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Silent Storm Sentinels
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SILENT STORM SENTINELS Walkthrough/Guide
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Ver 1.0
Silent Storm Sentinels is (c) 2003/2004 Nival Interactive, JoWood, and
their affiliates.
This guide is copyright 2006 Guiler (guilersk@earthlink.net)
This guide is for personal use only and may not be sold, bartered,
or used for any purpose that involves profit, including but not
limited to, money, favors, slaves, and/or human babies. Unauthorized
copying of this Guide will result in your horrible, agonizing
destruction.
I have beaten the game. If you want/need info on scenarios I haven't covered
yet, go ahead and email me and I'll see what I can remember. I am in the
process of replaying the campaigns now. The guide will continue to be updated
as I do so.
If you have further and/or better tips on how to beat the campaign, mail me
at .
TABLE OF CONTENTS
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TACTICAL HELP
RARE ITEMS
CHARACTER PROGRESSION
-SNIPER
-SCOUT
-SOLDIER
-MEDIC
-GRENADIER
-ENGINEER
CAMPAIGN
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TACTICAL HELP
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Having trouble with even the basic missions? All of your guys are dying? Here
are some basic tips.
-S3 is all about the cash, and who you can hire with it, and what weapons
can buy. Not only that, but near the endgame you need 100K to buy off somebody.
Pick up all the stuff you can sell, and use the ALT key to figure out what is
worth more. Do -lots- of random encounters, both to level up and get cash for
better gear.
-High-level mercs may seem good, and some come with real good equipment (even
unique in the case of the katana), but they have their disadvantages, cost
being one. The other disadvantage being that their skill points are already
spent. I prefer hiring cheap guys, leveling them up and choosing their skills
for myself.
-Some weapons (like the Manlicher-Carcano rifle) are quite good, but have the
disadvantage of having rare ammunition that cannot be gotten in bulk and can
only be bought at base. While it's a great rifle, it's useless if you run out
of bullets. Stick with something that you can buy MG magazines for, and with
ammunition that your enemy may be using against you. Mauser 7.92x57 and 7.62x
53R USSR are great examples, as are .303, Springfield, and the ubiquitous .38
Parabellum.
-Many people overuse SMGs, thinking that they are the coolest thing. Here's a
tip: in most games like this (Jagged Alliance, XCOM, etc.) burst fire -sucks-
if you're more than 10 feet away from the enemy. Don't think you're playing a
movie where James Bond fires a machinegun from 100 feet away killing 3 goons.
This is a -game-, and for game balance reasons, it's coded to make burst fire
miss a lot unless you're right on top of your enemy. There is nothing quite
like opening a door on 3 guys that are right there, and opening up on long
burst, killing all three and ripping a hole in the wall. But if they aren't
right there, you're going to blow your whole clip and be dead on their turn.
As a general rule: 40% hit or more is safe to use short burst, and 30-35% is
ok to use long burst. Keep in mind that you still run the risk of missing
every time. I do it a lot. You are not immune to missing the whole clip, and
don't think you are. Silenced SMGs, and/or those with cheap AP costs are
best, especially ones with readily available types of ammunition, as you go
through ammo on an SMG quite quickly, and you want to be able to pick some
more up on the scene if you run out of ammo.
-Use rifles. And don't think you can use rifles with just Snap Shot, either.
Early in the game, when your hit % is really crappy, Snap Shot isn't going
to cut it. Either hide behind some cover and do a Stand/Aimed Shot/Crouch
routine, or find good cover, crouch, and used Aimed Shot. Many of your
enemies early on are armed with crappy SMGs. Pick them off before they get
to you with rifles. Rifles with scopes are better, BTW. The best rifles are
either silenced (fire without losing hide), fast (low AP to fire), or have
high penetration values (can go through walls and armor). While you really
can't get a rifle that does all 3, the Carbine 98K scoped silenced, the
DeLizl Silenced, and the SVT40 all have 2/3 of these features. The Manlicher-
Carcano is also 2/3, but it has serious ammunition issues.
-Use your scout to scout. Don't stumble into ambushes to get blown away. Set
your scout on Hide [h] and crouch or crawl to a forward position behind cover.
When the scout sees someone, start combat and use your other 5 guys to take
pot shots at him from afar. You may miss a lot (although the sniper is good
at this), but the enemy won't be able to retaliate without running for your
guys for a round or two (assuming he hasn't seen your scout), giving you ample
time to take 5 or 10 free shots at him--and you'll be building Shoot experience
for doing it.
-Always Run when moving in combat. This is not to say run around like an idiot;
run from cover spot to cover spot, crouch, and then fire. Crouching across the
field is fine if you want to take 4 rounds to do it with no shots while you're
doing it. But if you you move slowly and get caught out in the open during an
enemy turn, you're done for. And the enemy certainly won't be gracious enough
to wait for you to get into position before assaulting. In sentinels, where you
move much slower than you do in the original S2, running is key.
