemies close to the target. Always use it
over Melee if possible; although bear in mind that Melee is technically quieter,
since any body killed by Knife Throwing will make a loud noise when it hits the
ground, and this is not mitigated by the level of Skill. Not only is Knife
Throwing the only silent ranged attack in the game which can kill enemies
outright, it also allows Zorin to 'shoot' over obstacles (like walls or cover
pieces), rather than having to run around those obstacles and risk entering
vision cones, meaning he can kill people from positions no-one else can, as well
as kill an enemy in cover as though the cover does not exist. Try to keep Zorin
equipped with multiple knives in case some knives are not readily retrievable.
Knife Throwing III has some bizarre properties where Zorin can throw his knife
but still have it, then throw it again - I'll let you find out for yourself if
you're interested, but otherwise I recommend you completely ignore level III, as
Zorin can just pack multiple knives. There is also a bug with this Skill, where
Zorin has a knife as his primary weapon, and no more in his inventory, then he
throws it at an enemy, but a knife is still shown as his primary weapon, even in
his inventory; yet when you try to use Knife Throwing again the game won't let
you because in fact Zorin has no knife!

  Rifles I, II, III: Given the choice between pistols and rifles, Zorin should
definitely choose rifles, being one of only two Partisans who gets to really
specialise with them.

  Melee I, II, III: For a long time Zorin is the best knife fighter in the
company, meaning he should be doing the majority of the stealth-killing - pretty
much all of it in fact. He starts the game with Melee I and is one of only three
characters in the game capable of reaching Melee III by Expert tier. Killing
with a knife in a melée fight is the quietest option available, and the higher
the level of Skill the faster, quieter and more effective it is.

  Cover Knowledge I: Zorin features in nearly every mission, so he'll be needing
this.

  Increased Backpack I: It's a small thing, but an extra 8 inventory slots at
Experienced level does help boost your Camp's economy early on, if only a
little. When Zorin takes along team-mates who also have Increased Backpack this
bonus is multiplied. It also helps him take along multiple knives, which for
some reason must be arranged vertically in an inventory.
        
  Strength: As the chief corpse carrier, Zorin will want to put a point in
Strength as soon as possible. Note that the effect is very slight, but can
sometimes make the difference; although not often enough to make this an urgent
pick.

  Inspiration I, II: A party buff, temporarily raising firing rate, aim and
stamina of himself and the rest of the party. This sounds great, except that it
works via morale, and if morale is already at maximum then Inspiration has
absolutely no effect and is useless. Of course, if morale is low then
Inspiration pays out massively. Keep this in mind when putting points in it -
the better you are doing at Camp, the less important this Skill is. It can be
used infinitely, albeit with a cooldown period. Spam it during long battles.
        
    2.1.2 SERGEANT FETISOV
    ______________________
        
      Biography
      _________
        
      DOB: 4/29/1917
      Origin: Worker
      Nationality: Russian
      Rank: Sergeant-Major
        
  'Fetisov, Nikolay Alexandrovich. Age: 24. Born in Leningrad into a worker's
family. Decathlete. Student of Lesgaft University of Sport and Health. Joined
the army under the Komsomol draft call in the first week of war. He was a
sergeant in Captain Zorin's company.'

      Character
      _________

      Commandos Analogue: Driver / Sapper
      First Recruited: Mission 2 - Out Of The Frying Pan Into the Fire
      Action / Stealth: Action
      Primary Role: Tank, Crowd Control
      Recommended Loadout: SMG, Machine Gun, Grenades
      Recommended Max Level: Expert
        
  Given that most of the game is about stealth, Fetisov finds himself with
little to do early on. He can put a point into Melee, but with Zorin on the team
this is a bit of a waste, and so he will tend to hang back. That is until it's
time to open up the gun barrels, at which point you want Fetisov being one of
the first Partisans to fire a shot. With his high constitution and proclivity
for heavy ordnance, the Sergeant should be drawing fire and sending back more of
it, while the others use him as a human shield and a decoy. And if he happens to
get injured, well, there are Skills for that, too.

  NOTE: I have not included his unique Suppress Fire I Skill below, as I
consider it useless.

      Notable Skills
      ______________
        
  Grenadier I: This Skill makes Fetisov the best grenade thrower in the team,
whereas otherwise grenades tend to scatter enemies, rather than kill them. He
gets this at Partisan level, a long way before either Sanek or Trofim.

  SMG I, II, III: Since he is going to want to use a SMG nearly 100% of the
time, upgrading its power early pays off massively, supplementing his unique SMG
Skills. Always give Fetisov the best SMG you can find, plus loads of ammo.
        
  Long Burst I, II: This devastating ability lets Fetisov mow down multiple
enemies within a single vision cone, provided he has enough ammunition. It does
require a SMG, so make sure he's properly equipped if you plan on relying on
this Skill. Put points in it, but it's not urgent; although Long Burst II has
amazing range and spread. Note that Long Burst I can only be used three times
per mission, so save it for groups of heavier enemies, and favour grenades when
you have them.
        
  Cover Knowledge I: You'll likely take this anyway on every Partisan, but it's
especially important for the guy who's taking the majority of the heat.
        
  Steel Will I: This is the Skill which turns Fetisov into the Partisans' early
tank, allowing him to ignore injuries which would greatly trouble anyone else.
Falls off a bit once Trofim turns up.
        
  Heavy Weapon I, II, III: As the only early Partisan who can handle heavy
weapons, you will want Fetisov to open up these Skills at some point, but keep
in mind that he has no related unique Skills, making the SMG his much preferred
weapon of choice.

  Constitution I, II: This is important because Fetisov will be drawing most of
the enemy fire and will have to hop from cover to cover, during which he needs
the protection of this Skill.

  Increased Backpack I: I include this because it's likely that Fetisov will end
up taking multiple guns along, plus different ammo types for each, as well as
all those explosives. This helps mitigate the storage problem, especially since
machine guns are so huge and cannot share ammo with SMGs.
        
    2.1.3 SANEK
    ___________
        
      Biography
      _________
        
      DOB: 6/16/1927
      Origin: Peasant
      Nationality: Russian
      Rank: N/A
        
  'Kuzmin, Alexander Ivanovich. Age: 14. Local. Before the war, studied at
school. Member of the Pioneer organization. Lost both parents to the Fascists.
He lives in the forest with Trofim and dreams about avenging his family.'

      Character
      _________
        
      Commandos Analogue: Spy
      First Recruited: Mission 2 - Out Of The Frying Pan Into the Fire
      Action / Stealth: Stealth
      Primary Roles: Recon, Medic
      Recommended Loadout: Shotgun, Knife, Traps, Tobacco, Bottles, Rocks,
        Medicine
      Recommended Max Level: Saboteur
        
  Sanek's main job is hiding in plain sight, moving around among the enemy
without being taken seriously as a threat. This allows him to reveal all the
elements in the local area, access places the others cannot reach while hostiles
are around, freely loot most containers, and set traps and preparations for when
it's time for his team-mates to pull their triggers, all without being detected.
His ability to blend in can even allow him to complete some objectives in ways
the others could not.

  Unfortunately, Sanek cannot quite operate like the Spy from Commandos, since
even with Slingshot II he can only stealth-kill Polizei and Wehrmacht; and I
consider Distraction to be worthless. He has a good spread of abilities outside
of combat, and it's hard to know which ones to prioritise, since nearly all of
them are useful. Despite his combat liabilities, he is almost indispensable in
several missions. Note that he does cause a few issues with saving the game,
with both Slingshot and Disguise able to prevent you from doing so, although
this is irrelevant in Hard Mode.

  You can put points into Rifles I & II later on, when you have them, but for a
long time Sanek will be hugging his trusty shotgun. He is poor in combat,
needing to be at close range but having no unique weapon Skills and only the
basic Cover Knowledge I to help him out. For this reason Sanek is best deployed
in stealth missions where you are not intending to open fire until late on, if
at all. He also hits a bit of a ceiling around Expert level: once he gets Dodger
II and Slingshot II nothing else matters, so don't feel like you need to
frantically feed him XP to max him out.

      Notable Skills
      ______________

  Silent Move I: This improves Sanek's sneaking and recon abilities, allowing
him to be almost undetectable when moving around unseen.

  First Aid I, II: Sanek is the only medic in the team for a while, making it
well worth putting a point into First Aid I when you can. It's not essential at
lower difficulties, but if you have a doctor you might as well use him as such.
        
  Disguise: This is a crucial Skill to learn early, putting on and taking off
his civilian outfit to blend in as needed. Sanek can act like an innocent
civilian while no enemies are looking his way, then wander around among them
without drawing any attention to himself. He cannot use his weapons or any of
his special abilities, otherwise his Disguise will drop and he will be attacked.
Once Disguise has been disabled by detection or on purpose Sanek cannot activate
it again for another 10 seconds. While in Disguise he cannot take cover without
raising suspicion, but he can enter and leave concealment. Note that while Sanek
is Disguised he is not allowed to do anything which might be considered
suspicious, including sorting his own inventory and even saving the game! In
order to save the game, Sanek will have to deliberately drop his own Disguise,
so put him in concealment while saving. Some enemies will warn Sanek away from
certain areas while he is Disguised, and if he fails to leave the area of effect
quickly enough they will open fire; there is a bug associated with this where if
Sanek is under a light the light icon will cover the warning icon, and so the
enemy will just open fire without reasonable warning. Another weird quirk of
Disguise: Sanek cannot take individual items from containers, but he can use
'Take All'.
        
  Shotguns I, II: The shotgun is the only weapon Sanek can use effectively at
the start of the game, so it's important that you give him one and boost his
ability to use it, making him a bit better than useless in combat. Consider
avoiding Shotguns II if you later plan on giving him a rifle.

  High Fence Climbing: This might seem useless, and for the first few missions
it is. But once you get to the sixth mission, First Aid, it will start to
justify that Skill point, since it allows Sanek to access areas which others
either struggle to reach or can't reach at all. Once you recruit Morozov, Sanek
has less need of it, but consider buying it for First Aid alone, since it's like
spending a Skill point for a high quality weapon which is otherwise locked off.

  Cover Knowledge I: Shotguns require close range, increasing Sanek's chance of
taking return fire. This must be mitigated with this Skill as early as possible.
        
  Distraction I, II: The first level allows Sanek to distract Polizei only,
making it theoretically far less useful than the Saboteur level, which lets him
Distract Wehrmacht soldiers, too. The problem with this is that even if you try
to give Sanek maximum XP he will not be able to reach Distraction II until the
penultimate mission at the earliest; and if he has it for the final mission it's
useless because the entire map is off limits to him. Meanwhile, neither level of
Distraction can turn more than one enemy, which means rocks are better in all
circumstances! (Last I checked, it costs no XP to toss a rock.) I suggest you
completely ignore this rubbish, and I list it here not to recommend it but
simply to describe how to use it. If you still want to use it you have to hover
the cursor over an appropriate target: if Sanek is capable of Distracting the
target you will see a '!?' icon around their feet - click on this and Sanek will
talk to them, shifting their cone of vision in the chosen direction. Unlike with
the Spy from Commandos, Distraction doesn't last very long, so Sanek's
team-mates must be quick to take advantage of it.
        
  Slingshot I, II: Sanek has no ability to stealth-kill a single enemy with one
attack, but Slingshot allows him to knock down a Polizei or Wehrmacht
temporarily. An enemy stunned with Slingshot will remain disabled and
unconscious for about a minute and a half, and in that time their body can be
looted and moved; and anyone with a knife can stealth-kill them to finish them
off - if Sanek has a knife he can effectively combine Slingshot and knife to get
Knife Throwing, except from far greater range. If the enemy is allowed to get
back up again they will begin looking for whoever shot them, and if Sanek
happens to be nearby he will be identified as the aggressor, even with his
Disguise back on (using Slingshot automatically removes the Disguise). If Sanek
is not there the revived enemy will begin a search of the area, roping in other
nearby soldiers to help. Note that Slingshot kills dogs instantly; this is an
excellent reason to take Sanek on missions involving dogs. One big problem with
Slingshot is that any unconscious enemy counts as being on alert (with a white
exclamation mark) for the duration of the effect, and this means you cannot save
the game. If an enemy is knocked down by Slingshot while another enemy can see
them they will just get up again, then everyone in the area will go on yellow
alert and begin a search. Make sure Sanek has a knife to get the most out of
Slingshot.

    2.1.4 BELOZEROVA (BELLA)
    ________________________
        
      Biography
      _________
        
      DOB: 8/1/1914
      Origin: Military family
      Nationality: Russian
      Rank: Military lawyer
        
  'Belozerova, Olga Mikhailovna. Age: 27. Born in Movosibirsk (then
Novonikolayevsk). Graduated from Moscow State University majoring in law; worked
as an investigator of the Moscow Militsiya. Master of shooting sports. Joined
the Red Army after her father was shipped to the front lines.'

      Character
      _________
        
      Commandos Analogue: Spy
      First Recruited: Mission 4 - Before They Hang Them
      Action / Stealth: Both
      Primary Roles: Recon, Assassin, Dodge-Tank
      Recommended Loadout: Pistol, SMG, Knife, Tobacco, Bottles, Bandages
      Recommended Max Level: Saboteur
        
  My favourite character, Belozerova (Bella) is designed to be the team's glass
cannon ninja, darting in and out of combat, drawing fire and dodging bullets;
then choosing her targets and taking them down very quickly at point blank range
with either a knife or a pistol. Her combat skills take a while to develop, but
once they're there she's a Nazi's nightmare, and a very efficient one, too,
given the absence of any need to supply her with tons of equipment: a knife, a
pistol and a few dozen rounds and she's perfectly happy. She is definitely the
best flanker in the game, able to zoom around during combat, relying on
Constitution, Evasion Roll and Dodger to keep her safe. Bella is ultimately an
RPG or playstyle character: if you prefer her rushdown style over a more
traditional approach you will find ways to build the team around her unique
capabilities; whereas if you can't understand her then you don't have to use
her. She will require a lot of XP before she gets really good, and this of
course means that you pick her for the majority of missions.

  Until she gets better at combat she is best used as a scout and low level
gatherer, given her fantastic stealth from Silent Move I and Sprinter - hopping
from one concealed spot to another allows her to hide from enemy vision cones
and stealth-kill just through sheer speed, a quite different and much more fun
form of recon to Sanek's Disguise. I suggest you invest in Melee, Pistol, Silent
Move and Sprinter as early as possible, so that she can take down at least some
enemies without help and hide the bodies, making her solo recon work that bit
easier. If you don't prioritise these four Skills you might find that Bella gets
shunted aside by characters like Morozov and Nikitin, especially since she never
gets even Increased Backpack I, and so you know that when you field her she will
be bringing back far fewer resources than someone like Trofim or Morozov could -
meaning you will likely put Morozov in her place if she can't pull her weight in
other areas. Speaking of weight, she also never gets Strength, making every
corpse haul a risky endeavour.

  If you're giving her both a pistol and a SMG, make sure they share the same
ammo type to conserve inventory space. Also, she will often find herself off on
her own and in need of healing, so make sure she has some bandages or a medical
bag.

      Notable Skills
      ______________
                
  Silent Move I: This is essential to making Bella useful outside of combat,
contributing to her being one of the team's two best scouts. Works nicely with
Melee I & II and Sprinter.

  Pistols I, II, II: Although pistols are weak, they are small and fast; and
since Bella's only unique Skill is pistol-related she will want to put points
into Pistols as a number one priority if you plan on using her in combat.

  Fast-handed: Another contributor to her proficiency with pistols. Not
essential, but still nice.

  Sprinter: Get this as early as you can and watch as Bella zooms around the map
before anyone can react. Coupled with Silent Move I this is great.

  Constitution I, II: It seems uninteresting, but once the bullets are flying
Bella will need these Skills to allow her to keep moving, which is her whole
thing.

  Fan Fire: Bella's only unique Skill, capable of killing every target in the
AoE with one shot each (ammo dependent), regardless of rank. Bella will always
move to the centre of the circle placed on the ground, so it's best to place the
centre on top of a cover icon, allowing her to shoot from cover. Fan Fire is
available at Experienced level and does not have to scale with Pistols, making
it immediately effective; although she can only use it three times per mission,
reducing its usefulness and arguing against this being a priority Skill (except
that it unlocks Pistols II and III). There are also no silenced pistols in this
game, making it a poor choice for stealth unless there are no other enemies
nearby to hear the gunfire. Note that Fan Fire will not be available if you have
not yet put a point in Pistols I and if you do not have a pistol equipped in
Bella's primary weapon slot. Fan Fire pairs wonderfully with Evasion Roll, since
Bella can Roll into a group of enemies while taking no damage, then almost
instantly stand up and Fan Fire on the spot, taking them all down. It also syncs
beautifully with Morozov's Whistling, since he can use that to drag a whole
bunch of enemies (as many as seven) to the same spot, whereupon Bella springs
out with Fan Fire. Make sure to upgrade Bella's favourite pistol at the Weapon
Workshop in order to increase its clip capacity, which will then allow her to
fire more shots during Fan Fire before having to reload.

  Melee I, II: Once Bella gets Melee at Experienced tier she becomes able to
rove off on her own as a solo assassin. As with Pistols, until Bella gets at
least one point in Melee her place on any team is questionable. Get her to level
I just to be able to deal with Wehrmacht at all, otherwise she's nerfed.
Unfortunately she can never reach level III, but this is not a massive problem:
level II is just about good enough for both stealth and combat.
        
  Dodger I, II: At some point Bella will want to gain these Skills to give her a
sort of cover bonus while moving. This is really important because it allows her
to run around during combat without risk of being flanked, and because of her
speed and Melee abilities she can just knife enemy after enemy while the others
draw fire from cover. Combined with Evasion Roll and Sprinter this makes her an
absolute monster, albeit quite late in the game.
        
  Evasion Roll I, II: These Expert and Saboteur Skills allow Bella to dash over
a short distance, with next to no cooldown, unlimited uses and invincibility to
gunshots! Best used during Tactical Mode in order to make it a lot easier to
react to incoming fire. She can also close distance on stealth targets very
quickly, reducing their reaction time and making no noise. She can also simply
Roll from concealment to concealment, without having to visibly cross the
distance in between. Be careful with this Skill: Bella can sometimes roll into
an obstacle and then be unable to get out again, like tables and fences. Evasion
Roll is a lot harder to use in Hard Mode, with no Tactical Mode. Note that level
I has almost no cooldown period at all, making level II's value questionable:
put that Saboteur point into Pistols III first.
        
    2.1.5 VALENTINA (VALYA)
    _______________________
        
      Biography
      _________
        
      DOB: 9/3/1920
      Origin: Peasant
      Nationality: Kazakh
      Rank: Medical Sergeant
        
  'Mukhambetova, Valentina Alievna. Age: 21. Born to a Kazakh father and a
Russian mother in Leninsky village, Kazakh Autonomous Socialist Soviet Republic.
A member of Komsomol. Former student of pediatrics in Alma-Ata medical college.
Went off to war together with her fellow students and was assigned to a medical
battalion as a nurse.'
        
      Character
      _________
                
      Commandos Analogue: Sniper
      First Recruited: Mission 6 - First Aid
      Action / Stealth: Both
      Primary Roles: Sniper, Medic
      Recommended Loadout: Rifle, Knife, Medicine, Bottles
      Recommended Max Level: Saboteur
        
  You probably expected the team to get a resident sniper at some point, and
Valya is that. She is also a medic, as you can see from her Skills resumé.
Unfortunately, she is not good at either role, since neither snipers nor medics
are in high demand in Partisans 1941, at least not at Normal difficulty or
below. This makes it hard to justify choosing Valya for any mission, especially
since there are usually only three slots available and Zorin will typically
occupy one of them.

  Her most important combat ability would appear to be Aim Shot, which is fine
until you see how it performs, at which point you will struggle to care about
it. However, if she isn't using Aim Shot then she's just taking basic rifle
shots - this is OK because she is one of the better riflemen in the squad; but
Zorin will be on most missions, too, and you might not necessarily want two of
your three team members using rifles. And it's not as if Valya starts with
higher base aim stats or anything. On top of all that, and even if Aim Shot were
really powerful, it has a limited number of uses per mission!

  In the end Valya was probably designed to be something like the Support from
XCOM - a fast moving healer with good supporting Skills and not too bad in a
firefight. But she just hasn't turned out that way, as she must be heavily
levelled up before she becomes properly powerful, and this requires using her a
lot in missions where she has nothing to say; and even when she is levelled up,
you still have other characters who have done the same and are just better. This
isn't XCOM; there are only three team slots. It could be argued that Valya is a
good character to pick on high difficulties, as she is the best at saving her
downed team-mates, thanks to medical Skills and Sprinter. But picking one of
your three with a view to rescuing Near Death Partisans is a poor strategy: pick
a killer instead. In my opinion Valya is the worst of the Partisans, and I
recommend you bench her permanently in Camp.
        
      Notable Skills
      ______________
                
  Aim Shot I, II: Valya's only useful thing in combat, a sniper shot capable of
one-shotting Polizei and Wehrmacht at level I. She gets 3 of these Shots to
begin with; at level II she gets 5; and at level III she can use Aim Shot up to
7 times. This Skill appears to be better than it really is, and as soon as you
realise this is not Commandos and that there are no targets who absolutely need
to be taken down stealthily with a sniper's bullet you will start to wonder how
and where to use Aim Shot. It would be nice if the Skill turned Valya's rifle
into a silenced rifle, but it doesn't, so if she does fire from stealth the shot
will get the attention of everyone in the area; and if she actually does kill
her target she creates another problem - a dead body which needs to be moved
before someone sees it. On top of all this, the range of Aim Shot is terrible to
begin with and only starts feeling like a sniper rifle at level III. This adds
up to a Skill which is useless in stealth, and is therefore only ever used to
initiate combat by taking out a priority target as the first move. Since Aim
Shot's range is so bad until it is levelled up, and since it can't one-shot SS
men or Officers at Partisan level anyway, you really might as well try a grenade
or something instead. There might be applications of this at higher difficulty
levels, but at Normal and lower it's meaningless.

  First Aid I, II: This is probably the main reason you pick Valya, and only at
higher difficulty levels. She is the team's main medic, but in a game where most
missions only have three team members it's very hard to justify taking her along
mainly as a medic, since everyone can use bandages and medical bags.

  Sprinter: With so few other useful Skills, you might as well allow Valya to
move quickly. She might need this for when she fails to kill a target with Aim
Shot and is forced to play a hit-and-run game because team-mates are down.

  Rifles I, II, III: Well, Valya can reach level III at Expert, which is pretty
good, since otherwise she'd have nothing to contribute in combat. Scales well
with Aim Shot if you plan on using that. Rifles is her main Skill, put points in
whenever you can, as without it she's just a much worse Sanek.

  Sleeping Pill: This unique Skill recalls Desperados, rendering any enemy who
drinks from one of her dropped bottles unconscious for 90 seconds. You know
what's better than an unconscious Nazi? A dead one. Melee is better, and there
will always be someone in the party who could have killed the guy just by
stabbing him. Also requires bottles and enemies of low enough importance to fall
for them, which means no SS or Officers. As with Sanek's Slingshot, the game
cannot be saved while an enemy is unconscious, so Valya must have a knife in
order to finish them off. This Skill also does not generate special bottles
which Valya drops and other team-mates can pick up and reposition: Valya has to
have dropped it, and as soon as another team-mate picks it up the sleeping
effect is gone.

  Medical Practice: Speeds up healing on the battlefield - another high
difficulty Skill only.

  Chloroform I, II: This close contact Skill puts an enemy to sleep for about a
minute and a half, similar to Sanek's Slingshot but without the range
capability. As with Sleeping Pill, the enemy will get back up again and be on
alert, unless Valya has a knife and uses it. The one bright side of this Skill
is that it works on targets of any rank, with no chance of failure.

  Increased Backpack I, II: More inventory space is always nice, but she gets
level I at Expert, meaning she has to be levelled way up before she can even do
this well.

  Silent Move I: Obviously useful during stealth sections of missions, although
Valya is at best a second choice stealth character.
        
  Cover Knowledge I: As with Sprinter, you might as well take this.
                
    2.1.6 TROFIM
    ____________
        
      Biography
      _________
        
      DOB: 7/20/1876
      Origin: Peasant
      Nationality: Russian
      Rank: Private
        
  'Grigoryev, Trofim Matveevich. Age: 65. Local. Veteran of the Great War.
Experienced hunter. A loner, offish and harsh in character. Not fond of the
Soviet government. Following the Fascists' arrival, fled to a partisan hideout
in the woods and began hunting down the Germans on his own.'
        
      Character
      _________
                
      Commandos Analogue: Sapper
      First Recruited: Mission 7 - Hunter
      Action / Stealth: Action
      Primary Roles: Sapper, Tank, Pack Mule
      Recommended Loadout: Shotgun, Knife, Grenades, Mines, Tripwires
      Recommended Max Level: Saboteur
        
  Trofim is a big, slow trapper and sapper, simple but reasonably effective. He
can place mines, traps and tripwires almost instantly, so take him on missions
involving mines and how to use them, and make sure he has team-mates who can
provide covering fire and other distractions so that when combat starts he can
get in close and start blasting fools, thereby drawing fire and laughing at it
as it fails to injure him. He's fun to use, but he is definitely limited, and
has no contribution to most stealth missions. His big problems are the limited
uses of Buckshot and the fact that all Partisans can use traps, mines, tripwires
and grenades - why do we need Trofim then? If the game allowed you to field four
Partisans as standard then Trofim would see a lot more action, but as it is he
earns a place in only a few missions, staying in Camp for the rest.

  Consider taking him on the next mission when your Camp is low on construction
materials, as his backpack tends to be bigger than just about anyone else's.
Always give him the best shotgun you have and upgrade it as a priority, since he
is the best shotgunner in the game and can otherwise only use SMGs. He is great
in combat in Hard Mode, thanks to his sheer durability, but he has no support
Skills to speak of and he tends to be a bit of a loner.
        
      Notable Skills
      ______________
        
  Buckshot I, II: This is his special ability, peppering everyone in the cone of
effect and killing them. It's a one-shot and so there is no waiting time, unlike
with other spray-and-pray abilities. It combines really well with traps, mines
and grenades because upon exploding those things will draw a second group of
enemies to the location of the first group, the victims of the explosion. This
allows Trofim to pop out of hiding and blow them all away. Buckshot I can only
be used three times per mission; whereas Buckshot II can be used only 5 times,
somewhat limiting Trofim's pickability. There's usually not much need to upgrade
to level II outside Hard Mode - the Skill is nice but not crucial.

  Shotgun I, II, III: Obviously this is his favourite weapon and Buckshot will
scale with it, so buy it as soon as it's up.

  Increased Backpack I, II: Trofim generally brings a lot of grenades and traps,
and often collects more. He can get these Skills at Partisan and Experienced,
which makes him one of the two best characters in the game at bringing resources
back to Camp.

  Cover Knowledge I: This is essential, since Trofim's place in battle is up
front, as close to the enemies as possible. Unless Trofim uses Buckshot,
shotguns are terrible outside close range.

  Demining I: This Skill will really help in a few missions, earning some free
mines. Just walk him into an area you suspect of being mined and he will cause
the icons to appear, indicating where they are. Once he has found them he can
collect them and use them. Hold ALT to show the positions of any uncollected
mines. Nikitin is the only other Partisan who can learn this Skill.

  Iron Body: Get this as soon as you can. It prevents Trofim from sustaining
injuries which then have to be healed, meaning his effectiveness in battle
cannot be impaired unless he is either knocked down or hungry. Note that it
doesn't prevent him from taking damage.

  Grenadier I: The other half of Trofim's combat contribution is chucking
grenades, as one of only three Partisans who get this Skill. He will need to
wait until Expert, but once he has this it does increase his usefulness and is
more likely to win him a place on a team.

 Provocation I, II: Another Skill which requires Expert at the earliest, but
it's great once it's there. Combined with Cover Knowledge and Iron Body it's one
of the best decoy tools in the game, allowing the other Partisans to reposition
and flank. Pop Provocation and then put Trofim into Defensive Mode to boost his
cover.
        
    2.1.7 MOROZOV
    _____________
        
      Biography
      _________
        
      DOB: 1011/1907
      Origin: Worker
      Nationality: Belarusian
      Rank: N/A
        
  'Morozov, Grigory Stepanovich. Age: 33. Grew up in a troubled family in
Mogilev, Byelorussian Soviet Socialist Republic. Career criminal and alcoholic
with multiple convictions. Lives by the criminal code. Was serving time in a
local prison when the war broke out. Assigned to a defensive construction crew;
escaped during a German air strike.'
        
      Character
      _________
                
      Commandos Analogue: Green Beret
      First Recruited: Mission 9 - Commandant
      Action / Stealth: Stealth
      Primary Roles: Assassin, Pack Mule
      Recommended Loadout: Shotgun, Knife, Traps, Tobacco, Bandages
      Recommended Max Level: Expert
        
  It takes a while for him to arrive, but once he does he changes the game. If
Fetisov is the best combat character in Partisans 2941, Morozov is the best
stealth character, with every quality you would want in a cloaked assassin
(except maybe Sprinter). Thanks mainly to Whistling, this guy is literally
capable of winning most missions on his own, which is probably why it takes him
so long to appear. He is an automatic pick for any stealth mission, and he has
every possible tool he needs to excel.

  He's so good that he even sidesteps the potential problems which could come
with lagging behind in terms of levels. While he will likely do the majority of
the work in Commandant, it's only when Prison arrives that he really gets an
opportunity to earn heavy XP points and level up. Until then you will want to
send him on every high XP Operation available to bootstrap him up to the level
of your other main characters, but once he has Ribknife I, Whistling I and Melee
II everything else is just a luxury and he can relax a bit. His level decisions
are simplified by the fact that he is as close to pure stealth as it gets, and
so putting points in Shotgun or SMG early on is a big mistake - you're not
picking him for combat. Since every mission after Khutor can be treated as a
stealth mission, and since he doesn't get to participate in Khutor, you can
min-max his stealth abilities without concern.

  Like Bella, Morozov likes to disappear into the shadows and forget the rest of
the team exists, so as a lone wolf he may need his own bandages. He will also be
doing a lot of corpse carrying, but because Whistling is capable of drawing
enemies away and into concealment he really doesn't need the help of Strength to
manage his stealthy activites.
        
  I recommend you treat Morozov as the secondary Partisans character, directly
under Zorin, and pick him for nearly everything. Leave him out of missions where
you want to warm up the gun barrels; otherwise he's an automatic MVP.
        
      Notable Skills
      ______________
        
  High Fence Climbing: Until you meet Morozov, only Sanek has this ability.
Morozov finds much more use for it as an assassin, and it is literally the first
thing he will want to do upon being recruited. I consider this Skill
mission-critical: get it early so that it's not missing when you need it later,
and definitely buy it in time for the 12th mission, Prison.
        
  Whistling I, II: One of the most useful Skills in the game, this is what Zorin
lacks - an infinite ability to drag specific enemies away from their positions.
Bottles run out, this does not; and because it draws a circle around Morozov
when you hover over the icon, you can see and choose exactly which targets will
be affected. You can also plant a mine or a tripwire, then use Whistling to bait
multiple enemies in close proximity to the same spot, killing them all with one
piece of equipment. It can be used through walls. It will not move machine
gunners, but it will cause them to turn. Always try to use it when concealed so
that the enemy moves into concealment, making it far easier to kill them unseen
without having to move the body. Upgrade it immediately and depend upon it.

  Shotguns I, II, III: With no other firearm Skills until Expert level, Morozov
is using a shotgun or nothing at all. Put a point in it for when he does have to
fight, but you're not putting him on a team for his prowess with guns.

  Ribknife I, II: Another fantastic Skill, operating basically the same as
Zorin's Knife Throwing, except Ribknife causes Morozov to dash at his opponent
from a short distance, reducing the likelihood of being heard before he arrives.
As with Knife Throwing, Ribknife is an insta-kill on any target, regardless of
rank; but it also shares Knife Throwing's noise output. Always try to Ribknife
from behind, as it has an annoying tendency to cause alerts even when it works,
as Morozov whiffs past a still moving target who then goes red alert and dies in
the same motion. Ribknife has an additional property, the ability to cancel a
dying enemy's fall animation into a corpse pickup, making it much faster than a
simple Melee kill. Upgrading Ribknife to level II is a luxury, since the
cooldown is pretty irrelevant. Also, Ribknife is available at Partisan level,
does not need to scale with Melee, and has unlimited uses per mission. Buy it
now!

  Melee I, II, III: As one of the the team's three Melee experts, Morozov will
want to get to at least level II as soon as possible. This is especially
important for the 12th mission, Prison. Ribknife makes it less important for
Morozov to level up Melee, but do it anyway for the noise dampening component.

  Increased Backpack I, II: Keeping in mind that Morozov operates a lot like
Bella - as a lone wolf picking off enemies around the map he will tend to vacuum
up a lot of stuff while working. A bigger backpack can only help. As with
Trofim, he is great at providing Camp resources via the battlefield.

  Silent Move I: Annoyingly, it takes Morozov until Expert level to unlock this
Skill. (You'd have thought he'd start with it.) It's definitely essential, so
get it as soon as it's up for sale.

    2.1.8 NIKITIN
    _____________
                
      Biography
      _________
        
      DOB: 11/19/1905
      Origin: Military family
      Nationality: Russian
      Rank: Senior Battalion Commissar
        
  'Nikitin, Dmitry Borisovich. Age: 35. Born in a military family in Sverdlovsk.
NKVD military counterintelligence officer. Participated in the Sino-Soviet
conflict over the Chinese Eastern Railway. During his time in the Far East
picked up and later mastered oriental martial arts. Served as a Senior Battalion
Commissar at the outbreak of the Great Patriotic War.'
        
      Character
      _________
                
      Commandos Analogue: Green Beret
      First Recruited: Mission 11 - Khutor
      Action / Stealth: Both
      Primary Roles: Assassin
      Recommended Loadout: SMG, Pistol, Knife, Traps, Tobacco, Bottles, Rocks
      Recommended Max Level: Expert
        
  Showing up eleven missions in, closer to the end of the game than the
beginning, Nikitin feels like one Partisan too many. I don't really understand
this character unless my theory is correct: the devs needed to add one more in
case players were doing terribly in Hard Mode and the others kept getting
injured. Looking at his Skill set, nothing really jumps out except his unique
Skills; otherwise he's a chimera of a few other Partisans - or just Zorin for
when Zorin isn't around (like in Prison).

  It's not like he's useless, it's just that he has almost nothing you haven't
seen before, and unless you happen to come across a very tightly packed bunch of
SS men who cannot be baited out of position it's hard to feel like he's
necessary. He does leapfrog Bella on my tier list, though, mainly because of
Melee III and Increased Backpack.
        
      Notable Skills
      ______________
        
  Pistols I, II, III: Since one of his unique Skills requires a loaded pistol,
and since he turns up late enough in the game that the rest of your team will
have at least two SMG specialists, giving Nikitin a pistol as his primary weapon
is preferable.

  Silent Move I: Required for all assassin characters.
        
  Melee I, II, III: At least get him to level II.
        
  Massacre I, II: This is his big show-stopper, allowing him to move in on a
tight group of three enemies and knife them all quickly. Massacre is the stealth
version of Bella's Fan Fire, but it does have a big liability: it will only kill
three targets, and after that Nikitin will just stand there getting shot. Only
ever use this on no more than three enemies. It can also only be used twice at
level I and three times at level II, so while it is technically the only Skill
in the game capable of taking down multiple targets stealthily on its own, it
can't be relied upon. It's still the Skill to prioritise if you want Nikitin to
stand out. It goes well with Morozov's Whistling: Morozov can draw three targets
to the one spot and Nikitin can spring a Massacre on them.

  Cover Knowledge I: Especially necessary for a pistol user, put a point into it
when you have a spare available.

  Demining I: Nikitin is the only other character after Trofim who can get this
Skill, and since you are a little more likely to use Nikitin than Trofim it's
one you might want to equip him with. There is only one mission involving mines
after Nikitin joins the team, so it's hardly a priority.
        
  Body Shield: This Skill kind of does what it says it does, but it's still not
very good. Nikitin grabs an ememy and can then move around, using him as a human
shield for a few seconds. This makes him immune to gunfire from the front, but
not from the sides or the back, which makes it most useful in doorways or with
guards on the perimeter. Nikitin cannot take cover while holding his Shield, and
enemies will open fire on him anyway, killing the grabbed soldier and then
leaving Nikitin vulnerable. Since he will not be in cover at this point, he has
to have either killed everyone or bought his team-mates enough time to take
advantage of his decoy. This Skill is actually best used to capture a lone enemy
and move them away from the sight of others so that Nikitin can then kill him
quietly, rather than knifing them on the spot and having to carry the body. Not
the game changer it might have been, but interesting. Note that it does need him
to have a loaded pistol equipped in his primary weapon slot, meaning he cannot
have both Massacre and Body Shield available at the same time.

  Increased Backpack I, II: Always useful for assassin types, and just
generally. He has to wait a while, though.
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  2.2 MEET THE ENEMY
  __________________
        
  There are not many enemy types in Partisans 1941: they're all German and they
all want to kill you.
        
    Polizei (red)
    _____________
        
  The most common enemy type in the early game, the Polizei are basic cannon
fodder grunts, charged with control of areas and objectives of lesser value to
the Germans. They are poorly armed and pose little threat, except in numbers and
as scouts for stronger enemies. They can be taken down by even basic Melee
Skills and they fall for every trick in the book.

    Wehrmacht (white)
    _________________
        
  The common German soldiery, these guys are a bit more of a problem, especially
since they are often led by Officers or accompanied by SS. Any Partisan with
Melee Skills can deal with them through stealth, and so long as they can be
ambushed or killed quietly through Melee they are not so difficult. They will
typically investigate bottles, turn at the sound of a rock or Whistling, etc.

    SS (yellow)
    ___________
        
  These are high level soldiers, outfitted with the best equipment and very
dangerous, especially in numbers. They are unlikely to be baited away from their
posts and therefore require quite a lot more risk to take down. Morozov can move
them with Whistling, making him one of the best Partisans for this reason alone.
SS cannot be taken out with Sanek's Slingshot and will not investigate bottles;
Melee II at least is recommended, as well as Ribknife and Knife Throwing.
        
    Officers (yellow)
    _________________
        
  These are key targets, often carrying items of particular interest. As well as
being tough and dangerous in their own right, they can also affect the behaviour
of other soldiers in their command, and in some cases they will react to things
those soldiers will not, such as units being missing or out of position without
permission - this is often enough to cause a yellow alert. Officers typically
will not fall for most tricks, although they are again vulnerable to Morozov's
Whistling and can be taken down with high level Melee, Ribknife, Knife Throwing,
etc.

  Many Wehrmacht and SS units in the game are shown with emblems above their
arrows, but are not marked as Officers; and occasionally vice versa. The reason
is because one Officer takes charge of the zone around him, and only the IC
Officer is treated as one - the others are just soldiers. There may be multiple
Officers on the one map, but they are usually spread out so that each one covers
his own zone. In short: there are lots of officers in the game, but only
Officers (capital O) count towards the Officer kill count at the end of a
mission.

    Machine Gunners
    _______________
                
  A single soldier operating a mounted gun. They always face in the same
direction, with their vision cone locked in place unless they are given cause to
turn around, such as to investigate a noise or to follow a Partisan they have
spotted. Never approach them from the front; instead knife them from behind;
this then frees up the gun to be used by your Partisans. Despite their threat,
always deal with them as a last priority, since they cannot leave their guns to
chase Partisans or raise alarms.
        
    Dogs
    ____
                
  These are particularly annoying enemies because of the difficulty in taking
them out without causing a fuss. They are usually attached to their owner and
are nearly always moving as part of a patrol. Baiting them away is risky, and if
the owner sees them attacked he will instantly raise the alarm. When a dog's
exclamation mark turns red it will run at the offender and knock them down; the
Partisan is then helpless and will be put on Near Death quickly if the dog is
not killed by another team member. Dogs should therefore be a priority kill,
given that they are the only melée attackers in the game; luckily all shots on a
dog have 100% hit chance, providing the gun is within range. Note that Partisans
will never automatically shoot at a dog, even one who is running in to attack -
dogs must be manually targeted.

  The best way to deal with them (unless you just blow up the patrol) is with
Sanek's Slingshot, making him almost an automatic choice when embarking on any
mission you know will involve multiple dogs. Slingshot kills a dog instantly and
silently, and if done from behind the owner will usually just keep walking, only
noticing the dog is gone when he reaches the end of the patrol and turns around.
As soon as a dog is killed in this way someone should run in and hide the body
before the owner becomes aware.

  Sanek can also trap a dog (and its patrol) indefinitely by just standing in
plain view while Disguised, effectively Distracting the dog. This allows for
others to set up stealth-kills or just to sneak past. Sanek can then walk away
from the dog, leaving it standing there, confused; and after a few seconds it
will go back to its owner and they will resume their patrol.

  Dogs operate through smell, rather than sight, and their smell range can be
viewed in the usual way by right-clicking on them. They do investigate the smell
of nearby Partisans unless the Partisans in question have applied tobacco to
themselves, temporarily masking their scent. The only other thing dogs
investigate is a dead body, so don't hide bodies anywhere near a dog's patrol
route.

  Dogs can sometimes smell dead bodies through walls and windows. They can find
Partisans in hiding places and bushes; but cannot find bodies in hiding places.
They cannot smell dead bodies which are being held by Partisans, so just by
picking one up you can hide it from a dog's nose, although the Partisan will
need to be protected by tobacco.

  Dogs do not count towards a mission's kill count.
        
    Patrols
    _______ 
                
  These can include up to seven men, and can be made up of Polizei, Wehrmacht or
SS; they can even sometimes be led by Officers. Patrols often include dogs, too.
They present a major problem because they are so hard to take down stealthily,
and so you are usually required to remove all other hostiles in the area and
disable any alarm systems before blowing them up with explosives or traps.
Two-man patrols can be double stealth-killed, but more than two need heavier
measures. Patrols are the best reason to take explosives on missions, and should
generally be taken care of last; avoid them until it's time to kill them.

  Patrols of Wehrmacht will typically see bottles but decline to investigate
them, as it would be a bit odd for two or more people to go for the same bottle
at the same time while parts of the same company. 

  If events in a mission cause members of a patrol to become staggered and out
of position, try reloading to sort them into formation again.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  2.3 PARTISANS CAMP
  __________________

  The Camp is your team's hideout, where they can rest and recover between
missions. They can also generate resources, including food rations, construction
materials, morale and XP. 

    Operations
    __________
                
  Each time the Partisans return to Camp after a mission they will be given a
limited and pre-determined number of days to fill with tasks and skirmish
Operations. They must make best use of their time by being as efficient as they
can, splitting Partisans among jobs and gambling on the success of skirmish
Operations. As well as returning food and materials to the Camp, many skirmish
Operations offer morale rewards, and you generally want morale to be as high as
you can get it before the next mission appears, where it will come into effect.
Always hover over the potential rewards icons to figure out how much XP they
offer and which jobs you would prefer.

  The All Tasks tab shows a menu of the currently available tasks, their rewards
should they be successfully completed (top right), and what the resource
requirement or cost is for that task (bottom right). You can also split these
tasks up into Construction (the buildings not yet built) and Household
(gathering resources). You can assign as many as three Partisans to a single
task, and each extra person included on the team will increase the task's chance
of success by a certain percentage (unless the success chance starts at 100%).
The percentage bonus offered by each Partisan depends on their level of XP: 

    Partisan: 15%
    Experienced: 20%
    Expert: 25%
    Saboteur: 30%
        
  The game calls this the 'global map activities' system. This means that you
want to put your more experienced Partisans on skirmish Operations and leave the
remainder to build buildings and gather resources, since such lesser tasks
cannot be failed. Alternatively, if you have been favouring some Partisans over
others when it comes to missions, you will find the bench lagging behind in XP
(since the game will not level them up automatically), and so you may want to
send your lower level Partisans on skirmishes to allow them to catch up with the
others.

  Click on any of the tasks to bring up its description, then assign at least
one Partisan to the task by clicking and dragging on the portrait at the bottom
and placing them in the circles. Once you have assigned the workers you want,
click 'Apply' to assign them to the task; or click 'Reset' to undo everything
and start again. Any Partisan can be assigned to any task.

  Skirmish Operations send out up to three Partisans on an adventure, and they
offer various randomly generated rewards which will be brought back to Camp if
the Operation is successful. If it is unsuccessful the Partisans will come back
with nothing, having wasted a day, and morale will generally drop a little.
Partisans will not come back with injuries or deaths, and they will not spend
any ammo or other consumables on skirmish Operations. Note that skirmish
Operations offering XP will only confer XP bonuses (if successful) on the
Partisans sent on that mission, not everyone else. This is important to know
when you need to level up certain Partisans in between missions.

  Look out for Operations titled 'Living under occupation' and 'Railroad war':
these offer particularly high XP rewards. Also keep an eye out for skirmishes
offering high quality weapons.

  Resourcing tasks are simpler and require fewer Partisans. They are just there
to keep food rations topped up (since the food stores are reduced every day) and
generate little boosts to construction materials. The more resourcing buildings
have been built in Camp, the more options are available and therefore you can
assign more Partisans to more resourcing jobs per day. For this reason you will
want to build all resourcing buildings whenever you can afford to.

  Once you are happy with the assignments of the various Partisans and everyone
has been given a job, send them to their work by clicking the large Next Day
hourglass icon in the bottom right of the screen. After 24 hours your Partisans
will be back, having tended to their tasks, and you can see the results in the
Report tab.

    Managing resources
    __________________
                
  Food rations are shown on the top bar by a wheat icon. The white number is how
many you have, and the red number is how much is being deducted each day (-5
food per Partisan present in Camp).

  If you run out of food your team gets green food icons above their heads. The
next consecutive day without food it turns yellow, then red on the third day. If
you deploy any Partisans onto a mission while the food icon is red they will be
under the effects of Dystrophy, which is not curable during the mission. The
effects of Dystrophy are greatly reduced movement speed (about half) and
decreased range on movement related Skills (such as Evasion Roll). If you still
manage to complete the mission your Partisans will return to Camp and the food
counter will be reset back to normal, giving you more time to find food.
Partisans at Camp suffer no ill effects; and no-one will leave the group, no-one
will die, etc. Nevertheless, Dystrophy is a very serious nerf to your mission
teams, especially since everyone gets it and it cannot be cured off, so if you
are hit with it you will need to plan accordingly, probably using stealth and
avoiding gunplay wherever possible.

  Even with a full complement of Partisans, the Camp will always offer enough
gathering tasks to allow you to stay in the green (provided you have built
enough resourcing buildings and are making sure all Partisans are employed each
day). It's not possible to get massive infusions of food via Operations, but you
can do enough to stay even, or occasionally even make a slight profit. So long
as you are harvesting at least as much food as you are spending (just check the
red number) you will be fine. Missions generate little to no food, so keep that
in mind and prioritise food resourcing when you are giving your non-skirmishers
jobs to do. Also note that you can cheese the hunger mechanic a bit by allowing
food to run out about three days before mission day, meaning your team can spend
that time on skirmishes. You then send them out on the mission, and when they
come back the hunger counter is reset.

  Construction materials are indicated by the crate icon. These materials are
used to create new buildings and Workshop items, and to upgrade weapons.
Skirmish Operations will often charge you construction materials, too, meaning
that you can never have too many, as you are frequently spending them in big
chunks. Missions are generally good for bringing in more construction materials,
so long as your team has been collecting them from the battlefield, arguing for
all team members to put points into Increased Backpack where possible.
        
  All but the most basic tasks either charge you resources or at least require
that you have those resources available. When a task intends to charge you for
undertaking it you will see a bright green icon and a number with a padlock
symbol on its title page. This means that as soon as the task is active those
rations or materials will be deducted from your total straight away. If you
don't have enough before setting out you cannot take that task until you acquire
the necessary food or materials. Other tasks, such as cooking, ask you to spend
some food in order to make a little more for a net gain. Others require that you
have a certain amount of resources to begin with, but will not actually remove
those resources once the task is chosen: these tasks are indicated with a grey
icon and a number, but with no padlock symbol.

  Sometimes you will see a task with a red icon, usually involving food rations.
This indicates that this job will cost more resources than it will bring in,
resulting in an individual loss. Supplement it with more gathering tasks on the
same day to solve this problem.