-Know your ammo. Why carry 10 clips of 5xMauser when you can carry 1 clip for
a heavy MG of 50xMauser? There is no penalty for using the wrong clip size to
reload--it just has to be the same ammo type.
-Stealth is your friend. If the enemy can't see you, he probably won't hit you,
right? The only thing is, if you fire a shot while hidden, it will reveal you--
unless you fire from a silenced weapon. Silenced pistols, SMGs, and rifles are
invaluable for this sort of thing. Using a hidden scout to spot targets for
your sniper can be an effective way of taking out anyone without retaliation.
Using it in concert with Panzerkleins can be even better, considering PK's
relatively poor sight/sound detection, and their heavy weapons that tear
through obstacles. Park a PK outside, have the scout go in and look for
targets, and then have the PK fire relentlessly at it, blowing away walls in
the process.
-Beam Panzerkleins (the ones with the green laser weapon) are the the most
effective ways to take out enemy PKs. However, they have ammunition issues.
While you can get infinite ammo at the base, they can only use short burst
and have a clip of 16; not only that, but their clips take up 4 spots!
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RARE ITEMS
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Tremendous thanks to the Silent Storm Board at GameFaqs, without whom I would
not have found any of these.
KATANA
The best melee weapon in the game (although it is a little big in inventory).
It has a great critical rate. You can, with good melee skill, kill 3 enemies
in a turn with it.
The Katana is gotten by hiring a Japanese Mercenary for 40K. Not cheap.
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CHARACTER PROGRESSION
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SNIPER
------
In my opinion, the best class in the game. Always Inflict Ranged Crits cannot
be beaten (unless you enable 'always critical hits' in the difficulty, which
makes this skill useless).
LOOK FOR FREE:
Useful, but not earth-shattering. You'll notice it when you don't have it,
though.
PISTOL SPECIALIZATION:
I see no need for this unless you are looking to get RIFLE SPECIALIZATION.
The sniper's Shoot rating grows faster than any other class, so you don't
really need the extra 10 points, in either of them.
BETTER CAREFUL SHOT:
Get this. It's not necessarily great, but you need it as a pre-req.
SHOOT THROUGH COVER:
Useful. You need it as a pre-req.
FASTER POSE CHANGE:
REQ: LOOK FOR FREE
It's alright. It's more useful as a pre-req for FASTER SHOTS.
FASTER CRAWL:
REQ: LOOK FOR FREE
I never crawl--I never see the need to. Useless unless you want it as a
pre-req.
RIFLE SPECIALIZATION:
REQ: PISTOL SPECIALIZATION
It's alright, but considering how fast the sniper's Shoot grows, you won't
need it.
AIM BEFORE SHOT:
REQ: BETTER CAREFUL SHOT
Useful, and also useful as a pre-req.
NIGHT HUNT:
REQ: SHOOT THROUGH COVER
I love it--it makes you even more deadly at night, as compared to your enemies.
FASTER SHOTS:
REQ: FASTER POSE CHANGE
Later in the game, as your AP grows, you'll be able to get in more shots. With
this, you won't take the penalty on the first shot, and odds are you can
squeeze in another shot at the end as a result.
GOOD SHOT FROM ANY POSE:
REQ: FASTER CRAWL
Eh. It's alright. There are better things to spend points on, though.
INCREASED FAMILIARITY:
REQ: RIFLE SPECIALIZATION, AIM BEFORE SHOT
Considering that you have to buy PISTOL SPEC, RIFLE SPEC, BETTER CAREFUL,
and AIM BEFORE SHOT, it's not that much of a payoff. You're better off with
an Easy Handling weapon than Familiarity.
FORCE OF HABIT:
REQ: AIM BEFORE SHOT, SHOOT THROUGH COVER
It's useless by itself, but you need it as a pre-req. Get it.
NIGHT VISION:
REQ: NIGHT HUNT
It is useful by itself, as well as for what comes after it in the tree.
FASTER FAMILIARIZATION:
REQ: FASTER SHOTS
It's crap.
FASTER SKILLS GROWTH:
REQ: GOOD SHOT FROM ANY POSE
Not worth it for the skills you have to sink points into to get to it.
BETTER CHANCE OF CRITICAL:
REQ: INCREASED FAMILIARITY
Useless, except as a pre-req for BETTER CRITICAL
INCREASED SHOT RANGE:
REQ: FORCE OF HABIT
Very nice, both as a pre-req and by itself.