    Mission Day
    ___________
                
  This is a scripted event where the game will announce the next mission and
automatically assign any mandatory Partisans to it, meaning they cannot be
assigned to other tasks. You then have to fill the other mission Operation slots
with your chosen team members and click Assign. This leaves a few other
Partisans at Camp with nothing to do, so make sure you assign them their own
tasks while the others are away, so that when you come back from the mission the
Camp Partisans have not been idle.
        
    Storage
    _______
                
  The Storage tab shows you the Camp's inventory, all the things your Partisans
have brought back from missions or won on skirmishes, but are not actually
holding in their personal inventorys. You can drag and drop items to and from
inventorys and Storage. You can sort the Storage items with the icon at the top
(as with the identical icon in each inventory) - this will auto-arrange the
items, as well as merge identical items into stacks (such as ammo) to make best
use of space.

  Here you can also top up your construction materials stores by breaking
unwanted guns down into their parts. High quality (yellow) guns are worth 30,
common (blue) are worth 15 and burnt out (white) are worth 10. Right-click on
any weapon to dismantle it, removing it forever. Note that knives do not refund
construction materials, they are just removed to make space.

  The Storage box is bigger than it looks - scroll down for more space.
        
    Weapon Workshop
    _______________
                
  Once built you can drag any gun from a Partisan's inventory into the weapon
table (top) slot on the left box on the Weapon Workshop screen. You will now be
able to see which upgrades are available for the chosen weapon, and their cost
in construction materials.

  Assuming you have no more buildings to build, this is the next best way of
spending valuable construction materials. Upgrades are costly but generally
worth it; pistols can receive two upgrades, and all other guns three. Prioritise
upgrades which increase the aim and reload times of weapons.

  Make sure you favour upgrading weapons you know you will definitely use a lot
(such as Zorin's primary weapon) over the weapons of team members you don't
field very often, or who don't fire many shots (like Sanek and Morozov). Also,
never upgrade a weapon which is not already yellow / high quality, this is a
waste of resources.

    Workshop
    ________
                
  This building lets you spend construction materials on medical bags, makeshift
grenades, mines and painkillers, should you find yourself running low on any of
them. Assuming you are playing on Normal difficulty or below, you are
save-scumming, and your team is always collecting lots of stuff from the
battlefield, you will likely never need this building. Also note that you cannot
build the thing you probably want the most: ammunition.
        
    Medicine
    ________

  The Medical Tent is essential for treating injuries which your Partisans
sustain during missions. When they return with an injury their portrait will
show the appropriate icon above it, indicating that they need to be put into a
Healing task for the injury to be removed. (See section 2.4 for more information
on injuries.)

  Once the Medical Tent is available you can click on its icon, then click on a
Healing task to open it, and then drag your injured Partisans into the single
slot. Click Apply and the Medical Tent will generate another Healing task,
meaning multiple Partisans can be healed over the same day. They will become
unavailable for any other tasks while healing (over the course of a single day),
so it's wise to heal them immediately after they come back from any mission, so
that they will be healed in time for the next one. Each treatment costs 10
construction materials per injury.

  Always make sure that any and all injuries have been treated and removed
before mission day arrives, particularly if Zorin is injured. You don't want to
have to send him out with a hand injury which means he can't use his weapon!

    Miscellaneous
    _____________
                
  You can manage your Partisans' Skills by clicking the small Head icon to the
top left of the Next Day icon.

  Manage inventory via the Storage tab.

  Occasionally the game will offer you news in the Reports tab: this is just
flavour text.

  You will also get scripted character interactions, accessible by clicking on
the speech bubble icons which sometimes appear over the campfire.

  You can move around on the Camp screen: use the directional buttons to scroll
and the mouse to zoom in and out.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  2.4 GAME SYSTEMS
  ________________
        
    Alarm
    _____
        
  When enemies spot the Partisans or find evidence of their presence they may
sound the alarm: you will know when an enemy is on the way to an alarm button
nearby because they will have a white alarm icon above their head. Alarm buttons
are occasionally found in the area, usually attached to sirens. The noise causes
all other enemies in a wide zone of effect to come running, making the situation
untenable unless the Partisans are well hidden or long gone. This can happen in
missions with or without reinforcements.

  The alarm system can be taken advantage of by placing traps around the area
where the alarm will take place, then causing it to be triggered on purpose in
the hope that investigating enemies will run to their deaths, but this is
unreliable to set up. Alarm systems should always be disabled when they are
found, as once a Partisan disables one it cannot be repaired or used by any
enemies from then on.

    Concealment
    ___________
        
  With this being primarily a stealth game, it's important to know how to hide.
There are several types of concealment, all of them depending on the vision
cones of the enemy: if your Partisans are not within a vision cone they are
invisible. Of course, enemies move and so just standing out in the open won't
last forever. Your Partisans can hide in any of these ways:

    Obstructions: Just park them behind or inside some big object, like a
building or a boulder, and the enemies cannot see them.
    Cover obstructions: Partisans can be seen over most cover unless they
actually go into cover and are protected by a white shield icon. Unless an enemy
comes around into a flanking position the Partisan will not be seen. Defensive
Mode does not improve this, as visibility is already at 0%.
        Hiding places: Objects like lockers, cupboards, cellars, etc. will
completely hide Partisans from all vision cones, but not from dogs who get close
enough to smell them.
    Camouflage: Bushes and tall weeds cloak the Partisans in invisibility, but
they will leave them vulnerable if an enemy decides to walk into the zone and
get too close. These objects also act as obstructions. Successful camouflage of
both Partisans and corpses is indicated by a striped overlay.
        Tobacco: This temporary consumable hides a Partisan from a dog's nose.
    Disguise: Sanek can Disguise himself as an innocent bystander, and this will
allow him to go wherever he likes, outside of specially restricted areas.
        Dim light: See below.

  Your Partisans should always operate from concealment where possible, and all
bodies should be hidden in one of the above ways. No concealment is perfect
unless there are no enemies left on the map, and if the enemy goes to yellow or
red alert they will begin a search of the area, during which they will randomly
search the zone, potentially revealing your hiding Partisans. The best way to
deal with this is not to hide, but rather to retreat to some far off spot and
wait for the countdown to expire.
        
    Cones of Vision, Light & Shadow
    _______________________________
        
  Enemy cones of vision are integral to this type of game, since all your
Partisans have to do to remain stealthy is avoid causing any suspicious
behaviour within any vision cone. Enemy vision cones can be seen by
right-clicking on an enemy, although only one can be viewed at a time.

  In Partisans 1941 vision cones are more dangerous than in other similar games,
as they can spot anything within any part of the zone of effect. Only in poor
light (night or bad weather) are the vision cones halved, with an inner high
suspicion part and an outer low suspicion part. Partisans can stand around and
even kill enemies while within the outer part of such vision cones, and enemies
will not spot dead bodies unless they happen to make it into the inner part of
the vision cone.

  Vision cones are blocked by all environmental obstructions, including cover
objects. Vision cones can be manipulated by causing the enemy to turn, creating
a temporary safe path for a Partisan. Most vision cones sweep left and right as
the enemy turns, but some (like machine gunners) do not move on their own. The
only way to remove a vision cone is to kill the enemy who has it, meaning that
nearly every part of nearly every mission is just a quest to remove vision cones
so that your Partisans can complete their objectives.

  Light does affect vision cones by turning the outer low suspicion areas into
high suspicion areas in spots where the light is shining. Since both lights and
vision cones move, you have to watch for areas where they collide, since your
Partisans have to be much more careful there. Once the light moves away the
enemy's vision becomes poorer once more. Note that light does not affect
concealment or cover. Shadow also offers no additional protection, except to
hide your Partisans from any lights in the vicinity. When a Partisan is visible
because of a nearby light there will be a light bulb icon above his head, so
retreat him into shadow to remove it.

  The final mission involves a weather effect which produces the same results as
light.
        
    Cover
    _____
        
  This game has a cover system much like that of Company Of Heroes or XCOM.
Partisans in cover are much harder to hit, and generally must be flanked before
they take serious damage. Because this game is in real time, rather than
turn-based, it is easy to manage your Partisans and keep them in cover via
Tactical Mode. When a unit is flanked their cover icon turns red; otherwise it
is white to indicate they are protected. It's impossible to know exactly the
cover bonuses, since the game never tells you, but the Partisans' cover value
can be increased through Cover Knowledge and Defensive Mode; meanwhile their
chances to hit enemies in cover can be increased by raising weapon Skills and
upgrading weapons through the Weapon Workshop, all of which are priority uses of
XP and construction materials.

  Still, shooting at enemies in cover is a very poor use of ammo. You therefore
generally want to flank enemies while not allowing your own men to be flanked.
This is done by drawing fire: get someone in cover to get an enemy's attention,
then run someone else into a flanking position and take a shot, forcing them to
break cover and relocate if they don't die straight away. Flanked units,
friendly and hostile, have no cover bonus and are at the mercy of units' aim and
weapon range. All of this makes grenades very powerful, forcing units out of
cover and removing all of its protection.

  Cover cannot be destroyed, and will generally act as a sight barrier unless an
enemy sees around it (rather than over it). Defensive Mode does not increase the
invisibility of a Partisan in cover.

  Ambushes should be set up by taking cover away from the enemy, forcing them to
relocate to somewhere predictable, whereupon your ambusher jumps out and opens
fire from behind them: Trofim, Belozerova and Fetisov are good at this ploy. The
cover opportunities are often quite limited in a given area, so by taking it you
make the enemy retreat to find their own, and you can often predict the place
they will want to retreat to.

  Hold ALT and move the camera around in Tactical Mode to better see what cover
opportunities are available.

    Defensive Mode
    ______________
        
  Defensive Mode is just another term for 'hold fire'. At first it seems
useless, but once you realise that it boosts your Partisans' cover bonus (we are
never told by how much) it becomes really important. Any Partisan can take a
shot from behind cover, then crouch back down and hit 'T' for Defensive Mode,
making them impossible to hit unless flanked or hit by a grenade. This allows
others to pop out and shoot at the frustrated enemies from somewhere else.

  Defensive Mode works well with Tactical Mode, allowing you to juggle it on and
off as necessary, according to which Partisans are being shot at. Just remember
when you have it turned on, as you don't want to start a fight and then find
that some or all of your team are not firing their weapons. When multiple
Partisans are selected the Defensive Mode icon will show whether some of them
have Defensive Mode active by showing a half white, half orange icon.

  Defensive Mode is also important for when your Partisans run away from enemies
hunting them and manage to find concealment, forcing the enemy to search the
area. Defensive Mode will prevent the Partisans from opening fire and giving
away their positions.

    Encyclopedia
    ____________
        
  This collects and organises all tutorials into chronological order (under
Hints); and does the same for the various pieces of lore (under History).
        
    Grenades (enemy)
    ________________
        
  Some enemies throw grenades, indicated by a threat icon which appears above
their heads, followed by the arc of the grenade and the countdown icon. Get your
Partisans away from the AoE as quickly as possible. Enemies can blow themselves
up with their own grenades.
        
    Hazards
    _______
                
  Most missions contain at least one environmental hazard. This is a piece of
machinery or equipment which your Partisans can manipulate to kill enemies
without shooting, acting as a sort of stealth-kill as though you would ever
forget to bring a knife or an assassin. Look for the red zone indicating where
the 'accident' will take place, then time your interaction with the hazard as
enemies enter the zone. Others will investigate these deaths and raise the
alarm, but it's a good way to draw other enemies over and set up an ambush.
        
    Injuries
    ________
        
  Partisans will often sustain injuries during firefights. These are more than
just HP damage, which can be healed with bandages or medical bags. Injuries are
permanent until treated, which must be done at Camp, in the Medical Tent. Until
an injured Partisan can get back to Camp they must deal with their injuries,
which means completing the mission (since there is no retreat option). Injuries
can severely affect a Partisan's effectiveness in combat, and sometimes in
stealth. They are especially bad because most missions in the game allow for
only three Partisans on the team, and so an injured team member becomes a huge
liability; and multiple injuries may mean a full restart. This is doubly
important when you consider that the effects of injuries stack with the effects
of low morale, and that injuries cause morale to drop, giving them a very
powerful and dangerous cumulative effect:
        
    Broken Arm: Movement speed is decreased. Rifles, shotguns, SMGs and MGs
can't be used by this Partisan.
    Concussion: Abilities cooldown increased. Fog of war vision is decreased.
    Craniocerebral: Abilities are blocked. Visibility in the fog of war is
reduced.
    Hamstring: Movement speed is reduced. Sprinting is impossible.
    Hand Cut: Decreased hit chance. Increased weapon reload time.
    Internal Organs: Pause between shots increased. Movement speed reduced.
Stamina reduced. Stealth-killing is impossible: must melee instead.
    Kidney: Internal organs injury. Decreased hit chance.
        
  Note that all of these effects have a negative impact on your team's combat
capability, but very few of them have any effect on stealth. Assuming you are
prioritising stealth, the ones to watch for are Craniocerebral and Internal
Organs. Since Partisans only ever get injured through combat, consider keeping
your stealth specialist out of gunplay and only using them to take potshots from
safety or to sneak up behind a preoccupied enemy and knife them.
        
  Injuries can be temporarily mitigated with painkillers, making this item
hugely important. Each new injury will require another painkiller. Keep an eye
on injury status thoguh the individual inventory screen.
        
  Dystrophy also operates much like an injury. See section 2.3 for more
information.

    Morale
    ______
                
  Morale as a universal status effect with five possible states:
                
    Very low: Hit chance strongly decreased. Ability cooldown times doubled.
    Low: Hit chance slightly decreased. Ability cooldowns are 1.5x as long.
    Normal: All dice rolls and countdowns are normal.
    High: Hit chance slightly increased. Characters can sprint for longer.
Ability cooldowns are 1.5x shorter.
    Very high: Hit chance strongly increased. Characters can sprint for much
longer. Ability cooldown times halved.
        
  Morale is not as important as it might seem, as it only affects your
characters when in combat and has no bearing on stealth. This is another big
part of the reason why I recommend stealth as your default approach, allowing
you to ignore the possible negative effects of morale. The only times you should
put a lot of effort into raising morale are when it has dropped significantly
and you need to raise it again at least to normal, or when you are about to
embark on a mission you know will involve a lot of gunfighting. I point these
missions out in the guide.

  Note that there are a couple of bugs related to morale. The first is that the
squad (F1) inventory screen always shows morale as normal, yet the individual
inventory screens show the true morale of each Partisan. The second is that
'High' morale tells you that squad morale is "very high" when it means "high".
        
    Near Death
    __________
        
  This is a temporary 'disabled' state, where a Partisan has been knocked down
and cannot shoot, move or get back up without help: you cnnot even manage their
inventory. Any team-mate can just approach the downed Partisan and click on the
medical icon to revive them to red HP, albeit leaving both team members
vulnerable to incoming fire. Recovering Partisans in this way does not require
any Skills or medical supplies and will not consume any. If all Partisans are
put on Near Death the mission is failed. Partisans do not bleed out or anything
when in Near Death state.

  Search: When an enemy is alerted but fails to immediately find the source of
the threat, they will begin a Search of the local vicinity, with others joining
them in the hunt. This will cause them to check various spots at random, usually
places their normal patrols and stations would not allow them to see. If they do
not find anything suspicious within 30 seconds they will resume their normal
behaviour.

    Noise
    _____
                
  Noise is indicated by a circular 'puff' effect around a Partisan's feet when
moving around outside of combat. Noisier actions produce larger circles, and if
a nearby enemy is within range of one of those circles their yellow alert status
will begin to go up. Noise is also caused by moving faster and by moving through
undergrowth or over noisy surfaces. It can be mitigated by certain Skills, so
it's important that your stealth-killers prioritise such Skills in order to
avoid detection.

    Partisan Levels
    _______________
        
  As your Partisans gain more XP by killing enemies, completing objectives and
missions, and coming back from successful skirmish Operations, they can spend
the XP on new Skills. There are four tiers of Partisan levels: 

    Partisan
    Experienced (level 3)
    Expert (level 6 / 7)
    Saboteur (level 11)
        
  Higher levels often mean access to better Skills; and a Partisan's level also
affects the percentage they add to the success chance of skirmish Operations. In
order to begin spending points on the next tier of Skills your Partisan must
have selected at least three Skills of the current tier. Note that Zorin starts
with Melee I, meaning he levels up one level sooner than anyone else.

  Take care when levelling up your Partisans, as there are paths you have to
follow in order to reach the higher tier Skills. For example, Sanek has three
Skill paths which lead him to Expert tier (Dodger, First Aid and Slingshot).
Since you have to choose three Skills per tier in order to access the next tier,
this forces Sanek to develop all three of these Skills. You can become trapped
into picking Skills you didn't want, especially because Skill choices cannot be
rolled back.

  Partisans gain XP almost entirely by going on missions. Since it is impossible
to get every Partisan to maximum level, or even to Saboteur, by the end of the
game, this argues for choosing a team and sticking with it as much as possible,
aiming to get three or four Partisans as high as possible and leaving the others
back at Camp for the most part.

  NOTE: You may see a moon and star icon in a Partisan's inventory screen, under
Effects. The description says "Much harder to hit the target, enemy vision is
worse". I believe this status effect is automatically given to any Partisan who
reaches Saboteur level, although I can't find any information about it. Take it
if you get it!

    Reinforcements
    ______________
        
  The mission briefing will usually let you know when the enemy has a radio,
which means they are capable of calling in reinforcements from off the map when
they are alarmed; this operates a lot like the alarm system in Commandos, except
this time the reinforcements arrive from outside the map, rather than emptying
out of destructible garrisons already in the area. Even if a mission does have
the possibility of reinforcements, they can only be called if the enemy can
reach the radio. As with the alarm system, there is generally one soldier
scripted to use the radio, so if he is already dead you can relax; this means
that disabling the radio and / or killing all enemies near it is generally a
priority objective. You will know an enemy is in the process of calling in
reinforcements when you see a yellow alarm icon above his head, counting down
until they arrive: if you kill them before that timer runs out the
reinforcements are cancelled.

  Reinforcements are generally terrible news for your Partisans, and in
situations where the radio cannot be disabled the best solution is to avoid
causing alarms in the vicinity of the radio, since beyond a certain invisible
catchment area the alarm will otherwise not result in reinforcements. Find the
radio and behave yourself in its presence, and you can avoid filling the map
with unnecessary Germans.

  Reinforcements will always be indicated by the cross icon hovering off the
edge of the map. This shows exactly where they will be arriving from, which
allows your Partisans to set up an ambush or lay down some traps. Take advantage
of the heads-up either to gain and advantage or to get far away.

  Some missions have scripted reinforcements which cannot be avoided. 
        
  Once reinforcements have arrived on the map they will not leave again.
        
  Reinforcements contribute to the maximum possible kill counts in missions.
        
  Reinforcements never include Polizei, rarely include Officers, and sometimes
bring dogs.

    Stamina
    _______
                
  Stamina is indicated by the blue bar above your Partisan's head, only ever
visible or active in combat. When it runs low the Partisan will begin suffering
from fatigue. Fatigue is a temporary debuff whose effects are decreased movement
speed and hit chance. To remove it just let your Partisan stop moving,
especially sprinting, for a few seconds. It hardly ever comes into play unless
you are being forced to run around a lot.
        
    Tactical Mode
    _____________
        
  Sometimes called Tactical Pause Mode, this is an extremely useful and
important part of the game, slowing down the action to the point where it is
almost paused, giving you plenty of time to react to events and plan your
response. You should be using this all the time in combat, and very often during
stealth sections, too. It is simple enough not to need any further explanation;
I suggest you rely on it and get used to hovering your hand over the 'T' key.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  2.5 IN THE FIELD
  ________________
        
  So, with all of that out of the way, your Partisans have made it onto the
field of battle. Here are various things to know about the mechanics of
missions.
        
    2.5.1 EQUIPMENT
    _______________
                
      Weapons
      _______
                                
  Your Partisans have several types of gun to choose from, but which gun each
Partisan uses should depend on the Skills they can develop more than the
strength of the gun. Each weapon types comes with two variants, one per ammo
type. This means that when fielding a Partisan with more than one weapon you
should make sure both weapons share the same ammo type to save inventory
space(e.g. Belozerova with a PPS SMG and a Nagant pistol, each using 7.62mm
ammo). Always use high quality (yellow) weapons where possible.

  +++++

  Pistol: The pistol has roughly the same range restrictions as the shotgun. Of
the three Partisans who get Pistols Skills, only Belozerova gets to specialise
in them with Fan Fire, making it her weapon of choice. In fact Fan Fire is the
only thing which makes the low damage, poor range pistols any good, so give one
to Bella and ignore them otherwise.

  Rifle: The rifle has the best range and accuracy of any gun, and it is very
ammo-efficient because it only fires one shot at a time. It does require
reloading, but so long as the Partisan is in cover while reloading this is not a
liability. It is also likely the first high quality weapon you will find in the
campaign, which is good because the rifle is Zorin's favourite. Rifles also
promote themselves because cover is so limited in this game, and Partisans
without the rifle's range will find themselves too far away from enemies for
their guns to be at all effective, requiring them to reposition to get a shot.

  SMG: This weapon has poor accuracy but good speed, painting a cone-shaped area
with a random spray of bullets. They may all hit or they may all miss, but the
bullets are coming out anyway, making it very poor in terms of ammo efficiency.
At its max range it's only ever good against a tightly packed group of enemies,
and ideally with a special Skill (such as Long Burst) to back it up; whereas at
close or point blank range it can be deadly, except for the fact that a Partisan
always aims at a single target, and outside of Skills there is otherwise no way
to just aim and shoot at a chosen area.

  Shotgun: The best close range weapon in the game, the shotgun is only good for
flanking enemies in cover or by taking them by surprise from around a corner. It
cannot shoot multiple targets without Trofim's Buckshot, and it takes forever to
reload. Since its power depends so heavily on short distances, it requires a
character who is good at moving quickly from point to point in order to take
advantage of flanking opportunities and get in close, but Trofim has no way to
do this, and neither Morozov nor Sanek ever get Sprinter. This situation nerfs
the combat power of all three of these characters, making the shotgun a poor
weapon.

  Machine Gun: This might seem like a really powerful weapon, and it is against
a bunch of enemies who have not yet reached cover. Outside of that situation it
is rubbish, since it is no better at hitting covered targets than any other gun,
takes up a lot of space, eats a lot of ammo, is slow to reload, and is just a
more powerful SMG. Fetisov is the only Partisan who gets any Skill in this
weapon, and since he gets Grenadier at Partisan level he might as well ignore
Machine Gun entirely, since one grenade does the same job as the machine gun
while also flushing enemies out of cover. I recommend you break down any and all
machine guns you find for their construction materials; and that you only ever
use a machine gun when you find an emplacement already on the map.
  Knife: Most of your Partisans get some Skill with knives, but only half of
them are worth developing - Zorin, Bella, Morozov and Nikitin. The knife allows
any Partisan to engage any target in melée combat, even with no Skills
available. Melee Skills increase their chances of winning, so really a knife is
only useful to a Partisan with at least Melee I (although there are
circumstances where any Partisan can use one, such as to kill a target
incapacitated by Slingshot). The knife is an essential part of the game because
it's the basis for stealth combat.

      Munitions
      _________
                        
  Your Partisans don't just have to rely on their primary weapons to deal with
the Nazi threat, they have various traps and explosives they can deploy in order
to control the enemy. All Partisans can use all of these munitions, but some
(like Trofim and Fetisov) are better than others and should be trusted with
sapper duties. Munitions must be used by first placing them into one of the
three quick-use slots in the inventory and then clicking on the icon or pressing
the appropriate hotkey (Z, X, C).

  +++++

  Grenade: Both the Soviet and German grenades do the same thing: massive AoE
damage to enemies. Tossing a grenade should generally be your opening move when
transitioning from stealth to combat, having first set up an ambush. The best
way to do this is to gather your Partisans into a semi-circular formation, half
surrounding the enemy position, then throw a grenade PAST them, causing them to
run away from the grenade and therefore toward your team's ambush. Grenades
cannot destroy any parts of the environment in this game, meaning they cannot be
used to remove cover or blow holes in walls; although note that the blast will
extend THROUGH walls, very important in some missions. But they are great at
killing off a bunch of enemies or flushing them out of cover. They do have a
countdown which gives enemies time to react and move out of the way, but this
can be cut way down by having anyone with the Grenadier Skill toss the grenade,
which is why you give grenades to Fetisov, Trofim and Sanek. Grenades will harm
everyone, so don't throw them at team-mates or civilians. Makeshift grenades can
be built at the Workshop.

  Trap: This non-explosive trap can be placed on the ground in order to take
down any single target who walks over it, making it useful only against single
patrolmen. Each trap takes up 2x2 space in your inventory, and they cannot be
stacked. Stealth-kills are much better at removing single enemies because the
body can then be moved, unlike with enemies killed by traps. Traps also cannot
be recovered after they are triggered. I recommend you ignore traps completely
and discard them from your inventory, as they have no value and just take up
space. The enemy does not use traps.

  Mine: This is the explosive version of a trap, blowing up whoever steps on it
and anyone else nearby, killing them instantly. It's noisy but effective,
basically a grenade with no countdown. Mines can be recovered if not triggered,
only take up 1 inventory square, and will stack to 3. They are the most common
munition type in the game, other than grenades, and are essential for crowd
control in certain missions. Enemy mines can be identified and recovered by any
Partisan with the Demining Skill; and even without Demining any Partisan can
spot an enemy mine just by looking closely at the ground.

  Tripwire: This is a mine but with a better chance of succeeding, since it has
a wider catchment area. Untriggered tripwires can be recovered once deployed.
The enemy does not use tripwires. Partisans cannot trigger any tripwires, mines
or traps they have set, in spite of the warnings they give.

      Curatives
      _________
                        
  Your Partisans are getting shot or blown up at some point, and you will need
to know how to heal or otherwise treat them. All Partisans can use all curative
items, but they should generally be given to any medics on the team, such as
Sanek and Valya.

  +++++

  Bandages: The basic healing item, very commonly found, curing back a little
bit of lost HP. More can be manufactured at the Workshop. Get your medics to use
them to get the most out of them.
                
  Medical Bag: This fully restores the HP of a wounded Partisan, and should
therefore only be used when necessary. More can be built in the Workshop, albeit
for a hefty 40 construction materials each. Make sure medical bags are placed in
quick-use slots to save inventory space.

  Painkillers: These are essential for treating injuries, as an injured Partisan
who takes a painkiller gets to ignore the effects until the end of the mission.
This means that painkillers should be given to more heavily or seriously injured
Partisans as a priority. More can be built in the Workshop, and every Partisan
should ideally have a stack of 3 in each mission.

      Miscellaneous
      _____________
                        
  Your Partisans get to use a few dirty tricks on the enemy in order to
manipulate them and move them out of position.

  +++++

  Rocks: Toss a rock at a certain point on the ground to cause all enemies
within the catchment area to turn toward the noise for a couple of seconds,
buying you time to sneak behind them. Rocks are commonly found but cannot be
recovered after use. They fall off a lot when Morozov is on the team, especially
because Whistling actually makes enemies move, whereas rocks don't.

  Bottles: Any Polizei or Wehrmacht unit will spot a dropped bottle and move to
it to pick it up. This is essential for dragging problem units out of position,
and operates the same way as the corpse bait from Commandos: BEL. Multiple units
can be moved with the same bottle if they spot it, so try to place bottles where
only one unit will see, making it easier to control the outcome. Bottles can be
recovered unless an enemy picks one up and discards it. Bottles can combine with
rocks to manipulate stationary units who don't turn around: drop a bottle some
distance behind them, then toss a rock immediately behind them to make them
turn, at which point they spot the bottle and move.
        
  Tobacco: This is more of a defensive measure, masking the Partisan's scent for
about 30 seconds so that any nearby dogs will fail to detect them. Your main
stealth characters should bring a few along on any missions involving dogs.
Tobacco can only be applied to Partisans, not corpses.
        
    2.5.2 ENVIRONMENT
    _________________
                
  Here are some notes on the mission environment which didn't fit into section
2.4.
        
  +++++
        
  Hold ALT to see all things of interest in the environment, particularly keys,
cover icons, mines, inventory drops and enemy ranks. ALT also highlights any and
all elements of the environment with which your Partisans can possibly interact
and that can be seen by any one of them.

  When an enemy opens a door it will automatically close again after a few
seconds, but if a Partisan opens a door it will remain open until manually
closed. This is important for stealth, as enemies may see suspicious behaviour
or corpses through open doors. Always close doors behind you.

  Machine gun emplacements have infinite ammo, but they must be reloaded
manually. Keep an eye on the round counter. An emplacement also counts as cover,
giving the gunner 90% cover from enemies in front and to either side. Beyond the
180 degree arc (depending on the direction the gunner is facing) they are
considered flanked, although the game shows no indication of this. Keep any
machine gunner protected from either side.

  Corpses which fall near each other (or are lifted and dropped near each other)
will have their inventorys combined when a Partisan tries to loot them. Click on
any one of them to see the combined loot drop.

  Hiding places (e.g. wardrobes, cellars) can be used to hide one corpse each.
When a hiding place contains a corpse it cannot be used for another corpse or as
a hiding place for a Partisan. Any full hiding place will be indicated by a
small white circle.
        
    2.5.3 GENERAL TIPS
    __________________
                
  Some other game tips, the closest this guide gets to a FAQ.
        
  +++++
        
  The Tactical Map can be brought up by pressing 'M' or clicking on the Map icon
in the bottom right. It shows all the current objectives and where to go to meet
them; it shows the locations of all your active Partisans, as well as passive
and aggressive enemies. Once all primary objectives have been completed it will
also show any and all exit points. Unfortunately there is no way to place custom
markers on it.
        
      QOL
      ___
        
  Always make archive saves upon arriving at Camp, just before setting off on a
mission, and arriving at the start of a mission, and give them recognisable
names. The game does a certain amount of autosaving, but relying on your own
saves makes things much easier.

  This game has an annoying quirk where some enemy patrol timings will be reset
when reloading from a mid-mission save, making it impossible to save enemy
positions and reload to take advantage of them. This facility is generally
crucial to games like this, and so it's very surprising that Partisans 1941
either removes it or fails to incorporate it. Still, it can be abused in order
to control the behaviour of Officers who like to do routine inspections. By
saving and reloading each time you kill one of an Officer's men you can reset
the countdown on his patrol timing by sending him back to wherever he considers
his starting point, buying you time to kill another man, then repeat the
process. Something similar happens with reinforcements (see section 2.4).
        
  This game apparently does not save camera positions, so when you reload the
orientation will generally not be what you wanted it to be, which can sometimes
cause problems. Try to keep the camera oriented north-south, making it easier to
get your bearings and follow my directions.

  If you are coming to the end of a mission, especially if you know all hostiles
have been dealt with, do not waste curatives on restoring HP or treating
injuries. Returning to Camp will recover all HP, and the Medical Tent is for
removing injuries and their effects.

      Inventory
      _________

  When managing inventory during a mission, always press F1 first to select all
your Partisans, then press I to bring up the group inventory screen. This makes
it a lot easier to compare who has what and to swap items among Partisans. If
any Partisan is too far away from another with whom they are trying to swap, the
game will tell you so - this restriction requires them to be pretty much at
point blank range. Try to group all your Partisans together in the one place
before doing inventory management. You can drag and drop items onto character
portraits, as well as onto inventory squares.

  Your Partisans will generally pick up a lot of crap for Camp supplies during
missions. Any items in dark grey are only for Camp and cannot be discarded once
collected, so make sure you collect white items first. All items can be swapped
among Partisans, and most can be stacked, so designate one Partisan your primary
pack mule (ideally someone with Increased Backpack Skills) and stack as many
items as possible into their inventory. Your priority list for items collected
in missions should be something like this:

    Ammunition (very valuable, no way to get more; can be stacked)
    Guns (can be used or broken down for parts at Camp; can be discarded)
    Munitions & curatives (can be used, stacked and discarded)
    Construction materials (valuable at Camp; can be stacked; cannot be
discarded)
    Food rations (low value at Camp; can be stacked; cannot be discarded)
        
  Remember to place large items (like weapons, traps and medical bags) into
weapon or quick-use slots to free up inventory space. Partisans can hold
multiple guns for the same reason.

  F1, R is also a good way to get everyone to reload their weapons all at once.
        
  When you bring up the group inventory screen via F1 you will probably be told
that your squad is at normal morale, no matter what. This is a bug: you can see
the actual morale status through an individual's inventory screen.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  2.6 HARD MODE
  _____________
        
  When starting a new game you can choose Hard Mode. This is the same as Normal
difficulty, except for three details: injuries will kill Partisans in the field
within 60 seconds if not treated with bandages or medical bags; Tactical Mode is
effectively disabled; and you can't save the game manually any more.

  The injuries thing is fine, an expected quirk of Hard Mode and a surprising
omission from Normal. It does require that you now treat the medic as an
essential team member, raising the value of Sanek and Valentina. This would be
less true if it were not for the change to Tactical Mode.

  When you try to activate Tactical Mode in Hard Mode it still pauses your
Partisans - but nothing else. This means you press SPACE and your Partisans can
no longer move (unless they were already moving), but the battle continues at
normal speed, with the enemies unaffected. This is a bizarre turn of events, but
the point is that Tactical Mode no longer lets you pause and assess your tactics
based on enemy response, making it worthless. It could theoretically be used as
an exploit, since Bella's Dodger II Skill makes her almost invincible while
dashing, allowing her to dash then hit Tactical Mode until the enemy has to
reload, but I haven't tested for this. Otherwise the pause facility is gone,
which is a serious problem for this mode in terms of its playability. In other
words, Partisans Hard Mode wants to be Company Of Heroes, but it can't be. This
isn't an RTS game and no Tactical Mode in a game with a team of only three and
perma-death is fatal.

  On top of all this, you can't even save, reload and try again upon your
inevitable failure. The game still sometimes autosaves in the very early
missions, but this is hardly going to help in later ones. Missions like Khutor
are virtually impossible thanks to this combination of restrictions, and others,
like Bertha, are just far too long to support a mode with no saves. Add in the
fact that Partisans 1941 is clearly not exceptionally well made and that there
are lots of bugs and glitches, and Hard Mode is looking really unappealing.
Games like this depend on the predictability of enemy movements and behaviour,
and the ability to quickly reload to correct mistakes. Commandos: BEL (and all
the other games I listed in section 1.1) had the sense to recognise this, and to
be fair so does Partisans 1941 - just not in Hard Mode.
        
  Anyway, that's my two cents, and my explanation for why this guide does not
cover Hard Mode - I consider it an unplayable failed experiment.
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

                             3. CAMPAIGN WALKTHROUGH
                                   
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  The teams listed at the start of each mission are my recommended bare minimum,
including anyone whom you are forced to take. You can obviously pick different
teams, but my guide may not match your experience, obviously.
        
  I have listed my own objectives, rather than exactly the ones the game gives
you. (I think this makes the guide clearer.) All sub-objectives are listed, and
in chronological order in accordance with my approach to each mission. I assume
you want maximum XP from every mission, so that's how the guide is written.

  The guide is written for Normal difficulty mode, as Hard changes the game very
significantly (see section 2.6).

  Good luck, Partisans!

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                    ACT I
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  'At 4AM on June 22, 1941, the armed forces of Germany launched a surprise
attack against the Soviet Union. The Great Patriotic War of the Soviet people
against the Fascist invaders began. In the first several months, the Soviet
forces suffered devastating losses fighting against the battle hardened and
ruthless enemy. The Red Army was forced to retreat. The invaders stormed their
way forward, razing Soviet cities to the ground and burning down villages along
the way. Minsk, Smolensk, and Novgorod fell. The German air force bombed Kiev
and Sevastopol. Threat loomedo ver Moscow and Leningrad. Thousands of Soviet
soldiers were surrounded, trapped in salients. One of them was a commanding
officer of a rifle company, Captain Zorin. During an attempt to break out of the
encirclement, he was taken prisoner and shipped to the nearest Dulag
(Durchgangslager - German concentration camp). He was supposed to be transferred
from the prisoner-of-war camp to an internment camp. Fully aware that this would
be a one-way ticket for him and his comrades, Zorin began work on a breakout,
but the Germans discovered his plans.' 
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.1 A CLOSE CALL
  ________________
        
    TEAM: Zorin
        
    OBJECTIVES: 
        
      Sneak to the Shed and find the Knife
      Make your way through the village
      Reach the Road in the south-east
      Don't let yourself be found
                
    REINFORCEMENTS: No

  +++++
        
  Captain Zorin has been caught trying to escape from the German prison camp,
and is led away defiantly to his death by firing squad. At the last second he
manages to escape his executioner, just as the alarms are triggered throughout
the camp. Alone and with his hands bound, Zorin must make his way past the Nazi
prison guards and reach his two comrades at the edge of the village.

  This introductory level serves as a tutorial, familiarising you with the
basics of stealth and with Zorin's early abilities.

  +++++
        
  NOTE: You can quicksave and quickload from the very start of the game, so get
used to doing this now. You can also sprint (double-click LMB) before the game
tells you how.
        
    Sneak to the Shed and find the Knife
    ____________________________________
        
  Head east, left-clicking on the tutorial question marks, until the game warns
you about the vision cone of the soldier to the north. Being spotted will fail
the mission, so right-click on him to see his FOV, then walk past him when it
moves to the west (running may fill his yellow exclamation mark to red). spot
the next two guards and sneak past them in the same way.

  When you come to the corner, hold ALT to spot the cellar door. Move to it and
hide in there until the guard turns south, then sneak past him to the north. You
will see a cutscene, after which Zorin notes that one of his friends must have
escaped; you also get a look at Zorin's nemesis, the camp commandant - more on
him much later.

  Go inside the SHED and open the CONTAINER to find the KNIFE. Open your
inventory with 'I' and drag the knife into your primary weapon slot (marked with
'1'). (Note that Zorin's hands are now unbound.)

  NOTE: Now that you have the knife, you can go back and kill the guard you just
passed for a little more XP - Zorin does have Melee I.

    Make your way through the village
    _________________________________

  Outside a villager is shouting at a Russian Polizei and a Wehrmacht soldier,
so leave the house just as she runs away, use the knife to kill the Polizei
outside, then drag his corpse to the nearby closet, hiding it. (You can kill
both the enemies here before the Wehrmacht soldier can reach the others.)

  Go around the corner and hide in the bushes from the nearby hostiles. Follow
the bushes south until you reach the fence, and hop over it as the game tells
you to. Go into the house and the game will allow you to acquire a new Skill.

  Open the Skills tree with 'U' and choose 'Knife Throwing I' (the only Skill
the game will let you pick). Zorin can now throw his knife from a short distance
away, a very useful skill for a knife fighter. With your knife equipped you can
now press 'F' to line up a throw, killing your target in one shot.

    Make your way to the road
    _________________________

  Leave the house and kill the Polizei here with your new skill, retrieving your
knife afterwards; then do the same for the next two Polizei as you make your way
east.

  Another brief cutscene, and now Zorin must get past four soldiers, all of them
looking in different directions. Hold ALT to spot the pile of rocks on the
ground, and open the rocks to find your very own three rocks. Open your
inventory and drag the rocks into one of the three quick-use slots. Sneak toward
the soldiers, hiding in the bushes, and toss a rock to the west of them, making
sure that all four are turned red within the audible catchment area, allowing
you to sneak past when they turn and move north-east to reach the road.

  Once Zorin gets there he will find a climactic cutscene, after which he will
be reunited with Fetisov and Sanek. The beleaguered team needs to reach Vasya,
Sanek's uncle, who lives at the edge of the nearby swamp. We're getting the band
back together!

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.2 OUT OF THE FRYING PAN INTO THE FIRE
  _______________________________________
        
    TEAM: Zorin, Fetisov, Sanek
        
    OBJECTIVES: 
        
      Kill the two Polizeis
      Pass through the village
      Save the villagers from the Polizei's harassment
      Leave via the north-west
                
    REINFORCEMENTS: No

  +++++
        
  Having escaped the prison camp, Zorin and his two comrades must pass through
the nearby village by the swamp, but the place is festooned with Polizei,
ransacking the buildings and bothering the townsfolk for information about the
escaped fugitives. The Partisans could just sneak past... but that wouldn't be
very patriotic. Besides, the Camp they plan on setting up is going to need
supplies.

  +++++
        
    Kill the two Polizeis
    _____________________
        
  With Zorin selected, hold ALT to find the CONTAINER. Open it to find the
NAGANT PISTOL, as well as some AMMO, bandages, painkillers and the 'PRAVDA
#172'. Equip the PISTOL in your primary equipment slot, with the knife in
secondary, and the various quick-use items arranged as you like.

  When Zorin says he'll talk to the Polizei, he means he's going to kill them.
Go outside and put the LOG PILE between Zorin and the two Polizei, using it as
COVER. 

  NOTE: If you have 'Show Hit Chance In Percents' enabled in the Game Options,
you can hover the mouse over your targets to see the hit percentage, which
should be around 52% on Normal difficulty. Kill them both to watch a new
cutscene. 

  The injured Fetisov wakes up and Vasya explains that to escape the team will
have to reach the nearby causeway. Fetisov and Sanek run outside and grab the
Polizeis' weapons, and we're ready to move out. Give Fetisov's rifle and ammo to
Zorin, and Zorin's pistol and ammo to Fetisov. Zorin should have found some
bandages by now, so use them to heal Fetisov; or get Sanek to do it if you give
him First Aid I.

  NOTE: Fetisov and Sanek get to level up immediately, so configure them as you
see fit, although I recommend you get Disguise right away (and I write the guide
assuming you did). 

    Reach the village
    _________________
        
  With your entire team selected ('F1'), run them south along the road until
they reach the Polizei by the truck. After the little cutscene, you want to
arrange your team in such a way that will allow them to maximise their chances
of hitting the enemies with their various weapons. Zorin has the poorest weapon,
a pistol, so put him behind the wagon; and have Sanek join him with his close
range shotgun. Put Fetisov farther back, behind the rock, then open fire.

  Assuming everything went well, you can loot the Polizei bodies for some pistol
ammo and rifle ammo, which should be distributed between Zorin and Fetisov (if
they kept their given weapons). Have everyone reload, heal if you have to, then
move west.

    Eliminate the Polizei by the house
    __________________________________

  You will notice some Polizei interrogating a villager to the north. Duck south
to Sanek's buddy's old house, and loot the rocks for some base resources.

  With this done, I recommend you read the tutorial messages under the question
mark on the road. The game wants you to use the bushes for cover (referred to as
'hideouts'), learn how to use Tactical Mode (SPACE), and set up ambushes.

  Bring up the vison cones of the Polizei to better reposition your team; and if
you have Sanek's Disguise you can place him very close to the Polizei before
opening fire. KILL ALL FOUR POLIZEI and then loot the bodies, as well as the
container in the building to the north.

    Reach the swamp
    _______________
        
  Move through the gates and the game will tell you about Defensive Mode, which
can be activated by pressing 'T' - this just tells each Partisan not to open
fire automatically once the shooting starts, while also decreasing their chances
of being hit or even seen while in cover. It must be applied to each Partisan
individually (note the icon turning orange to indicate that it is active); and
if you have turned it on and then told a Partisan to shoot you will have to turn
it on again to regain the cover bonus. 

  Hide all three team members by the junction in the road, then set up an ambush
when you are ready, opening fire with one team member to draw fire, then
deactivating Defensive mode on the other two once the enemies have turned away
from them.

  NOTE: At some point around here Zorin should have gained another Skill Point,
the first chance he has had to actually choose a Skill freely. However, he
already unlocked his own unique Skill, so do what you want - I recommend Rifle I
or Cover Knowledge I.

  You can loot the nearby buildings, but since those things belong to the
villagers your team will suffer a -5 penalty to morale for each grab marked in
red. Do loot the container on the road and you should find a grenade. Fetisov is
the grenades guy, so give it to him and continue east. (Don't use the grenade
until you reach the very last of this mission's fights: Polizei are easy to take
down without explosives.)

  At this point you are confronted by three groups of Polizei, one to the north,
one to the south, and one to the south-west.

  NOTE: At this point the game will likely not let you save manually, because it
is hoping some of yur Partisans are injured so it can teach you about the
Medical Tent; but it does keep making autosaves, so it's not too bad.

  Go south to meet the Old Woman on the road. She's warning you of some Polizei
by the church, so take a look down there to see three of them harassing the
villagers. Set up your ambush and take them all out, then loot everything you
want in the area, including the container in the church and the large boulder in
the south-west corner of the woods, under which you can find your first medical
bag.

  In the west of the map are two more Polizei, easy enough to take down.
        
  In the north is a group of five Polizei, perfect fodder for an ambush by
surrounding them from hidden positions. Loot everything.

  Finally, in the north-west of the map is your escape route, but it's guarded
by three Nazi soldiers: two Wehrmacht men and an SS Officer. Kill them with your
grenade and loot the bodies to find among other things the 'PHOTOGRAPH "THE CREW
AT MUSTER"'.

  Once you're satisfied you've completely explored this area, approach the
north-west to finish the mission.

  +++++
        
    Enemies Killed: 26/26
    Enemy Officers Killed: 1/1
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.3 PARTISANS CAMP (1)
  ______________________
        
    OBJECTIVES: 
        
      Build the Medical Tent and heal any injured Partisans
      Raise morale through at least one skirmish Operation
      Complete tasks until the next mission appears

  +++++
        
  It's all gone very Red Dead Redemption 2 around here. The Partisans have
arrived at Trofim's forest dugout - excuse me - Rebel Headquarters, and there
are jobs to be done.

  +++++
        
  With the team settled into their new digs, Vasya turns up and apprises them of
the situation. Once he leaves your team can begin sorting out their new Camp
(see section 2.3). With only three Partisans on the team, your food rations are
going down by -15 per day (5 per Partisan).
        
  NOTE: Fetisov wants to build a Workshop, but this requires 150 construction
materials, which you currently do not have and cannot yet acquire. The Workshop
is hardly a priority right now, leave it until later and begin stockpiling your
construction materials.

  Assign one Partisan to build the MEDICAL TENT (costing 20 construction
materials) and assign the remaining men to Propaganda (this is the only one with
a chance to fail, although this is unlikely). Click 'Next Day' and they will go
to their tasks, returning 24 hours later and ideally generating a boost to
morale. 

  More Operations will appear, so make sure you get these done as efficiently as
possible. Best case scenario is that all Operations are successful and morale is
at maximum in time for the upcoming mission. Continue sending them out on these
early jobs while you wait.

  NOTE: Among the randomly chosen mission rewards you may win a SMG. If so give
it to Fetisov and reduce the importance of finding one in the next mission.

  NOTE: You can level Zorin up to level 4 in Camp, allowing him to pick another
Skill. I highly recommend Melee II, although there are other strong choices.

  On day 4 a proper mission will appear, with the provisional title of 'First
Reconnaissance'. All three of your Partisans will be assigned to the mission, so
check their Skills and inventory and make sure everything is in order. When you
are ready to proceed click the start icon above the Operations tent, then click
'Next Day' on the following screen.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.4 OUT OF COMMISSION
  _____________________
        
  'Vasily Gavrilovich reports that a damaged tank was delivered to the repair
shop at the crossroad. This is a good opportunity to take a field trip and
destroy the armored vehicle before it's repaired and sent back to battle.'
        
    TEAM: Zorin, Fetisov, Sanek
        
    OBJECTIVES: 
        
      Kill all enemies in the south camp and obtain the Explosive
      Find the SMG for Fetisov
      Kill all enemies in the north camp
      Use the Explosive to destroy the Tank
      Collect the Shed Key from the body of the Polizei, and use it to obtain
the Supplies from the Shed
                
    REINFORCEMENTS: No

  +++++
        
  This nice little sabotage mission is more like a tutorial, and not much can go
wrong. There are plenty of opportunities to take out the enemies without firing
a shot, and tons of hiding places.
        
  As I mentioned in section 3.3, finding the SMG is not important if you already
got one from a Camp Operation.

  +++++
        
  This map is split into two sections, divided by the road. No-one in the north
zone can hear what's going on in the south, so we might as well clear the
smaller south camp of its supplies and enemies first.
        
   The south
    _________
        
  Move west and you will spot five Polizei in the area, with only two of them on
patrol. The two nearest guards are easy enough to knife and hide; then take out
the central patrolman. Note the parked truck: your Partisans can interact with
it to cause it to roll backwards, killing anyone caught in the red catchment
area behind it.

  With all five guards eliminated, talk to the Engineer in the centre of the
camp. He tells you of his stash by the swamp, a SMG (Fetisov is excited!). You
can find this stash in the north-east of the map, a container at the swamp's
edge. In there you will find a burnt out MP-40 - make sure you give it to
Fetisov when you find it.

  Loot the various containers around. In the barrels in the wood shed you should
find the 'PARTISAN'S COMPANION #3', which tells you a bit of handy information
on taking down tanks if you're a Partisan - that's lucky. In the CONTAINER
nearest the Engineer you should find an EXPLOSIVE, a piece of mission-critical
equipment; and in the other box nearby you should find your first mine, an
anti-personnel weapon.

  Before beginning your assault on the northern area, check out the question
mark in the middle of the road. It tells you an important snippet about Sanek's
Disguise ability and when not to rely on it. This will come into play shortly.

    The north
    _________

  This camp is not well defended, there are just more soldiers in here. If you
use Sanek's Disguise to let him stroll around and recon the place, you will see
that there are five Polizei in the east half of the camp, and the west half has
eleven hostiles, including five Wehrmacht men. It turns out that neither side
can hear the other, so long as any noise is not around the centre of the camp.

  Move your Partisans up to the south-east corner of the camp, where the
workshop is. Have Sanek wander into that building and wait until the patrolman
joins the mechanic on the floor, then hit the button to cause the scaffold to
collapse on both of them, killing them instantly. Leave the bodies there, they
won't be found; and loot the container.

  This just leaves one stationary soldier and two patrolmen to the north. They
can be taken out by an ambush; or you can wait until the two patrolmen pass the
explosive barrels just south of the north-east Shed, then shoot it to kill them
both - the west half won't even hear this.

  NOTE: If you are interested in the SMG for Fetisov, the container the Engineer
mentioned is north of the Shed, by the swamp's edge. The central building with
the red brick walls has two containers in it, one of which holds 2 bottles, very
useful for drawing enemies away from their positions. Note that Sanek is not
allowed in here when Disguised, but this does not apply if no hostiles see him
enter.

  With the bodies hidden, let's go in anti-clockwise direction around the north
camp. One Polizei patrolman will wander in and out of the garage, to the north
edge of the camp, easy enough to take out. There is a Wehrmacht soldier hunched
inside the garage, so sneak up behind him and knife him, then hide the body in a
bush.

  NOTE: Even a basic level of Melee skill is enough to kill Wehrmacht, so long
as you have a knife; but remember that Zorin's Knife Throwing one-shots
everyone, regardless of rank.

  Looking south you will see a grey-suited Polizei guarding the Tank, and having
an argument about one 'Biermeier'. Hold ALT to see that this guy is holding a
Key, which you can get off his body later.

  NOTE: Get a Disguised Sanek too close to the Key Polizei or either of the
Wehrmacht soldiers nearest the Tank and they will warn your Partisan off,
whereupon you have to get Sanek away quickly or everyone will open fire. This
means that all of the enemies near the Tank must be taken out before anyone can
mess with it.

  Farther west are two guards: a Polizei and a Wehrmacht. The Polizei can be
baited through the gap in the wall with a bottle dropped on the grass, making
him easy to kill; leave the Wehrmacht alone for now and head farther around the
perimeter.

  Another Polizei and Wehrmacht in this garage. Wait for the Polizei to pass you
on patrol and then knife them; then kill the Wehrmacht and leave him in the
garage.

  Have Sanek Disguise his way through the camp and open the main gates from
inside; and have Zorin take out the guy in the gatehouse with Knife Throwing,
taking advantage of the windows. A container inside the gatehouse holds the
'PARTISAN'S COMPANION #1', with more info about fighting tanks. Regather the
knife when it's safe, and make sure the gatehouse door is shut so no-one sees
the dead body.

  This should just leave five hostiles, including the Key Polizei. Note that
three of them, including two of the Wehrmacht, tend to cluster by the explosive
barrels just west of the Tank, and that it would be easy to surround these five
and take them out. Bring Fetisov over and hide him around a corner; have Zorin
hide to the south; and have Sanek hide close enough to the barrels to be able to
shoot them with his shotgun. Bring up Tactical Mode and lay your plans, then
shoot the barrels to take out three at once, leaving just one patrolman and the
KEY POLIZEI. Kill them, too, eliminating the last of the enemies in the map.

    Destroy the Tank
    ________________

  With everyone dead, make sure to loot the bodies and the single container. One
of the soldiers was holding the 'PHOTOGRAPH: "PzKvfw IV"'. The KEY POLIZEI
carried the SHED KEY, so pick it up and open the SHED in the north-east to find
various base supplies. You may find a common shotgun in here, so give it to
Sanek to replace the burnt out one he currently has.

  Just the Tank to deal with now. Check which of your Partisans is carrying the
EXPLOSIVE, and have that man place it on the TANK. Move everyone away and the
TANK should explode within 5 seconds.

  Make sure you've done all your looting, then complete the mission by leaving
via any of the escape points marked on the map.
        
  +++++
        
    Enemies Killed: 21/21
    Enemy Officers Killed: N/A
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.5 PARTISANS CAMP (2)
  ______________________
        
    OBJECTIVES: 
        
      Scrap weapons for spare construction materials
      Build the Fish Spot
      Build the Workshop (optional)

  +++++
        
  You should now be able to build the Workshop for 150 construction materials;
note that it takes all three men to build it, spending an entire day on one
task. Go into the Storage tab and start breaking down weapons for their
construction materials, hopefully allowing you to build the Fish Spot, too,
before the next mission appears.

  On day 7 your men will receive a new mission, provisionally titled 'Secret
Ingredient'. Hit 'Next Day' to begin, and make sure everyone is properly
equipped and levelled up. You may run into some gunfights in the next mission,
depending on how you approach it, so take the time to do an Operation or two
which raises morale.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.6 LAST MEAL
  _____________
        
  'The Fascists are forcing people into the streets to harvest whatever is left
out there. The crops will be sent to the front. We can't hijack the food train,
but we can poison the provisions ready for shipment.'
        
    TEAM: Zorin, Fetisov, Sanek
        
    OBJECTIVES: 
        
      Don't raise the alarm
      Take the Poison from the Beehive
      Get the Storage Key from the body of the Warehouse Guard
      Use the Poison on the Supplies, in the east Warehouse
      Kill all 8 of the Convoy Security in the west
                
    REINFORCEMENTS: No

  +++++
        
  This comparatively easy mission zig-zags you around the map, presenting you
with targets of opportunity and plenty of supplies, should you choose to collect
them. The Germans have no ability to raise an alarm, giving you a lot of leeway
when it comes to gunplay. Try to maximise your kills while the game is making it
easy, as this will allow your Partisans to level up more quickly.
        
  +++++
        
   Finding the Poison
   __________________
        
  Until you use the Poison on the Supplies, the entire map will be considered a
silent zone: any suspicious behaviour will result in an alarm, failing the
mission. You obviously want this restriction removed as soon as possible, so,
rather than prowling around and taking down enemies stealthily, you want to get
both the first objectives done as priorities, opening up the rest of the map to
gunfire.

  From your starting position foray west to find four Polizei hanging around a
field, with two more positioned farther west. All these guys are easy to take
out with knife kills, and their bodies can be hidden in the haystacks. Once all
six hostiles are dead, explore the beehive area to find two which can be looted:
the BEEHIVE in the centre contains the POISON; and the beehive due north
contains the 'PARTISAN'S COMPANION #2'. Make sure Sanek is holding the Poison.

    Poison the food rations
    _______________________
        
  Go back to where your team started the map and then carefully head north. You
should see the eastern Warehouse which contains the Supplies, but its Doors are
locked and only two people have access: the patrolman moving in and out, and the
Polizei to the west, he being the Warehouse Guard who holds the Key.

  Wait for the patrolman to come around to the south-east corner of the Supplies
Warehouse, then kill him and hide his body. Sneak Disguised Sanek into the
centre of this farm area to keep an eye on the movements of the various
soldiers; and have Zorin sneak all the way up and around the north-east corner
of the map, then down so that he is hiding near the south-west door of the
middle of the three large barns. Once the Warehouse Guard holding the Key has
left this building, sneak Zorin inside and kill the other soldier, hiding his
body outside. When the WAREHOUSE GUARD comes back in kill him, too, and take the
STORAGE KEY from his corpse, hiding the body in the haystack.

  Pass the KEY to Sanek and have him enter the WAREHOUSE via its north DOOR once
the patrolman has left by the other door. (Note that he is not allowed in here,
and will be treated badly if spotted.) Use the POISON on the large SUPPLIES
stack against the east wall, which then completes the first objectives and
introduces a new one: Destroy the Convoy Security.

  The Convoy is way to the west, so we can deal with them later. The good news
is that you are now weapons-free, with no need to creep around if you don't want
to. Have Sanek loot the rest of the Supplies Warehouse, finding the '"EISERNE
RATION": FIELD RATIONS DESCRIPTION' in one of the containers.

  There are now five Germans outside, including the first of this mission's two
Officers (the SS man marked in yellow), so deal with them however you like,
preferably by setting up an ambush with all that cover.

  There is more loot and XP to be gained from eliminating the rest of the
soldiers between the east and west, so move the Partisans west, along the south
of the map.

    Cleaning up the farmlands
    _________________________
        
  North of the Beehive area you should see a farmyard, guarded by three
soldiers, including a stationary one in the north-west. Sneak around the bushes
on the perimeter of the area and try to remove the stationary guy first, hiding
his body in the building behind him (watch out, there is a Convoy Security guard
to the west who can sometimes see him through the gate). With him gone it's easy
to take out the other two from behind concealment. Try to do it stealthily, as
there are lots of soldiers to the west. Loot the containers in the farm,
especially the bottles in the south building and the shelves in the north one,
where you can find your first tripwire.

  NOTE: The farm area to the north is empty, but you may also find more bottles
in there, very useful for the remainder of this mission and beyond.

  Note the Convoy Security guard beyond the north-west gate who occasionally
looks south-east, and the patrolman to the south who is moving east and west.
Both these guys can be baited into the farmyard with a bottle and killed. This
is important because it then allows Sanek to stand behind the logpile beside the
road to the west and knock it over when all three patrolmen on the road are in
the red zone, killing all three and leaving their bodies unseen.

  This leaves two more soldiers to the south, harassing a peasant. Set up an
ambush and kill them as noisily as you like.

    Destroy the Convoy Security
    ___________________________

  Killing the guard at the farmyard's north-west gate counts as your first
member of CONVOY SECURITY.
        
  Move your team west and then north, approaching the Convoy area from the
south. In the westernmost building is a patrolman who can easily be sneaked up
on while he's inside and knifed; collect the 'VECHERNYAYA MOSKVA #155' from the
container while you're in there. Assuming you have killed everyone else, this
just leaves 7 soldiers, all of them Convoy Security and all of them in the
immediate vicinity.

  By sneaking Zorin around the perimeter of the north-west farm buildings, he
can bait all three of the CONVOY SECURITY patrolmen in the area to their deaths
with bottles. Kill the CONVOY SECURITY guy with his back to the cement mixer
just by activating it. The final two CONVOY SECURITY guards (one of whom is the
other remaining Officer) in the north can be killed just by shooting the
explosive barrel. That takes care of the other 7 CONVOY SECURITY, and the last
of the hostiles in the map.

  Loot everything you want to and then leave the mission.       

  +++++
        
    Enemies Killed: 33/33
    Enemy Officers Killed: 2/2
                
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                    ACT II
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  'The Captain had to make a choice: attempt to cross the front line to rejoin
his comrades, or remain behind the German lines and organize a partisan group.
The dire situation in the occupied areas led Zorin to stay. The freshly created
Partisan division had to set up a proper base and find more volunteers to join a
losing battle against the invaders. Creating an effective fighting unit was the
first order of business.'
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  Upon returning to Camp, Vasya confronts Zorin, who announces he will be
staying to raise a Partisan army and recruit more team members. You have 2 days
until your next mission, and by now you should have plenty of construction
materials to get properly started on your base. Keep any decent weapons and
break down the rest, and try to get as much morale and XP as you can from
Operations before Vasya turns up again.

  From this point on I'm going to assume you know how the Partisans Camp works,
and I'll leave you to building it however you please. I recommend you prioritise
Camp buildings over anything else, keep an eye on your food rations, and try to
get the most out of construction materials, as they are so valuable early on.

  I suggest that you give Zorin the Increased Backpack I Skill, since the next
mission will likely have too many supplies for your team to carry otherwise. I
also recommend you pack an extra knife, a pistol, a SMG and some ammo in
someone's inventory. This mission always involves at least one gunfight, so
check your morale and attempt to raise it if needed.
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.7 BEFORE THEY HANG THEM
  _________________________
        
  'The Fascists are going to execute partisans in Zaborovka today. We should go
there and prevent the executions. However, this could be difficult: according to
Vasily Gavrilovich, there was a manhunt in the village the day before. The
Germans are still there.'
        
    TEAM: Zorin, Fetisov, Sanek
        
    OBJECTIVES: 
        
      Reach the Execution Site in 25 minutes
      Don't let yourself be found
      Eliminate enemies in the square in 1.5 minutes
      Find and Kill the Village Head
                
    REINFORCEMENTS: Yes

  +++++
        
  There's a lot of enemy activity for such a small village, but if you deal with
it on your terms it's not so bad. The first objective is more important than it
seems, since the sooner you get there the sooner you get a fourth member of your
Partisan team, tilting the odds a little closer to your side and making the rest
of the mission a bit easier (plus adding more inventory space).

  The time limit is not so intimidating, as you'll realise once you figure out
how to get to the south-east corner of the map quickly. Try to mine this place
for maximum food rations and construction supplies to give your base Camp an
early infusion of resources.

  You can reach the Village Square easily by just walking Sanek there in
Disguise, although he will struggle to take down all six enemies on his own.
        
  +++++
        
  Reach the Execution Site in 25 minutes
  ______________________________________
        
  Sneak Sanek through the gate and around the side of the house, or climb over
the fence if he has High Fence Climbing; meanwhile get someone to loot the
little shed to the north for some bottles. Talk to MARIA with Sanek and she will
tell you the Backyard Door Key is inside the house, so open the door and loot
the CONTAINER to find the BACKYARD DOOR KEY. This allows you to bring Zorin and
Fetisov through the house to take down the two enemies east of it in silence,
hiding the bodies.

  From here your team is moving secretly east along the north edge of the
village, passing or killing guards as they find them without raising any alarms.
Try not to get bogged down in looting these buildings, you can come back later.
For now you want to reach the main road to the east.

  You will come to a yard shortly before the east gate onto the road, and this
is slightly trickier to pass: just wait until the guard outside the gate stops
looking through it and looks west instead, and the others inside the yard should
be easy to remove; also watch out for the villager who keeps opening a door in
the east corner, as there are two Wehrmacht in there who may see you. (Note the
house in the south-west corner of this area contains the 'VECHERNYAYA MOSKVA
#244'.) When you want to get your other two Partisans through the gate and into
the bushes to the north-east, get Sanek to throw a rock to turn the three guards
to face away.

  You cannot get past the armoured car anad the many guards at the junction, so
creep everyone east and into the woods behind the barns. You have to cross the
road at the east edge of the map, so have Sanek throw another rock to turn the
Polizei away at the wagon, or just Distract one of them, allowing the others to
run across the road and into the woods to the north.
  Once you approach the VILLAGE SQUARE the 25 minute countdown stops and you
will watch a cutscene in which the Village Head sentences a man and a defiant
woman to death. With the cutscene over you get a new objective: ELIMINATE
ENEMIES ON THE SQUARE IN 1.5 MINUTES.

    Eliminate enemies on the square
    _______________________________
        
  There are six Germans in the Square: an SS Officer, a Wehrmacht soldier and
four Polizei. Note that two of the Polizei can be taken out with the cement
mixer, so make that the first thing you do, making it 3 v 4. Arrange everyone to
surround the Square and then open fire, ELIMINATING ALL 6 ENEMIES.

  NOTE: You cannot kill the Village Head at this point, as he disappears after
the cutscene. You can, however, injure Belozerova to the point of putting her at
Near Death, so be careful with grenades.

  After another cutscene Belozerova joins your party and you are given another
new objective: FIND THE VILLAGE HEAD.
        
  He has run off to the west, but he can keep for now. Loot the bodies you just
created, and make sure Belozerova has a primary weapon and some ammo, as well as
a knife. She has Skill Points to spend, so give her Melee I at least, and spread
the others around as you like (see section 2.1.4 for information on how to level
up Bella). Keep an eye out for any pistols if you didn't bring one with you;
give Bella the pistol and the ammo if you did.

  NOTE: There is a question mark symbol in front of the makeshift Nazi HQ to the
north-west. This tells you about alarms and what to expect from them. If you
look at the temporary German HQ just behind the question mark you might spot the
alarm button on the wall due north of the front door. See section 2.4 for more
info about the alarm system; but in the meantime don't let anyone press that
button! Disable it when you reach it in order to remove the possibiity of
reinforcements.

  At this point you are free to gut the south and east areas of the map for
supplies and valuable XP, including the areas you already visited. The armoured
car should have gone, and there are now three men patrolling the road in
formation. There are still plenty of Polizei in the south, south-west and west,
as well as the ones you skipped past just before reaching the Village Square. Or
you can just avoid all of them, since there are no Officers or special items to
be found down there (assuming you already collected the 'VECHERNYAYA MOSKVA
#244').

  You might want to explore the homestead at the south-west corner of the
Village Square, across the road. In here you can find a Polizei inside the first
house, and a Wehrmacht patrolling to the garden; collect the 'LOCAL VILLAGER'S
NOTE, PT. 1' and 'LOCAL VILLAGER'S NOTE, PT. 2' from the containers. In the
garden is another Wehrmacht and the map's second Officer moving in and out of
the other house. Loot the Officer's body for the 'FILE: "Z.A. KOSMODEMYANSKAYA,"
PT.2'.

  NOTE: It's easier to take these guys out if you approach from the west. Just
sneak someone along the road and then go south, into the garden.

  Also, don't miss the M30 shotgun carried by a Polizei in the north-east of the
map, a great early weapon for Sanek.

    Find and Kill the Village Head
    ______________________________

  When you have finished raiding everywhere else (or not) you will be left with
the section of the map in the north and north-west. This place is riddled with
Wehrmacht soldiers, so be careful as you make your way around the various points
of interest.

  First is the makeshift HQ near the gallows in the Town Square. This place is
well worth looting, especially for the MP-40 SMG for either Fetisov or
Belozerova.

  Due north of this big building you will find two small buildings guarded by
five more Wehrmacht, three of whom cluster beside the logpile (you know what to
do here). The man in the east house is carrying the storage key, which can be
used to unlock the door of the shed to the west, revealing various Camp
supplies.

  Eventually you will arrive in the north-west corner. In here is where you
should look for the Village Head. Hold ALT to see him highlighted in yellow,
surrounded by loyal Polizei. Deal with these guys however you want, but once
they're all dead the VILLAGE HEAD will be left alone, with not long to live.

  NOTE: Don't skip the cutscene, as this will delay the four Partisans moving
forward and taking aim, which then gives time for the Village Head to shoot at
them. I had Zorin killed in this way. 

  Before he dies he mentions Biermeier, Commander of Bogachevo station. We heard
of him in the previous mission. Alright, then.

  +++++
        
    Enemies Killed: 81/81
    Enemy Officers Killed: 2/2
                
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  Back at Camp, Belozerova has now joined your party and can help with the
tasks. From now I suggest you daily send three Partisans on one skirmish
Operation, leaving the fourth (and beyond) for more menial gathering tasks,
balancing resources spent and resources coming in. This also means that with 4
Partisans you are now consuming 20 food rations per day, so you will want to
begin collecting food and spending some more construction materials on food
production anyway. Kulagin, the store manager whom you rescued in the previous
mission, is also off looking for supplies.

  Sort out everyone's inventory before Vasya appears with your next Partisan
mission, which will be given to you on day 15. This will be the first mission
which requires you to pick a team of three, although Zorin is non-optional. I
also recommend you take Sanek for his High Fence Climbing Skill. Don't worry
about inventory space, though - you're about to find out why. Pack extra 7.62mm
ammo and lift morale!

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.8 FIRST AID
  _____________
        
  'Colonel Mellenberg has dispatched a death squad headed by SS executioners. He
wants to punish the townsfolk for their underground activities. You've dealt
with the executioners at the front. You know their ways. The townsfolk need your
help.'
        
    TEAM: Zorin, Sanek (+1)
        
    OBJECTIVES: 
        
      Eliminate the Groups of Punishers (x3)
      Help out the Hospital personnel
      Mop up the Checkpoint
                
    REINFORCEMENTS: Yes

  +++++
        
  This mission is very reminiscent of Company Of Heroes, a town adventure where
the civilians must be liberated. It's almost entirely populated by Wehrmacht,
but with the addition of a new squad member at the very start there should be
nothing here to trouble the Partisans.

  I recommend you take Sanek, and that you make sure his High Fence Climbing I
Skill has been reached.
        
  +++++
        
  Have Valya loot the nearby corpse for a slightly better weapon; and loot the
two buildings nearest your starting position for some supplies. You will see two
Polizei in a house to the north-west, so leave them alone for now and move north
carefully.
 
  NOTE: The game encourages you to go west from your starting position, but it's
actually much better to go north early on.

    Eliminate the Group of Punishers (3)
    ____________________________________
        
  You will soon come to a ruined building at the east edge of the map (careful
of the patrolman who comes into it). Here we have our third group of Punishers,
led by a lone SS soldier, harassing some civilians. Move all four of your team
into the ruined building and take up positions in cover, with all of them facing
north. This allows you to set up a deadly ambush and kill all the soldiers
without alerting the other group to the north-west. 

  NOTE: As usual, you can kill the civilians with explosives, so be careful.
        
  With the THIRD GROUP OF PUNISHERS dead, loot the SS man's corpse for the NP
safe key.

  That group of Wehrmacht in the ruined space to the west are not hard to take
down, given all the cover and concealment positions surrounding them. Loot their
bodies and continue north, pausing at the street.

  Another three-man Wehrmacht patrol is moving through these streets, so park
your team in concealment in the bushes at the south-east corner and let rip with
Fetisov's Long Burst when you're sure the soldier in the house to the west has
gone inside. He can be taken out with Zorin when he comes outside, then the guy
inside can be similary knifed.

  Two targets of opportunity here, only reachable with Sanek: note the two
little houses at the east edge of the map here. Have Sanek jump over the fence
with High Fence Climbing and loot the containers for some nice stuff, including
some explosives. Next, head to the north-east corner of the map and make sure
Sanek's inventory is pretty much empty. Have him climb this fence to reach some
more containers, grabbing the trap and, more importantly, the high quality
AVS-36 rifle, a terrific early weapon for Zorin or Valya.

  Sort everyone's inventorys and reloads, then send them all the way back to
where you started the map.
        
    Eliminate the Group of Punishers (1)
    ____________________________________
        
  From here head west, and you will come to four more Germans harassing some
more civilians: it would be easy enough to set up an ambush from the surrounding
cover. The problem is the three-man patrol wandering up and down the central
road. Have Sanek walk up there and wait until they pass the handy cement mixer,
then push it over, killing all three. This then allows you to kill the two
Polizei in the nearby house as noisily as you like. Loot everything and then
return south.

  Set up an ambush behind the handy cover, and ELIMINATE THE FIRST GROUP OF
PUNISHERS. When looting, don't miss the container hidden in the south-west
corner of the map, which should contain a grenade.

    Help out the Hospital personnel
    _______________________________

  To the north is the Hospital, but the Gate is locked and you do not yet have
the Key: it is hidden in a container in the building to the south-west, guarded
by several SS. To get in there you either have to get all your team north and
then west, entering the Hospital area from that upper corner; or clamber Sanek
over the fence in the south with High Fence Climbing. Take the second option.

  Hide Sanek and take him inside that south-west building to the find the
HOSPITAL GATE KEY, as well as the 'PHOTOGRAPH: "SOVIET PARTISAN UNIT"' and the
'AWARD SHEET'. With the Key Sanek can now open the GATES, letting everyone else
inside.

  At some point Sanek or someone else will trigger a cutscene showing the
Hospital staff being menaced by no fewer than seven SS men, with the Officer
apparently holding another Key: all these guys have got to go. You can have
Zorin pick off the three southernmost SS soldiers, hanging around the south-west
corner; but the northern guys are trickier because Sanek cannot approach without
being warned off, and there is a patrol operating in the streets north of the
Hospital.

  Sanek can climb the second fence in the north-east corner, creep along the
street to the east, then hide by the gate. Get everyone else in position to the
south and wait until the Officer moves close to the explosive barrel. Have Sanek
shoot the guy nearest him and then run to cover; while the others shoot the
barrel and kill the remaining SS SOLDIERS, thereby HELPING THE PERSONNEL and
completing the objective. The Officer was carrying the HOSPITAL KEY, as well as
the 'FILE: "V.O. GVARNOVSKAYA"'.

  Use the KEY to open the HOSPITAL DOORS, and approach the HOSPITAL PERSONNEL
inside with Zorin for a cutscene. Loot the building, heal and reload, then go
back outside.

  NOTE: You can now discard the Hospital Key, but make sure you don't throw away
the HP safe key by mistake.

    Eliminate the Group of Punishers (2)
    ____________________________________
        
  The next group is to the north of the Hospital, but another three-man
Wehrmacht patrol is in the way, and they have a dog with them. There are various
ways to ambush these guys: one grenade will take them all out; or you could have
Sanek Disguise himself and draw the attention of the dog, allowing the others to
sneak around before opening fire. Whatever you do, kill this group far enough to
the south that the Punishers by the next group of civilians won't hear.

  Go north to find the SECOND GROUP OF PUNISHERS bothering people, and take them
out safely. Loot the nearby buildings, including the ruin in the north-west
corner, where you can find two men and a dog around a fire. The container near
them holds the 'VECHERNYAYA MOSKVA #270'.

  Before moving on, there is a house to the east, next to the Checkpoint area. A
patrolman keeps moving in and out, but it has a back door and you can see by
holding ALT that there is a Safe by the wall - this Safe can be unlocked with
the HP SAFE KEY you collected earlier. Have Zorin sneak in there (careful of the
windows), kill the Wehrmacht man and raid the SAFE for some ammo.

    Mop up the Checkpoint
    _____________________
        
  Assuming you have eliminated everyone else, you should now be left with eight
enemies at the Checkpoint: seven Wehrmacht and one SS Officer at the barrier.
One of the Wehrmacht is manning a mounted gun, making him a strong priority.
Have Sanek wander up there in Disguise so you can get the lay of the land.

  You should notice lots of opportunities to surround these eight men, plenty of
cover, some explosive barrels, and the fact that Valya can get close enough to
the Officer to hit him with her Aim Shot Skill. Combine all of these things to
MOP UP THE CHECKPOINT, then loot everything left on the map. Leave via the only
escape route.
        
  +++++
        
    Enemies Killed: 45/45
    Enemy Officers Killed: 3/3

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++  
  Back at Camp, you now have five mouths to feed, meaning -25 food rations per
day. Get everyone equipped and levelled, and focus on gathering food and raising
morale.

  You now have another medic in the form of Valya, so consider whether or not
you want to field two medics on the same mission from now on, and adjust your
inventorys accordingly.

  By now you have likely built the Weapon Workshop and have the construction
materials to make use of it. I suggest you upgrade Valya's AVS-36 rifle which
you got from the previous mission, it's well worth it.

  You have until day 20 to prepare, whereupon the team must move out in search
of Trofim, who has gone missing. The next mission forces Zorin and Sanek onto
the team, but that third slot is a tempting one for Belozerova; however, I
suggest using Fetisov for his bigger inventory and the first appearance of a
machine gun, which he may by now be able to use. Assuming you will find the
MG34, pack Fetisov's inventory with lots of 7.62mm ammo, so that he can fire it
when he finds it. Also, give Sanek plenty of shotgun ammo.

  Make an archive save once all your preparations are done, just before you are
ready to leave. This is so that if the loot offerings in the next mission are
poor you can reload from Camp and start again, forcing the game to reroll the
loot table. This is important for weapon farming.
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.9 HUNTER
  __________
        
  'Sanek is worried: Pops has gone missing. He was supposed to go hunting near
the lake, where the plane crashed. We must move out and search for the old man.
Let's hope he's safe and sound.'
        
    TEAM: Zorin, Sanek, Fetisov
        
    OBJECTIVES: 
        
      Find Trofim
      Help Trofim fight off an attack
      Talk to Trofim
      Exit through the abandoned village
                
    REINFORCEMENTS: Yes

  +++++
        
  This mission takes place out in the wilderness, and it involves tons of
concealment, making it an ideal stealth mission. It also holds nothing but
Wehrmacht, so there should be very few problems.

  It's potentially very lucrative, offering a chance at several high quality
weapons if you get a good roll. You may also get a bad roll and miss one or two,
but hopefully you will leave with a couple of shiny, yellow prizes, including a
possible MG34 machine gun.
        
  +++++
        
    The road
    ________
        
  To the north is a group of Wehrmacht surrounding a couple of vehicles. You
don't want to mess with these guys, especially given their predilection for
calling in reinforcements from off the map with their radio; but what you can
and should do is send Sanek in Disguise mode up there to loot all six
containers, including the one to the west of the road, by the water. Bring him
back to the team once he's finished plundering, and forget those guys for now.

  NOTE: There are various opportunities to find this first heavy weapon in this
mission, so don't be annoyed if you don't get it from the first container. If
the big container is empty when you find it, consider loading from your archive
save at Camp.

  Have Zorin deal with the few guards nearest the starting position, being
careful not to alert the dog squad who are patrolling to the south-west. Loot
the container and then follow that squad until you find the fallen tree which
would serve as an excellent ambush point. Take them out (one of these guys may
also drop the MG34).

  Next comes a group of six Wehrmacht, some of them moving around. Have Zorin
take them down with a bottle or two and his trusty knife, then continue
exploring.

    Deep in the woods
    _________________
        
  Move farther west and the map will begin to swing north, but if you have
someone explore the south-west corner of the map you should find a large boulder
which can be opened to reveal a large cache of all sorts of supplies, including
possibly another weapon.

  Moving north you will come to more Wehrmacht. This time they are not so easy
to approach, because the guy in the middle doesn't like the look of Sanek in
Disguise. Since three of them cluster together, they're just asking for a taste
of Fetisov's Long Burst.

  Looking north, you will see a crash site; and Sanek will remark upon it,
"That's a Junkers. I saw our fighter shoot it down". The place is surrounded by
Wehrmacht, and there's still no sign of Trofim. Before taking on the plane
guards, you might want to augment your team with another member, so turn east.

    Find Trofim
    ___________
        
  If you have looked at your map you will have seen a central peninsula, and
Trofim can only be here. Get close enough, past the fallen tree, and you will
FIND TROFIM and receive a new objective.

    Help Trofim fight off an attack
    _______________________________
        
  He's not exactly under attack, but he does need your help with three Wehrmacht
between you and him. One grenade can take them out, and HELPING TROFIM will also
be completed. 

    Talk to Trofim
    ______________
        
  Approach his position to TALK TO TROFIM in a cutscene, after which he joins
your team. He likes shotguns and SMGs, and he has his own shotgun but no ammo,
hence his entrapment. Stock him up with ammo, choose some abilities for him,
loot the bodies and the container for the 'PARTISAN'S COMPANION #7', and head
your new team west once more.

    Exit through the abandoned village
    __________________________________

  Back to the plane crash site: the three perimeter guards, including the two
patrolmen, can be taken out using bottles and knives. This should leave five
more Wehrmacht: three looking in the general direction of the plane, and two
hunched down beside it. The northernmost of the three perimeter guards can be
lured south, in between the other two, and killed silently in the bushes,
leaving a 4 v 4 fight. Take down the plane guards last; then loot, reload, heal
and check in the south-west, where you will find another rock cache, ideally
containing at least a high quality IZhB-36 shotgun.

  There are still some enemies in the north for you to clean up if you want some
extra XP. Otherwise get out of there via the west edge of the map.     
        
  +++++
        
    Enemies Killed: 43/43
    Enemy Officers Killed: N/A
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  Back at Camp, you now have six mouths to feed - that's a lot. Prioritise food
but make sure you complete at least one Operation per day. Hopefully you got a
few high quality weapons from the previous missions, so give them a few upgrades
at the Workshop.

  Day 24 is mission day. You'll be wanting to take Trofim, so make sure he has
Demining I; and Fetisov is a good choice if you have given him any points in
Heavy Weapon. Don't bother taking loads of traps, mines, etc.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.10 GRIST TO THE MILL
  ______________________
        
  'The Fascists unload their grain at the local mill. Vasily Gavrilovich thinks
that the miller is a good person. We should visit the mill and see if he can
store some flour for us.'
        
    TEAM: Zorin, Trofim (+1)
        
    OBJECTIVES: 
        
      Reach the mill
      Eliminate the Enemies near the Mill
      Prepare for the attack
                
    REINFORCEMENTS: Yes

  +++++
        
  This tiny mission is mainly about Zorin, who comes along anyway. It's mostly
Polizei, with a few Wehrmacht and a single Officer, so nearly everyone can be
baited with bottles, etc. With no real need for Sanek's recon skills, you can
practise with Bella instead, or maybe give Valya another turn. You will want to
bring Trofim, though, and make sure his Demining I Skill is ready to go.

  If you haven't been using mines yet, this mission will act like something of a
tutorial.

  The reinforcements in this mission are scripted; otherwise the Germans can't
call in reinforcements just because of an alert.
        
  +++++
        
    Reach the mill
    ______________
        
  You begin in the north-east. Loot the container, then move Zorin west and hide
in the bushes near the logpile. Push it over to kill all three enemies beside
it, then hide again while everyone else searches for you. Once it dies down,
kill the two Wehrmacht men left in the field, then bring Trofim over to identify
the four mines in the field.

  NOTE: As ever, you can spot the mines without Trofim just by looking, but it
helps to have him do it.

  Collect all four mines, loot the container, and then move Trofim over to the
north-west road. Place a mine just where it leaves the map, and place another
one a little way down the road to the south-east if you're not confident that
one will do the job (although it should).

  Go back to the north-east corner and move the team south, hopping the fence
and avoiding the road. There are a bunch of enemies in the central farmyard: two
Wehrmacht and some Polizei, all guarding some containers of explosives. Get
Zorin to deal with the two nearest the north-east gate, hiding the bodies, and
then move south to hide behind the farmhouse.

  Two enemies patrol through this building, and you'll want to take them both
out stealthily, hiding the bodies in the bushes to the south. All the remaining
patrolling enemies in the centre of the map can be baited away with bottles, by
which point you should only be left with three or four. Sneak all three of your
Partisans in from different angles to surround them, then open fire,
prioritising the machine gunner. Grab all the loot from the bodies and the
containers, then have someone plant another mine along the north-east road.

    Eliminate the enemies near the mill
    ___________________________________
        
  We still have to find the Miller, so sneak south-west to REACH THE MILL,
whereupon you will spot the Miller's daughter being menaced by some Polizei. She
needs saving, so set up an ambush and ELIMINATE all six enemies here, including
the guy hiding behind the combine harvester.

  After a cutscene you learn that the Germans are moving in to investigate, and
you have 1:45 to set up an ambush - but you already did that.

    Prepare for the attack
    ______________________
        
  There are 14 Germans on the way: 7 on the north-east road (they'll arrive
first) and another 7 in the north-west, these led by an SS Officer. Because they
move in tight groups, one mine should be enough to take down each group, but
just in case this fails, move your team to the centre of the map and have
someone man the machine gun while the other two camp in cover. 

  If one of the groups somehow does reach the square, Trofim's Buckshot ability
can take down all seven, and the support of the machine gun will be way too
much.
        
  With all 14 of these soldiers dead, leave the map by either of the exits.
        
    +++++
        
    Enemies Killed: 35/35
    Enemy Officers Killed: 1/1
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  With only one day in which to relax, get everyone working! Biermeier's time
has come.

  The next mission is so heavy on stealth that the third member of your team
ends up being irrelevant - you will likely never use them as anything other than
a pack mule, so consider taking Trofim for this purpose. I recommend Sanek for
your second pick, after the obligatory Zorin, since this is one of the largest
maps so far and Sanek gets to pull some tricks.

  Take some extra shotgun ammo, some grenades, and some tobacco.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.11 COMMANDANT
  _______________
        
  'Villagers failed to pay Biermeier food taxes, and he burned down the village.
It was the last straw! We're going to Bogachevo station tonight to kill the
leech!'
        
    TEAM: Zorin, Sanek (+1)
        
    OBJECTIVES: 
        
      Activate the Semaphore Control
      Eliminate the Anti-aircraft Guns (x2)
      Damage the Communication Facility Switchboard
      Kill Biermeier
      Collect Biermeier's Documents from his Safe
                
    REINFORCEMENTS: Yes

  +++++
        
  This mission is one of the strong points of the game, a stealthy home invasion
in the middle of the night, against impossible odds. Put your best stealthers
forward for this one, then watch them step aside to make way for one Grisha
Morozov.
        
  If you decline to eject the 13 Wehrmacht at the station, using the Semaphore
Control, the maximum kill count for this mission will be 89; whereas if you do
get rid of them the easy way the kill count drops to 76 - you are not penalised
for this, unless you count the fact that killing the Wehrmacht is worth a little
XP, whereas completing this sub-objective gets you no additional XP.
        
  +++++
        
  After meeting and recruiting the wonderful Morozov, loot the body he made for
a shotgun he might like, then move east to find a couple of tutorial messages
and a cutscene, wherein Biermeier reveals vital information about Slender Bertha
- a future recruit perhaps? We already got Slender Bella.

  NOTE: Level Morozov up immediately, making sure to give him High Fence
Climbing, Ribknife I and Melee II, whatever else you choose.

  There's a lot going on around here, and the first thing you'll notice is the
large quantity of enemies in the area: mostly Polizei and Wehrmacht. You'll be
wanting to put Morozov to work, but there's a job for Sanek first.

    Activate the Semaphore Control
    ______________________________
        
  NOTE: This objective is optional but massively helpful, so I suggest you do
it.

  Put Sanek in Disguise mode and move south so that he is on the tracks, keeping
him out of the way of any dog patrols. You may notice a large bunch of Wehrmacht
at the station: 16 of them in fact, all grouped together, waiting for a train.
We can get rid of most of these guys with a simple trick: send Sanek west, along
the tracks, until he passes the train engine, and have him talk to the Railroad
Worker by the bush. (Somehow Zorin talks to him from the woods.) Take Sanek
south and into the little signal room, where he can ACTIVATE THE SEMAPHORE
CONTROLS to watch a cutscene which flushes 13 of those 16 Wehrmacht at the
station off the map.

    The station
    ___________

  This makes it quite a lot easier for the rest of your team to progress south,
towards Beirmeier's location, but there's still a lot of nonsense hovering
around the station and there is a lot of loot to be grabbed. This is Morozov's
chance to show what he can do. (Hide Sanek somewhere where no dogs can find him,
and turn off Disguise mode.)

  Back to Morozov: send him over the nearby fence and have him kill the Polizei
in the room and turn off the lights. This will bring a nearby Polizei and
Wehrmacht around to investigate, so kill them silently and leave.

  NOTE: Don't use Sanek to turn off these lights. There is a bug where the two
enemies investigate and get stuck in the room, in yellow alert mode, which means
you can no longer save until they are both dead.

  Morozov can now move west, through the first northern station building, taking
out enemies one by one and hiding the bodies. With Whistling, Ribknife and Melee
this should not be a problem - just avoid the dog patrol on the road. The group
of guards in between the two westernmost buildings are an issue because of the
moving spotlight, but Sanek can come up and turn off the lights with the switch
at the corner, allowing Morozov to work in darkness. 

  Once all the enemies north of the train tracks are dead, loot the containers
in the last building to find TWO EXPLOSIVES - you will need these for the
Anti-aircraft Guns. (Also find the 'VECHERNYAYA MOSKVA #236' in the same
building.) Bring the rest of the team west and regroup somewhere around the
north-west Anti-aircraft Gun emplacement, with everyone hidden.

    Eliminate the Anti-aircraft Gun (NW)
    ____________________________________
        
  To the south is the NW Gun, guarded by four Wehrmacht, one of them ranking
higher than the others (though not yet an Officer). Approach from the north-west
corner of the sandbags, wait until the two guards closest to the light switch
are both facing east, then knife each of them before turning off the light (if
you turn off the light while they're alive they'll just switch it on again).
This will cause the south-west corner guard to turn, but then he will turn back
again: kill him next. This leaves the ranking guy, who only ever looks east, so
kill him once the dog patrol moves away. With the lights off and the bodies
hidden next to the Gun, get whoever is carrying the EXPLOSIVES to place one on
the ANTI-AIRCRAFT GUN, destroying it with no alerts caused.

    Eliminate the Anti-aircraft Gun (SW)
    ____________________________________

  Send Morozov south and have him knife the guard inside the hut, him being the
only one who will react when the lights are turned off, which should be
Morozov's next job. This leaves four Wehrmacht and an SS Officer - this guy is a
problem because he will react to anything, including his men being out of
position (because they're dead). He has to go first unless you want to open
fire, so use Morozov's Whistling to drag him away to the south bushes, usually
alongside one of his men, and kill him quietly, making it a lot easier to take
out the Wehrmacht.

  Hide the bodies and the use the remaining EXPLOSIVE to ELIMINATE THE SECOND
ANTI-AIRCRAFT GUN.

  Explore to the south and you might find a mine on a body leaning against the
wall of the destroyed house. This should come in handy versus the dog patrol
moving up and down the road.

    Damage the Communication Facility Switchboard
    _____________________________________________
        
  Cross the road with Morozov and have him sneak into the back garden of the
Communication Facility. Take out the two Wehrmacht, turn off the lights to bring
another soldier outside to his death, then kill the soldier just inside the back
door. Kill the other two men in here, including the SS Officer at the
Switchboard, then add the remaining man on the road to the list, hiding all
bodies inside.

  NOTE: Although Sanek isn't allowed into the Communications Building, I managed
to simply walk him in through the front door and deactivate the switchboard
while the SS Officer was using it! I then walked Sanek out the nearby door
before the guy went to red alert, completing the objective for free. Worth a
shot.

  With all of this done you can now DAMAGE THE COMMUNICATION FACILITY
SWITCHBOARD by having anyone interact with it. Send someone back onto the road
and have them plant that mine somewhere around the bottom of it, so that the dog
patrol will all die the next time they turn up.

  NOTE: At this point there is a target of opportunity to the north: two Polizei
by the Semaphore Control hut, and three more in the house to the east, a house
with a lot of supplies. If you're interesting in killing everyone on the map,
now's the time. Remember you can use Whistling to draw enemies out of buildings.

  Hopefully you have found another mine by now, but a grenade will do just as
well. With everyone else dead and the Comms destroyed, the five-man Wehrmacht
patrol can be killed at the westernmost point of their march with no adverse
results.

  Farther east there is the station house, guarded by a lone Wehrmacht. He will
turn on the lights if you turn them off, but killing him prevents this. There
are also three Wehrmacht waiting by the tracks, and they will need a bit of
stealth co-ordination to take out if you are unwilling to open fire. There are
also two enemies in the nearby shop, harassing a woman, so take them down, too.
To the east is a little house which only Sanek or Morozov can access, using High
Fence Climbing; in here you should find another shotgun if you forgot the one at
the start of the mission.

    Kill Biermeier
    ______________
        
  Biermeier is hiding in the large house in the south-east corner, guarded by
all sorts of German forces, including a dog patrol who are circling the
perimeter roads in an anti-clockwise direction. Once the two Wehrmacht guards at
the front door are gone, the patrol can be removed with a mine placed at the
junction south of the station house - so long as the SS man inside the house has
moved south no-one else should hear or investigate.

  This is important because it allows one of your stealthier Partisans to sneak
along the southern alley and inside the SE building, knocking out another
Wehrmacht guard and disabling nearly all of the outdoor lights in the vicinity.
Disable the alarm and kill the remaining Wehrmacht in the back garden and your
team is free to assault the big house.

  There should be four people in the house (five if you include the patrolman
who sometimes comes outside). Biermeier is the SS Officer in the south-east
room, the one not moving and guarded by the Wehrmacht. Sneak inside and kill the
other two, and find the 'BREST: COMBAT REPORT' in one of the containers.

  When you're ready, jump into the little room and KILL BIERMEIER and his
bodyguard.

    Collect Biermeier's Documents from his Safe
    ___________________________________________

  They have nothing of interest on their corpses, but SEARCH BIERMEIER'S OFFICE
to find the SAFE, inside which is 'COMMANDANT BEIRMEIER'S DOCUMENTS', the 'FILE:
"A.V. PETROVA"' and a high quality MP-35 SMG.

  You're done at the Bogachevo station, so loot everything and get out of there.
If you're still missing 3 kills by the time you leave, it may be because you
forgot to kill the dog patrol on the road by the tracks.  
        
  +++++
        
    Enemies Killed: 76/76
    Enemy Officers Killed: 3/3
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                    ACT III
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  'The attack on Bogachevo station lit the blue touch paper. The Hilfspolizei
commander Zobel led the partisan hunt himself. On his command, dozens of
innocent townsfol were taken to prison for interrogation and torture. In the
meantime, the partisan group were preparing their next operation: a series of
railroad sabotages. Collapsed bridges and derailed trains carrying men and
supplies would significantly disrupt the enemy's ability to fight a war.'
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  With Biermeier gone, the Germans are upping the ante, tearing through the
countryside and wreaking vengeance on the poor peasants who dare to defy them.

  Recognising the increasing gravity of their situation, Zorin proposes that the
Partisans swear an oath, making them an official military body:

  "I swear to never let my weapon lie until the last Fascist is banished from
our lands. Reprisals for cruelty, violence and killing must be conducted
ruthlessly and relentlessly. It is nobler to die in pitched battle with the
enemy than see your whole nation enslaved by the Fascists! An eye for an eye! A
life for a life!"

  I wonder how Valentina squares her Hippocratic Oath with all of that.
        
  +++++
        
  The Partisans are now given plenty of time to regroup after the success of the
previous mission. Day 32 is mission day, so use the time to heal and collect
food, as well as raise morale. Food rations are now more important than anything
else: you need multiple people collecting food every day.
        
  When the next mission arrives I suggest you include Trofim for his ability
with mines and for his Buckshot ability, both of which are very useful here. The
third matters less, but I like Bella for her Sprinter speed or Fetisov for his
Long Burst. Morale matters in this one, so lift it high before setting out.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.12 RAILROAD BRIDGE
  ____________________
        
  'One of our main goals is to disrupt the enemy's supply chain by sabotaging
the railway. A bridge collapse will delay railroad traffic and make a real
contribution to our victory.'
        
    TEAM: Zorin, Trofim (+1)
        
    OBJECTIVES: 
        
      Destroy the Bridge Security
      Plant Explosives (x3)
      Get to Safety (Hide in the Bushes)
                
    REINFORCEMENTS: Yes

  +++++
        
  This map is almost literally a copy of a mission from Commandos: Behind Enemy
Lines, called 'The Force Of Circumstance'. That one was far harder than this
cakewalk.
        
  After the stealth trials of the previous mission, I recommend you let loose in
this one. The game even suggests the same thing. Bring a team who can hit hard.
Fetisov might be worth a punt if you have given him any points in Heavy Weapon.

  Apparently reinforcements can be called in, but I've never seen it happen in
this map.
        
  +++++
        
  Move your little team north to find a few Polizei by a farmstead. Take them
out stealthily or otherwise - either is fine so long as the gunfire is limited
to the south edge. If the Wehrmacht in the road do hear, there's only three of
them. The Wehrmacht patrol on the road can be taken out by the logpile if
they're not dead to bullets before then.

  Move west to find some more farm buildings. There's a bunch of Polizei in a
house, and a few more in the yard: thin out the yard guys with bottles and
stealth before opening fire. Hopefully you have someone along with grenades or
with a unique Skill good at taking out multiple enemies (I used Trofim's
Buckshot on the house group). Again, these guys should not be a problem to
remove by this point in the game. Find the 'VECHERNYAYA MOSKVA #154' in one of
the little buildings.

  Note the small field over the fence, marked with danger signs. There are four
mines here, so bring Trofim up and collect them all, they will come in handy.

    Destroy the Bridge Security
    ___________________________

  Next comes the Bridge Security, a large assortment of Wehrmacht, headed up by
an SS Officer in the booth. Use Zorin to sneak around the perimeter and deal
with the outer guys one by one - they're all Wehrmacht, so bottles are in order.
The Officer can be taken out by a well-thrown knife through the back windows -
just time it so no-one sees and it should work. The Officer is carrying the
'FILE: "E.M. FONIN"'.

  Once the outer Germans are dead the inner ones can be ambushed and the machine
gun seized in order to finally DESTROY THE BRIDGE SECURITY, hopefully with no
injuries sustained by your Partisans. Loot the bodies and all the containers.

    Plant Explosives (x3)
    _____________________
        
  NOTE: You might be looking for the Explosives. Don't, because there aren't
any. We apparently brought our own and they're invisible.

  With the north end of the Bridge clear, put one of your Partisans (I used
Zorin) on the machine gun and make sure it's pointing at the Bridge. Move Trofim
and the other Partisan along the Bridge, placing EXPLOSIVES at each of the three
marked points. With this done, Zorin will remark on the suitability of the
Bushes as a vantage point. This is a silly objective, since they could watch
from anywhere, but it does require your entire team to reach the Bushes at the
south end of the Bridge, which just so happens to be guarded by a bunch of high
ranking Wehrmacht. Cheers, Captain.

  Have Trofim plant a mine or two along the centre of the Bridge, then move him
all the way back along it and hide him somewhere; then have your remaining
Partisan bring up the FOV of the guard who is looking directly at the Bridge.
The idea is to bait him into a red alert, then sprint back along the Bridge,
with all of the Wehrmacht following.

  Once your decoy gets back, park them in cover and wait for the explosions to
take out most of the enemies; the remainder should die to the machine gun and
supporting fire.

    Get to Safety
    _____________
        
  The map is clear, so move everyone along the Bridge and HIDE them in the
BUSHES near the track. Bring up your map if you're not sure which clump to use;
you'll hear the 'event' noise when you get it right. 

  Look at a couple of paintings (because animating it was too hard), then the
mission is complete.
        
  +++++
        
    Enemies Killed: 38/38
    Enemy Officers Killed: 1/1
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  Back at Camp, your new priorities are: gather as much food as possible; and
make sure Fetisov and Bella are healed of any injuries before mission day, which
is day 40.

  The game will force you to take Zorin, Fetisov and Belozerova on the next
mission. Make sure Fetisov has a SMG, rather than a machine gun. Morale really
matters a lot here, more than in any other mission, so try to get it to very
high before you leave.

  Also, make sure you pack a whole bunch of tools: certainly nearly all the
mines and tripwires you've collected already. Spread them around your team and
hold onto them until the end of the upcoming mission. Pack a few bandages and
grenades, too.
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.13 KHUTOR
  ___________
        
  'Just as Vasily Gavrilovich feared, the Fascists sent in a death squad after
we blew up the bridge with the SS convoy in Volkovo. The Polizei chief Zobel
will personally lead the mission, We must save the townsfolk and eliminate the
Fascist punisher.'
        
    TEAM: Zorin, Fetisov, Belozerova
        
    OBJECTIVES: 
        
      Rescue the Townsfolk
      All Townsfolk must survive
      Get to the other Bank
      Eliminate Nazis across the river
      Take up defensive positions
      Don't let the Enemy reach the River
      Repel all attacks
                
    REINFORCEMENTS: Yes

  +++++
        
  This mission is deceptively easy at the start, but you knew something must be
up. True enough, it turns into a siege mission at the end, so you'd better have
brought plenty of supplies.

  Make an archive save just before killing the machine gunner at the crossroads:
you don't want to start all over again just because you were hideously
outnumbered.

  Even though the game tells you not to let the enemy reach the river, this is
unlikely while you're putting up any resistance at the crossroads. They
concentrate on killing your team and won't try to sneak past to reach the river.
        
  +++++
        
  No sooner have you arrived than you meet Nikitin, and the next thing you know
he's a new recruit! Level him up as you please, it doesn't matter much for this
mission.

  NOTE: Do make sure you upgrade his Melee Skill to level II as soon as he is
recruited - he will need it later.

  NOTE: Do NOT give Nikitin any equipment. It will be magically gone the next
time you see him. I lost a high quality SMG this way.
        
    Rescue the Townsfolk
    ____________________
        
  The first four Polizei are easy to deal with. Move Zorin west on his own and
start picking off the stragglers around the perimeter until you are left with
only three or four Wehrmacht.

    All Townsfolk must survive
    __________________________
 
 You will RESCUE THE TOWNSFOLK when the last of these soldiers falls, whereupon
Nikitin will leave the party and escort the villagers off the map, to the east,
but not before commenting on the potential trustworthiness of Uncle Vasya. Make
sure you loot all bodies and containers here before you leave: there may be some
more mines or traps; and one of the bodies should have been holding the
'VECHERNYAYA MOSKVA #206'.
        
    Get to the other Bank
    _____________________
        
  This is done by approaching the BOAT at the shore, at which point Fetisov will
automatically row everyone across.

    Eliminate Nazis across the river
    ________________________________
        
  There are various Wehrmacht up north, guarding a crossroads with a few
containers of supplies, as well as a machine gun nest. Try abusing the save-load
bug here in order to keep the Officer from leaving his hiding place and doing an
inspection, which is really the only thing that can mess Zorin up. Take down the
Officer last, but make sure you leave the machine gunner alive for now. So long
as you don't wander into his vision cone or alert him to the point where he
turns around, you can operate behind him, buying yourself more time. Make sure
you loot everything here, too, including the 'PARTISAN'S COMPANION #4' in the
Officer's chest; you may also find a heavy machine gun in the north-west hut.

  At this point you want to place a few of the mines and tripwires you brought.
Make sure you place one mine at the far end of the north road, in the centre;
and place another one south-east of that spot, in between the danger sign and
the trees east of it.

  NOTE: There are enemy mines around the fields, but since you have no-one with
Demining you can't see them or collect them. Be careful when moving around. As
usual, enemies can't set off their own mines.

  These are the only guaranteed spots where enemies will walk: the other points
of entry are pot luck, and you may end up wasting quite a lot of munitions.
Place at least one at every entry point of the crossroads, away from the inner
cover and machine gun (where your guys will be). Otherwise, hold onto your
supplies for now. Make sure everyone has more equipped in their quick-use slots,
as well as bandages and grenades.

  Kill the machine gunner, ELIMINATING the last of the NAZIS ACROSS THE RIVER,
to start the show.

    Take up defensive positions
    Don't let the Enemy reach the River
    ___________________________________
        
  You have 2:00 to prepare, but you pretty much already did that, so just wait
until the clock runs down and get a new objective.

    Repel all attacks
    _________________
        
  You now have to survive attack by 40 enemies. Groups of Nazis will start
coming in from all directions, spaced out over time. The first will come via the
north road and ideally die to your mine; the second will come from east of there
and do likewise to your other mine. These will be mostly Wehrmacht with one or
two Polizei.

  Make sure you save every time there is a break in the action. The game won't
let you save while enemies are actually on the map and are incoming, since they
are considered to be on alert; but it will let you save while only the
reinforcement icons are counting down and you've killed all active enemies. Each
time you reload from one of these saves the countdowns are reset, but this is
not necessarily a good thing, because it means that as many as five groups can
arrive at the same moment. Because you know where the enemies will come from,
you have time between waves to send someone over there (Bella with Sprinter) to
place some more munitions. Definitely take advantage of this, it's key. Another
way to fend them off early is to camp near the border of the map and chuck a
grenade as soon as the countdown expires, although this does leave your Partisan
exposed and out of cover.

  NOTE: There is a bug with the reinforcement icons, where if you save while one
is hovering at the edge off the screen, and then reload to that save, the
countdown will reset to its maximum, but actually the reinforcements have not
been pushed back just because you reloaded. Don't trust reloaded icons!

  Otherwise keep your team in the centre of the crossroads, and have Fetisov on
the machine gun (assuming you have given him at least one point in Heavy
Weapon). Make sure he is always pointing the gun in the direction of the nearest
enemies; and after each group is dead make sure everyone reloads, including him.
Your other two team-mates are responsible for backup, so you want Fetisov to be
the first thing the enemies shoot at. You can ensure this by putting the other
two nearby, facing in the same direction, but in Defensive Mode until the
Germans are near enough to Fetisov for him to hit them, then you pop out the
other two and let rip.

  Keep saving at every break, and try to grab the loot off any dead bodies who
fall close to the crossroads, as you will be denied a chance to collect loot
later. With luck you may find more explosives.

  Once you survive the first five individual waves things change: you will know
it when you see it, because five different waves will being counting down from
different locations simultaneously, and all of them will contain SS soldiers. At
least one group will show up with a dog, typically from the east road: spot and
kill the dog before it can reach you, since it can really screw you over. This
is getting crazy, but this is also the last section of the mission: survive this
and you win.

  As well as the groups, two snipers are moving in, each represented by a single
reinforcement icon - they arrive separately, one from the east, one from the
west. These guys are a serious problem, because if they get close enough they
can one-shot a Partisan, and they will try to sneak around to the south of the
crossroads. To deal with them early, have one of your guys move east and hide in
the bush near the edge of the map, and when that sniper appears shoot him in the
back before he gets anywhere near the crossroads. The west guy is harder, so
keep your other Partisan hiding behind the south-west buildings, in Defensive
Mode, ready to knock him out when he arrives.

  With all these SS groups moving in at once, keeping Fetisov on the machine gun
is no longer a good idea: while he is shooting at one group he will definitely
be getting hit in the back by another. Take him off the gun and put him in
cover, making sure that each of the three roads is watched by one Partisan. Once
the groups get close enough, bring out the grenades and Fetisov's Long Burst to
keep them honest; and watch out for enemy grenades, which they will use to flush
your guys out of cover. Use Tactical Mode, it's critical here.

  NOTE: Keep an eye on all the reinforcement icons. Sometimes they get lost in
the bottom corners of the screen, making you think one flank is clear when it
isn't. Try moving the camera around, away from the crossroads, so that the game
reveals the excalamation icons of incoming soldiers, letting you know how many
there are and what angle they're coming from.

  That's about all I can tell you: this is a hard event, being one big gank.
You'll be lucky to get away with no injuries. However, REPEL ALL ATTACKS by
surviving for long enough and the game will automatically play a cutscene.

  NOTE: This part of the mission is not timer-based, it's based on the number of
enemies you kill - as soon as you reach 56 total the mission should end.

 NOTE: Don't worry about injuries or Near Death. So long as just one Partisan is
still standing by the time you kill 56 enemies the cutscene will still play and
all three Partisans will walk off the battlefield.

  Zobel turns up, having apparently captured the villagers Nikitin was supposed
to be escorting. So much for that. Zorin has no choice but to surrender.

  +++++
        
    Enemies Killed: 56/60
    Enemy Officers Killed: 1/1
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  The team has lost three of its key members. Hopefully this is only temporary.
Worth noting that morale hasn't dropped at all: do the others not like Zorin,
Fetisov and Bella?

  Well, at least the food situation is a little less urgent for now; still, I
recommend you collect as much food as possible while you have the chance. You
also got no resource boost from the mission because your guys never came back. 

  Day 41 is mission day, whereupon Morozov will allow Nikitin to convince him to
go back to prison. It's a two-man mission, so make sure Nikitin is properly
outfitted and levelled up; and make sure he has a loaded pistol so he can use
his Body Shield Skill. Make sure Morozov or Nikitin has reached Melee II before
starting on this mission. Give them both some tobacco, and pack a few tripwires.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
    3.14 PRISON
    ___________
        
  'Commissar Nikitin reports that Captain Zorin, Fetisov and Belozerova were
captured. Zobel is transporting the lot to prison. The criminal Morozov, who
served time in this prison before the war, has agreed to join Nikitin to rescue
their comrades.'
        
    TEAM: Morozov, Nikitin
        
    OBJECTIVES: 
        
      Eliminate Zobel
      Rescue Comrade Zorin
      Rescue Comrade Fetisov
      Rescue Belozerova
      Move your Partisans to BTR
      Open all Cells with Prisoners (x3)
      Find the Equipment
      Burn Prison Archives (x2)
      Don't let yourself be found
      Move your Partisans to the BTR
                
    REINFORCEMENTS: No

  +++++
        
  None of the other Partisans are suited to sneaked around a prison in the
middle of the night, so it's over to Morozov and Nikitin.

  In fact it doesn't even need two infiltrators, as I found Nikitin to be
superfluous here, especially since the mission will be failed at the slightest
hint of the Partisans' presence, meaning no-one is looking to fire any guns and
so a numbers advantage is irrelevant. Use Nikitin as a storage wagon if at all.

  If Nikitin does come in useful in any other way it will be because the game is
banking on the player having given either Morozov or Nikitin Skill points into
at least Melee II if not higher. If neither of your team has reached Melee II
yet and you have spent all their Skill points, you are going to have to rely a
lot on Ribknife.

  If Morozov has High Fence Climbing you have a choice of ways to approach this
mission, but if not you will have to go the only way possible. This is fine, as
that's the best approach anyway, but it will later mean a bit of backtracking if
you want to get the maximum XP for the mission. I have to write the guide
assuming that you did not get High Fence Climbing, but if you did then you might
want to enter the prison via the emergency exit instead.

  This mission has no reinforcements, but if your team is detected you
automatically fail. However, this is only if there is someone else in the
vicinity to detect what you just did (such as leaving dead bodies around). If
you kill off the last of the enemies in a given area and no-one else can reach
that area to investigate, you may continue. This comes in handy in certain
locations.

  Despite the lack of reinforcements, there is a radio alarm system in the
prison, and you can turn it off if you want. This should probably remove the
alert restriction on the level, but it doesn't - in fact it doesn't appear to do
anything, whether disabled or not. The enemy will not touch it either.

  There is a way to cheese this level and make it a bit more interesting. It
involves sneaking either Morozov or Nikitin all the way around the perimeter of
the map, avoiding lights, dogs and guards, until he reaches the gates in the
north-east. This completes and removes the 'Don't let yourself be found'
objective and allows you to run and gun through the level. This is not very
useful for most of it, however, since you still only have two Partisans on the
team for a long time.
        
  +++++
        
  Nikitin proposes entering the prison through the broken wall; while Morozov
wants to climb over another wall, unlock the gate, unlock the emergency exit,
and let Nikitin in. Nikitin's plan is far better, as you will rescue Fetisov
sooner (for more inventory space) and collect your missing equipment sooner,
too. It's also shorter and more elegant, and does not require that Morozov has
picked High Fence Climbing, so let's do it Nikitin's way. Loot the nearby body
for a knife if Nikitin doesn't have one.
        
  Lure the first guy to the break in the wall with Whistling and kill him. Add
the next guy to the pile; then have Nikitin debut his Body Shield Skill on the
pair of Wehrmacht, which is the only reason these guys are there in the first
place. With the bodies hidden, move south and hide in the bushes, watching out
for the dog patrol.

  Kill the guard at the door and hide his body inside, then kill the other two
inside the building. Use the switch to turn off the outside lights, and kill the
other door guard, hiding his body inside. There are three more Wehrmacht to the
south, but they are not hard to kill one by one - just stay out of the glare of
the spotlight. Hide the bodies far enough south for the dog patrol to miss them,
or beyond the breach in the west wall.

  Now that only the dog patrol remains in this western area, you can set a
tripwire to kill them. This will make noise and get the attention of the prison
guards above, but they won't do anything about it unless the dog patrol died far
enough south for the Wehrmacht in the guard room to hear, and so you will not
fail the mission, thus allowing you to reach the maximum kill count. You can
also just leave these guys until much later, then come back and take them out
with a grenade or something.

    Inside, Nikitin's way
    _____________________
        
  That breach in the wall allows your team to climb the stairs and enter the
upper floor of the prison at the south-west corner. 

  NOTE: If you do want to shortcut this mission and get rid of the 'Don't let
yourself be found' restriction now is the time to do it, sneaking one of your
Partisans along the high wall, through the rooms and out into the courtyard,
etc.

  You will see two light switches in the first corridor, plus some Wehrmacht in
the room next door, another one moving around to the east, and a couple more
patrolling the corridors to the north. Disabling the southernmost light switch
will cause three of the Wehrmacht guards to come out of the room and
investigate, a hard problem for your two-man team. (Nikitin can Massacre them
but then the others will come to check.) Ignore that light switch for now, but
turn off the other one. This will likely cause one of the patrolmen moving in
the long corridors to the north to come and turn it back on, making it easy to
take out both of them.

  Wait for the guy to the east to come your way and kill him, too. Hide the
bodies. Note the couple of locked Doors in the long corridors as you head north:
these are the prison Cells you will have to unlock, but you don't yet have the
Key.

  With everyone else in the area dead, you might want to take the time to mop up
those six Wehrmacht in the room, using Whistling to bait them out one at a time.

    Eliminate Zobel
    _______________

  Once you get far enough north you will see a cutscene in which SS Officer
Zobel is interrogating Zorin. There are lots of Wehrmacht in the nearby rooms,
so sneak someone into the central room in the north, the one with the three
light switches and the emergency exit door. Turn off the central light switch to
turn off the lights in the junction hallway immediately to the south, making it
easier to move around. From here just use the switches to bait various Wehrmacht
to their doom, hiding the bodies in the switch room.

  After a while you should be left with only Zobel to take down, marked in
yellow and with a Key icon above his head. ELIMINATE ZOBEL and loot his body for
the INNER ROOMS KEY. A container in the same room contains the 'FILE: "V.P.
KISLYAKOV"'; and a container in the north-west room contains the 'VECHERNYAYA
MOSKVA #270 PT. 1'.

    Rescue Comrade Zorin
    ____________________
        
  RESCUE COMRADE ZORIN by clicking on him, and you will learn that he cannot
walk and will have to be carried. You can do this by carrying him like any
corpse.

  NOTE: Zorin should have kept any injuries he sustained during the previous
mission, and his HP should be the same as it was when that mission finished.
This means that if he had no injuries or health loss when Khutur ended he will
appear here at full health, despite having apparently endured heavy torture.

  NOTE: Zorin can't move or do anything on his own, but he does still have his
own inventory and can be used for storage space. Maximise this by putting big
guns in both his weapon slots.

  NOTE: Once Zorin joins the group he will move to slot 3 in the team, but if
you reload he will then be moved to slot 1, messing up your hotkeys. The same
thing happens with Fetisov and Belozerova.

    A northern detour
    _________________
        
  (Ignore this section if you don't care about getting all of this mission's
XP.)
        
  You will have noticed the locked emergency exit door in the light switch room.
This can only be opened with the emergency exit key, which is carried by one of
the guards in the north-west building. The only way to reach this area is with
someone who has High Fence Climbing, which in this mission means Morozov.
        
  He has to climb over the wall and kill the nearby guard who is holding the
inner gates key, then use it to unlock the gate. There is a dog patrol and two
Wehrmacht on the platform, so sneak Morozov behind them, avoiding the roaming
searchlight, and knife the guy who comes out of the building, hiding his body in
the bushes.

  Run inside the building, kill the other two guards in here, and turn off the
lights outside. One of the guards was holding the emergency exit key. Pick it up
and climb the stairs outside to kill the high guard and open the emergency exit
door, allowing Nikitin to rejoin Morozov in the light switch room. Drag the body
of the stairs guard inside so the dog won't smell it.
        
  From here you have to take out the two guards on the platform to the north
(bait the moving one away with Whistling), then remove the dog patrol with
another tripwire - no-one should hear.

    Rescue Comrade Fetisov
    Rescue Belozerova
    _________________
        
  You got the Inner Rooms Key from Zobel's body, which means you can now unlock
all the PRISON CELLS, including Fetisov's and Belozerova's. Having removed all
the guards in the east and west wings of the prison (not including the two guard
rooms), approach each of the Partisans upon unlocking their Doors and they will
be recruited onto the team.

  At this point Nikitin urges that it's time to leave, and notes the presence of
an Armoured Car in the east of the prison.

    Open all Cells with Prisoners (x3)
    __________________________________
        
  Use the Inner Doors Key to unlock the THREE CELLS containing the PRISONERS
marked in yellow, until the objective is met. (You don't have to approach them
or talk to them, but you do have to unlock their Doors.)

    Find the Equipment
    __________________

  Have someone pick up Zorin and carry him, keeping him with the rest of the
team.

  In the south-east you will find another SS Officer, who will occasionally
leave the guard room to fiddle with the Storage Room Door. He has a Key icon
above his head because he carries the STORAGE KEY, so wait until he comes
outside, kill him, and collect the Key. You can then use it to unlock the
STORAGE ROOM DOOR, beyond which you will FIND THE EQUIPMENT in three CONTAINERS
marked with exclamation marks.

  Take all five Partisans into the Storage Room and loot the place, taking all
the weapons as priorities. Sort everyone's inventory and then park them
somewhere hidden. Use Morozov and his Whistling to bait all the Wehrmacht out of
the guard room one by one if you want the XP.

  From here you need to exit the prison via the south. Sneak down the stairs and
take out the four or five guards hanging around that south door, then go back to
the little tower beside the south-west guard room, where you first entered the
prison. Here there is a door leading to the high wall, and the rooms farther
south are guarded by three more Wehrmacht. With them gone you can turn off the
lights at the switch, making it a lot easier to get your team through the
southern yard, by the trucks. One of the containers in these rooms holds the
'FILE: "B.L. KHIGRIN"'.

  Clear out the south yard, then move into the south-east area, where there is
another light switch in the corner. Continue killing guards and avoiding dog
patrols until you reach the Archives.

    Burn Prison Archives (x2)
    _________________________
        
  Sneak inside and take out everyone, including the third Officer, and turn off
the lights. The patrolman will investigate this, so kill him before he spots any
bodies. Hide bodies well inside so the dog won't sniff them out. One of the
containers holds the 'VECHERNYAYA MOSKVA #270 PT. 2'.

  NOTE: There is a chest by the east window which is very hard to interact with,
but there's nothing important in there if you can't get it.

  Have someone interact with BOTH PRISON ARCHIVES to BURN them: this won't raise
any alarms. 

  NOTE: If you do take the shortcut through the level, I recommend you don't
complete this objective with only Morozov and Nikitin on the team. Completing it
wins 375XP per team member, so you want to wait until all five Partisans are on
the team to squeeze max XP out of it.

    Don't let yourself be found
    ___________________________
        
  Down the road you will find a fourth high ranking Officer and a few Wehrmacht.
Take out the nearest guy. The Officer and one of his men can be killed by moving
the truck. Depending on how their bodies fall, the guard by the next vehicle
might investigate and fail to see them because the truck is blocking the way; or
he might go the wrong way and see the bodies, so be ready with a knife kill.

  To continue you can just sneak near enough to the north-east gates to complete
the DON'T LET YOURSELF BE FOUND objective, removing the need to stay stealthy.
This is nice because you can now ambush the dog patrol in the south, then kill
off the remaining Wehrmacht in the north, by the gates.
        
    Move your Partisans to the BTR
    ______________________________

  With everyone dead, do the last of the looting and then approach the BTR
ARMOURED CAR with your squad, including Zorin, to finish the mission.
        
  +++++
        
    Enemies Killed: 83/83
    Enemy Officers Killed: 4/4
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  The entire gang is back together. Not much to say here, just get everyone
prepared, focus on food, and wait until day 45 for the next mission.

  Pack plenty of grenades for the next mission. I recommend that Trofim
accompanies Zorin for his Demining and his grenades. If you do take Fetisov,
give him a few rounds of 7.62mm ammo if you've upgraded his Heavy Weapon Skill
at all.
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.15 VALUABLE CARGO
  ___________________
        
  'Word on the street is that a Soviet airstrike destroyed a convoy of trucks in
the middle of the night. While the Fascists are busy dealing with the
consequences, we have a chance to attack and capture the cargo.'
        
    TEAM: Zorin (+2)
        
    OBJECTIVES: 
        
      Obtain the Intelligence Data from the SS Officer's Safe
      Investigate the Crash Site (kill the Nazis in the zone)
                
    REINFORCEMENTS: Yes

  +++++
        
  This mission doesn't really need much of a guide, it's just a Cannon Fodder
level with a lot of gunplay and explosions.
        
  There are quite a lot of enemies in a very small space, plus the possibility
of reinforcements, so more firepower couldn't hurt. No need for stealth here, so
Fetisov is good for his crowd control and big backpack, as well as the fact that
he gets to find and use a brand new machine gun; or Valya balances out Zorin's
mid range and Trofim's close range nicely.

  If you do take Trofim or Nikitin there is no need to stock up on mines,
assuming you've given them Demining.

  I recommend you complete the secondary objective. It's well worth it and
Fetisov will thank you.
        
  +++++
        
  The two objectives are north and east respectively, but the radio is in the
north, so you might want to take care of that area first.

  The field your team starts in is riddled with mines, so get someone to comb
them out of the ground. There is a four-man patrol on the road, but before you
get rid of them you might want to remove the guard inside the gate, and the SS
OFFICER inside the house, as they are the ones most likely to hear any commotion
on the road. You might as well get Zorin to kill all the other enemies in the
house, hiding their bodies away from the windows, and keeping tobacco handy to
avoid the dog.

  Close the gate if Zorin opened it, then place a mine at the westernmost point
of the patrol's route, taking them out. This just leaves a few Wehrmacht and the
dog in the yard, so set up an ambush and kill them off.

  NOTE: The map's radio is by the truck. Don't let that guy activate it.
        
    Obtain the Intelligence Data from the SS Officer's Safe
    _______________________________________________________
        
  With the area clear, loot the house for various supplies and the SAFE KEY on
the corpse of the Officer. Use it to open the SAFE and collect the 'ENCRYTION'.

  At this point you are free to leave, but there is still loot and other XP to
be gained here, so take your team back to where they started the mission if
you're interested in playing on.

  There are various SS soldiers and Wehrmacht to the east of this position, and
they have a bit too much firepower for a three-man team, so have Zorin pick a
few off, using bottles and knives. Once the odds are a bit more even, open fire,
keeping your guys around the south of the area to avoid the sound of gunfire
reaching the soldiers farther north.

    Investigate the Crash Site
    __________________________

  Loot the six containers on these roads, then move east to the fence, towards
the Crash Site. Here you will see another SS Officer and a few more Wehrmacht
soldiers milling around the crashed plane, but there are lots of mines between
you and them, so collect them while avoiding the gaze of the enemies. With the
path clear, set up another ambush and open fire from three sides, taking them
all out. Once this is done the game thinks you have INVESTIGATED THE CRASH SITE,
but I suggest you loot the plane for the first appearance of a common Lewis
light machine gun, as well as the 'FILE: "E.I. ZELENKO"'.

  This just leaves the rest of the enemies, including the third Officer (the guy
fussing around between the two vehicles), in the centre and north-east to clear
away, if you're interested. Get Fetisov to try out his new machine gun, and use
grenades against superior numbers. Loot the various containers dotted around and
you should find another MG-34 machine gun in the chest by the truck. Also, don't
miss the 'PARTISAN'S COMPANION #5' in the container behind the house in the
north-east.

  +++++
        
    Enemies Killed: 32/32
    Enemy Officers Killed: 3/3
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  All those SS men... The Germans knew the Partisans were coming! Meanwhile, Big
Bertha is moving into Krasnoselskaya station, and the Partisans are gearing up
for a sabotage mission in support of the Red Army. This may be their most
challenging mission yet.

  Day 47 is mission day, not much time. The next mission is very stealth heavy,
so factor that into your team choices.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.16 BERTHA
  ___________
        
  'The Center is planning an aisrstrike on Krasnoselskaya station to destroy the
cannon known as Slender Bertha. But first we must sneak into the station for a
little sabotage.'
        
    TEAM: Zorin, Sanek (+1)
        
    OBJECTIVES: 
        
      Don't let yourself be found
      Damage First Gun on the platform
      Damage Second Gun on the platform
      Eliminate Locomotive Brigade (x3)
      Call for an Air Raid
      Leave the town before bombardment
                
    REINFORCEMENTS: Yes

  +++++
        
  Similar to Commandant, this is another large setpiece mission which takes
place at night. Stealth is very much the order of the day here, but this one
throws up all sorts of challenges and may take some time. However, it can be
done in quite a linear way, and so long as you pay attention to the environment
it's a lot of fun.

  This is definitely one for Sanek: a stealth mission involving lots of buttons,
dogs and Wehrmacht. I hope he's got Distraction II by now, although it's pretty
unlikely. Buy it if he reaches Saboteur tier during the mission. Remember to use
Slingshot II and give him a knife.

  Your third slot is more speculative. I suggest someone with a large backpack,
since there are a lot of resources in this big map, and your third Partisan will
come in useful mainly for their ability to carry crap around. SIlent Move I is
another good one, as the map is heavily populated. Morozov suits this mission
really well, as long as you're not tired of spamming him.
        
  Make sure everyone has mines, tripwires and tobacco.
        
  +++++
        
    Damage First Gun on the platform
    Damage Second Gun on the platform
    _________________________________
        
  From your position in the west, your top priority right now is disabling those
Guns, since this will also remove the gunfire restriction for the rest of the
mission. Move your team east, avoiding the five-man SS patrol led by an Officer
on the road, and hide them near the buildings west of the Guns. There are
several Wehrmacht here, plus a single SS man. At the side of the northern
building is a light switch which can be used to turn off all the outer lights
here, although the nearby Wehrmacht guard will have to be removed first - kill
him and hide his body in the bushes outside the north-east gate. With the area
in darkness everything gets easier.

  You can now start picking off stragglers, avoiding the dog patrol until later.
Once the area is clear enough, have any of your team move to the Guns and
interact with them to DAMAGE THE FIRST AND SECOND GUNS ON THE PLATFORM. This
should remove the 'Don't let yourself be found' objective, meaning you can use
guns from now on. Disable the siren while you're here.

  Take out the dog with Sanek's Slingshot, hiding the body before the patrol
turns around and notices it's gone. With only the two-man patrol left in the
area, take them out with a double stealth-kill. You can now send someone west to
the road, in order to lay a tripwire and take out the five-man SS patrol where
no-one will hear. Don't forget the lone Wehrmacht in the south building; and
note the building to the north has several containers, one of which holds the
'VECHERNYAYA MOSKVA #231 PT. 1'.

    Moving north and then east
    __________________________

  Move the team north, along the west side of the map, and you will come to a
clearing where a few Nazis are standing around a tank: here we have two SS men
and some Wehrmacht. Turn off the lights at the switch to make things easier,
then pick off the various Wehrmacht stealthily, probably leaving just the two or
three men nearest the tank. Set up an ambush and use the barrels.

  NOTE: There is a ruined wall to the north, behind which is a container with
three tripwires in it.

  Move east and a little north and you will go around the north side of a
building in which another Officer is bothering a civilian. The guard outside the
north-east door is easy to take out, followed by the other one to the east. Hide
the bodies so the Officer doesn't see them through the window, then have Zorin
stand by the window north of the Officer and kill him with Knife Throwing. Go
inside and loot his body for the 'FILE: "V.A. KOTYK"', then loot the other
containers for some nice weapons and ammo.

  Move someone east and kill the guard on the platform, then turn off the lights
at the switch. This makes it easier to begin mopping up all of these guys around
the platform building, starting with the other three SS on the platform (turn
off the alarm post while you're here), then the machine gunner, then the two
Wehrmacht (bottles and Whistling), and finally the two soldiers nearest the
building, including the guy right outside the Officer's door.

    The north roadblock
    ___________________

  Farther north is a little trickier: you have a three-man patrol along the
north road, and they are watched by another patrolman on the same road. This guy
moves in and out of a patch of light, so try having someone plant a tripwire at
the west end of the road while Zorin takes out the single guy with a knife while
he is in the darkness (he should not be seen when he falls). The patrol then
moves west and hits the tripwire, heard by none of the others at the roadblock.
Use a grenade on those guys. The one in the booth is the third Officer.

  That's about it for the west portion of the map; we're now moving through the
centre-north. There is a dog being walked by the tracks, and it's tricky to get
past. If you have Sanek or Morozov I suggest you climb them over the wall
nearby. This will allow them to sneak down and turn off the lights, killing the
three nearest Wehrmacht while the dog walker is not looking. (Don't go farther
down the tracks right now, it's blocked by SS and another dog.) Leave the dog
and the man until last, then spot the other guard by the other light switch to
the north-east.

  From here you will find a gap in the wall to the south, with a few Wehrmacht
wandering up and down. Sneak around by the big bush and take out the patrolmen
from behind, with or without the crane, then add the guy at the gate. You are
finally at the first of the Locomotive Brigades.

    Eliminate Locomotive Brigade (x3)
    _________________________________
        
  Ignore the station building for the moment, and move south along the east side
of the map. There are more Wehrmacht here, by the alarm post, baitable with
bottles and Whistling. Once you are left with the guys in the building start
baiting them outside and taking them down in the darkness (there is no way to
turn off the building lights, unfortunately). Once you've killed all of them the
FIRST LOCOMOTIVE BRIGADE will have been ELIMINATED (although the icon will still
show on the map). Don't forget to turn off the siren in the area, near the
machine gun emplacement.

  There is a warehouse to the south, quite close to the next Locomotive Brigade.
Turn off the lights at the wall to bait one of the Wehrmacht outside, then kill
off the rest. Move onto the tracks and begin working your way down, using
stealth, Whistling and Slingshot to deal with the various problems, both on the
tracks and south of the second station building. At the bottom of the tracks you
will come to a train depot with a few SS inside, one of whom can be baited
outside by hitting the light switch at the corner. Kill everyone inside, but
don't go out the south doors.

  Finish off anyone lurking east of the tracks. By the time you've finished you
should have ELIMINATED the SECOND of the LOCOMOTIVE BRIGADES. 

    Call for an Air Raid
    ____________________

  This still leaves a few buildings and quite a lot of soldiers, so deal with
them next. There are three long buildings hugging the east side of the map. The
first one can be dealt with quite easily, whether by using the light switch to
bait at least one man outside, or by sneaking around the back and taking out the
group of guards from behind, including the machine gunner. The next building
only has two guards, and is worth visiting for all the weapons and ammo in the
containers.

  NOTE: There is a locked door here, but as far as I know the key to it does not
exist.

  The third building is much more of a problem, surrounded by guards and well
lit. Start by turning off some of the lights at the switch on the tower, then
take out the Wehrmacht outside first, working north to south. With these guys
dead, turn off the light on the wall to bring out one or two of the inner
guards, then go inside and finish off the others, including the SS man behind
the bar.

  The Radio is against the south wall, but don't use it just yet, there are
still some things to tie off. Loot the building for whatever you find, then move
west. There is one more narrow building here, and the container inside holds the
'PARTISAN'S COMPANION #8', which handily tells you about ambushes. Park everyone
behind the various pieces of cover, then open fire, taking out the three dogs
and whatever soldiers remain in this bottom corner of the map, finally
ELIMINATING the THIRD of the LOCOMOTIVE BRIGADES.

  The entire train station should now be empty of all enemies, but you still
have to CALL FOR AN AIR RAID, which you can do via the RADIO in the south-east
building. This will bring in a great many reinforcements - almost as though
you've been set up...

    Leave the town before bombardment
    _________________________________

  Before triggering the Air Raid, give your two slowest Partisans a few mines
and tripwires each, then move them both all the way to the north-east corner,
where the spotlight is pouring all over the ground north of the walls. Trigger
the AIR RAID with your fastest Partisan and then run them all the way up there
before the reinforcements arrive. They will come in the form of three troops of
SS men, each led by an Officer.

  Once the icons appear on the screen, have your other Partisans place mines and
tripwires where you know the enemy troops will appear (they do just spawn in,
rather than running in from off the map). Once this is done, hide those two
behind the sandbags while they wait for the third guy to sprint up the map and
join them. Take out any not killed by the traps, loot the bodies for a lot of
stuff, then walk your team into the lit area in the north-east to complete the
mission.

  NOTE: Once you know where the squads will appear you can of course just reload
the game and place your traps in those spots. Hide any nearby bodies so that the
SS don't wander off upon spotting a corpse, inadvertently avoiding your setup.

  NOTE: There is a bug where the two cutscene VO screens play while the mission
continues, even though your team has technically left. This means your men can
be shot and injured in the background. Skip the cutscenes or make sure all
enemies are dead before leaving to avoid this.

  +++++
        
    Enemies Killed: 115/115
    Enemy Officers Killed: 6/6
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                                    ACT IV
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  'The air strike called in by the partisans completely leveled the station. A
direct hit destroyed the enemy's Bertha-class siege gun that threatened
Leningrad. The partisan group had successfully completed Moscow's mission. But
this was no time to celebrate victory. The commander realised that their coup
would infuriate the enemy, and that the upcoming counter-partisan hunt would
entail serious reprisals against the civilians. The fiercest battle was yet to
be fought...'

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  So, the Partisans have really poked the bear now, and the Nazis are gunning
for them. In one of his less commendable moments, Zorin decides to attack the SS
HQ in Berlin with three people. What can possibly go wrong? Day 50 is mission
day. There's no point assigning tasks to the Partisans you're not taking into
battle - this is the final mission!

  It's going to be very heavy on stealth, and the entire mission suits Morozov
more than anyone else, which is why I treat him as obligatory. Bella is a strong
third shout for her speed; and Nikitin's Massacre and Body Shield could both
come in useful. Don't worry about inventory space or munitions.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
        
  3.17 TO BERLIN!
  _______________
        
  'The Commandant is launching a massive anti-partisan mission, which involves
the SS death squad. The only way to disrupt their plans is to eliminate the
enemy commanders.'
        
    TEAM: Zorin, Morozov (+1)
        
    OBJECTIVES: 
        
      Kill the Punisher Commander
      Kill the Head of the Camp
      Kill the Commandant
                
    REINFORCEMENTS: Yes

  +++++
        
  Camp management is over, so the only things you need pick up here are things
you plan on using within the mission (plus any Encylopedia lore you care about).
        
  This mission contains ten Officers, plus the three targets. It's pretty much
impossible to test for this, but I assume I've correctly identified all ten
Officers. If not, no big deal.
        
  This is the first map to contain weather. This operates like a dynamic
day-night cycle in terms of visibility. When it's very cold the game acts like
it's night, and the entire outdoor area is treated with low visibility, helping
your Partisans work in secret. This is indicated by the frosting at the corners
of the screen. Do your stealth work while the cold is on, but watch out for it
disappearing again, as the enemy will regain full visibility.

  There is tons of concealment in this map, making it very easy to use
Whistling, bottles, etc. It is also nicely split up into zones of audibility,
meaning that you can usually get away with gunfire without drawing too much
attention from elsewhere. The only radios are in the main building.

  +++++
        
    The main gate
    _____________
        
  If you brought Morozov or Sanek along you will find two spots on the fence
where they can climb over with High Fence Climbing; otherwise you are going to
have to get someone through one of the three gates and inside to begin your
stealth work. Assuming you get someone beyond the gate unseen, you will notice
an SS Officer inspecting the various soldiers around the gates, including the
one-man dog patrol moving up and down the road. The Officer has to go first, so
Morozov's Whistling is a great way to draw him into the bushes and take him out,
hiding him far enough away from the dog. You can then pick off the various other
targets here and hide them, too, ending with the man and his dog. Note the two
alarm buttons, one on each gatehouse - disable these at some point; although if
you start a firefight far enough south then no wider alarm will be raised, so
this is an option in a pinch.

  The centre of the map is to be avoided for now, with two dog patrols moving in
semi-circles and not a lot of cover. Work clockwise instead.

    The shooting range
    __________________
        
  Sneak your guys west to find the shooting range, where some Wehrmacht are
practising while under the watch of a single SS Officer. This guy isn't really
inspecting anyone, so you can leave him until later; but the early targets of
opportunity are along the north edge, generally looking south and east. Kill off
those three Wehrmacht and the Officer, then begin taking out the soldiers inside
the range. There are walls between the ranges which act as sight barriers, so
it's not hard. Hide the bodies in the bushes and continue north.

    Kill the Punisher Commander
    ___________________________
        
  This is actually really easy, in a Hitman sort of way. There is a washroom
building immediately north of the shooting range, and then north of that is the
mess hall where the Punisher Commander likes to hang out with all his SS buddies
(he's the guy in black, standing at the north-east corner of the middle table).
When you gotta go you gotta go, and so sometimes he wanders outside and visits
the washroom - Zorin's cue to hide in the south-east room and then pop out and
KILL THE PUNISHER COMMANDER, leaving him on the toilet. No need to bother anyone
else in the mess hall right now; although if any other SS do come out to go to
the bathroom you might as well add them to the list while you're here.

  NOTE: It is common for the other SS visiting the washroom to get stuck in
place while trying to pass the stall doors. Try using Whistling or some other
noise to get them unstuck.

  NOTE: Don't try to hide in the stalls or go anywhere near them. Your Partisans
will likely get stuck and you'll be forced to reload - fatal on Hard Mode!

  NOTE: Sometimes it takes a very long time for anyone to go to the washroom,
and sometimes they won't go at all. No matter: they can all be baited outside
individually with Whistling.

    Crossing the map
    ________________

  In the north-east corner of the map there are four Wehrmacht, three hanging
around a shed and a fourth at the south corner. All these guys are easy to take
out, and the Wehrmacht in the shed carries the KEY TO THE WEST ENTRANCE. One of
the shed's containers holds the 'VECHERNYAYA MOSKVA #254'.

  NOTE: This item seems to be buggy, appearing in the Encylopedia as both parts
of the article, even though you only found part 2. Both parts can also be found
elsewhere in this map.

  NOTE: The Key To The West Entrance unlocks the locked Door at the main
building's north-west corner, obviously, but you might want to avoid unlocking
it until you have cleared out more of the outdoor area. Without the appropriate
Keys the enemy cannot unlock their own doors, and so if they hear anything
through the walls they are less able to respond.

  Avoid the main building for now, but work your way from west to east along the
front, taking down five SS soldiers and hiding their bodies in the bushes
against the corner walls, so the dog patrol doesn't sniff them out. You may find
some munitions in the two containers.

  The area around the north-east greenhouses is clear, but farther south is a
garage with four Wehrmacht hovering around, one of them holding the KEY TO THE
EAST ENTRANCE. The back door to the garage is locked: this is another of those
doors for which no key exists in the game. Loot the garage for lots of
munitions.

    Kill the Head of the Camp
    _________________________
        
  South of here is the execution site, where the Head of the Camp is hanging out
with his firing squad. The place is well guarded, with lots of Wehrmacht and a
dog. Start from the bushes in the south and pick off the various Wehrmacht at
the perimeter, using the weather for cover. The guy by the truck, holding the
three prisoners, cannot be baited away, but everyone else on the outskirts can,
leaving him an easy target. 

  This will leave the guys east of the red flag. The one by the benches is kind
of guarded by the dog, who will smell anyone who gets close enough to the guard,
so use some tobacco to take the guard down unsmelt. This just leaves four
soldiers, including the HEAD OF THE CAMP, and two dogs. Set up an ambush when
neither of the central dog patrols are around, wait for the weather to take a
turn for the worse, then chuck a grenade to kill everyone quickly. The Head is
carrying the 'FILE: "Y.D. BELYAEV"'.

  With everyone in the area dead, plant a tripwire and a mine across the path
just south of the garage. This is to preclude the unwanted arrival of any
possible reinforcements later.

    Sweeping the yard
    _________________
        
  Mess hall aside, this leaves two dog patrols roaming around, each led by an SS
Officer, and three soldiers in the central gazebo. Those middle guys are easy
enough to kill with a grenade; and in fact you can take them out at any point
because no-one else even hears the grenade. The dog patrols can die to tripwires
placed somewhere in the east half of the map, away from the mess hall where you
left all those soldiers earlier.

    The mess hall
    _____________
        
  There are still lots of SS and one Wehrmacht inside the mess hall, plus the
three soldiers by the truck outside, one of whom is an SS Officer. If you're not
willing to use Whistling on each and every one of them, I recommend you set up
an ambush around the benches south of the building, then chuck a grenade in
through one of the windows, mopping up any survivors as they come out the west
door. The noise will likely bring the truck guys running, so be ready for them
with another grenade or maybe a tripwire you made earlier. One of the SS men,
another Officer, is carrying the 'FILE: "I.I. IVANOV"'; and in the mess hall
containers you will find the 'ARTICLE: "YOUNG HEROES," PT. 1' and 'ARTICLE:
"YOUNG HEROES," PT. 2'.

  NOTE: The two Articles are a bit buggy, and sometimes they will show up in
your Encylopedia before you've actually collected them.

  Before you continue, and as you did in the east, place a tripwire and a mine
on the path between the mess hall and the washroom.

    The main building
    _________________

  Outside is now clear. You'll notice the main building has two central rooms,
flanked by two wings of three rooms each. Each wing has its own radio button on
the wall, and those rooms can only be reached via the outer ones. The single
soldiers in the front rooms of each wing can be baited outside with Whistling,
but not the inner guys.

  Enter via the WEST DOOR, using the KEY TO THE WEST ENTRANCE, having first
gotten rid of the single guard in the room to the south. There are two more
guards in this north-west room, so kill the one inside the Door when the other
moves away, kill him next. But now there are four SS in the next room, including
an Officer, they don't want to come out, and they'll run for the radio button at
the first sign of trouble. On top of that, there are three more SS in the south
room in the middle, and they have an alarm button of their own.

  The good news is that neither wing can hear events in the other one, provided
they happen far enough away. Even if you kill everyone noisily in one wing, the
other wing will not raise an alarm if the gunfire took place far enough away
from that central room with the three SS (so just don't allow any guns to be
fired near either radio button and it should be fine). 

  Here's how to deal with this. Park one of your Partisans in the north-west
room with a grenade, and hide him behind the bench. Put the other two in the
room to the south and have them shuffle around in the north-east corner of that
room, making enough noise to fill the yellow exclamation mark of the soldier
through the wall. This will cause all four of them to go on yellow alert and
move towards the source of the noise, but not actually come through the door.
Get your grenadier to toss a grenade at his side of the wall (avoiding your
Partisans, obviously) and it will explode, killing all four of the SS on the
other side without raising an alarm. They should all be caught by the blast if
you threw the grenade correctly, and because they can't see it they don't know
it's there and will therefore not run away from the countdown. The three SS in
the central room and the Commandant should all go on red alert but not actually
hit their alarm button, since they haven't actually SEEN anything; they also
won't leave their rooms. Wait for them to calm down.

  NOTE: There is a chance they will hit the alarm button before going off red
alert, but if this happens it's irrelevant. It's not a radio button and so it
will not summon reinforcements; and you've killed everyone else on the map.

  Once you have dealt with the west wing in this fashion, leave one of your team
here and take your other two guys outside and all the way around to the east,
then do exactly the same grenade setup again, killing the ninth Officer
accordingly. You should finally be left with the three SS in the central south
room, with the one moving back and forth being the tenth Officer, and the
Commandant in the back room. One of your men will be in the west wing, and the
other two in the east.

    Kill the Commandant
    ___________________

  There are only two doors into that southern room, so set up an ambush and open
fire, or just open either door, lob a grenade, close the door again. There's not
much the SS soldiers can do to stand up to your pincer attack.

  Loot the container for the MAIN ENTRANCE KEY, then open the DOOR...
        
  NOTE: Even if you remove all knives from Zorin's possession, he still
magically pulls one from somewhere.

  +++++
        
    Enemies Killed: 80/80
    Enemy Officers Killed: 10/10
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  Congratulations on completing Partisans 1941! I hope this guide helped and
that you enjoyed reading it.
        
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

                              4. CONTRIBUTIONS
                              
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  Version 1.0 - N/A
        
  Version 1.1 - N/A
        
  Version 1.2 - N/A

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

                             5. VERSION HISTORY

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  Version 1.0 completion - August 2024
        
  Version 1.1 completion - September 2024
    Minor formatting and spelling corrections
                
  Version 1.2 completion - November 2024
    Minor corrections

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

  This guide was written and formatted with the excellent Metapad:

http://www.liquidninja.com/metapad/

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 

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