INCREASE SIGHT ANGLE:
REQ: NIGHT VISION
A great little skill, both as a pre-req and by itself. While it might seem
useless with LOOK FOR FREE around, it is not. You have a wider sight angle
to spot enemy ambushes (before it's too late) and, most especially, to spot
enemies during their turn and interrupt them. More sight range = more
interrupts, and interrupts are good.
SOLO:
REQ: FASTER SKILLS GROWTH
If you are going for a stealth sniper who hides alone, it might be worth it,
but for me, there are better skills out there. Your shooting is great as it
is, and if you're hidden, Evasion isn't much of a factor--they need to see
you to shoot you.
BETTER CRITICAL SEVERITY:
REQ: BETTER CHANCE OF CRITICAL
Marginal. Might give better hits, but the point cost to get there isn't worth
it in the long run.
INCREASED RANGED DAMAGE:
REQ: INCREASED SHOT RANGE
Now we're talking. Every shot will do a little more damage. Plus, it's one step
away from Always Crit.
INCREASED SIGHT RANGE:
REQ: INCREASE SIGHT ANGLE
Very nice for a sniper. Because you can shoot so far and so well, you'll now
have even more runway to take someone out before they get to you.
MASTER SNIPER:
REQ: FASTER FAMILIARIZATION, SOLO
Too far down the tree to be worth it. Too little, too late. Who needs 'critical
more' if you have ALWAYS CRITICAL?
FASTER AIMING:
REQ: SOLO, BETTER CRITICAL SEVERITY
Again, too far down the tree and too expensive. I almost never snipe because a
Careful Shot will nearly always yield 100% later on in the game, and it's only
later in the game that you can get to this area of the tree.
ALWAYS INFLICT RANGED CRITICAL:
REQ: INCREASED RANGED DAMAGE
The holy grail of sniper skills. It's relatively easy to get to (only 6 pre-
reqs, as opposed to 8 for MASTER SNIPER, an inferior skill), as well as having
the pre-reqs be mostly great skills in themselves. Every shot you fire will be
a critical, including bursts. This means more damage (lots if it is a head
shot), nearly always bleeding (if they don't die outright), and all sorts of
other fun, crippling malaises.
AMBUSH:
REQ: INCREASED SIGHT RANGE
Useful for a sniper with the 98K Silenced, but ultimately I think it's too far
down the tree, especially considering that you will probably already have
ALWAYS RANGED CRIT.
SCOUT
-----
The scout often gets a bad rap, but I love the scout. Their great stealth +
their high AP means more surprise attacks (especially with silenced SMGs)
and a better chance to stay hidden as a 'spotter' (hidden in a forward
position, seeing enemies that squad-mates further back can shoot at). Their
skill tree focuses on enemy detection and critical hits, but is admittedly
rather anemic overall.
THROWING SPECIALIZATION:
You can create a melee/throwing scout, especially if you use the katana and
shuriken. If you decide to go this route, take this skill.
LOOK FOR FREE:
Very important for a spotter. Make sure to get it.
AWARENESS:
It's not clear what the penalty for having the first turn in combat is, but
you might need this as a pre-req for something down the line.
HIDE IN THE DARK:
Useful, but more useful as a pre-req.
FAST THROW:
REQ: THROWING SPECIALIZATION
Take it if you are going shuriken master. Otherwise, skip.
MELEE SPECIALIZATION:
REQ: THROWING SPECIALIZATION
Take it if you are going shuriken master. Otherwise, skip.
FASTER POSE CHANGE:
REQ: LOOK FOR FREE
Meh. You might need it if you're crammed for time, but it's certainly nothing
special. Considering all the Scout's APs, you shouldn't need it save for a
pre-req.
STEADY GUN:
REQ: AWARENESS
More useful than you might think. If you ran your scout around like I did, you
will find that this allows a great hit % even after running 40 APs worth.
NIGHT VISION:
REQ: HIDE IN THE DARK
The Scout's job is to scout. NIGHT VISION helps them do just that. Get it.
BETTER HEARING:
REQ: HIDE IN THE DARK
A great skill for spotting unseen enemies. Get it.
FASTER MELEE HIT:
REQ: MELEE SPECIALIZATION
If you're going melee, by all means get it. If not, don't bother.
PISTOL SPECIALIZATION:
REQ: MELEE SPECIALIZATION
Marginal. There are better skills do get with better pre-reqs than this.
FAST CROUCHING:
REQ: FASTER POSE CHANGE
While not useful in S2, in S3, with increased movement costs, this can be
good.
RUN FOR YOUR LIFE:
REQ: STEADY GUN
This may help you if you move around a lot to avoid enemy attacks. Every step
you take reduces their accuracy (a 'movement' penalty). This doubles it,
potentially making a decent shot completely useless.
STEALTH RUN:
REQ: NIGHT VISION
Bah.
INCREASED SPOT:
REQ: BETTER HEARING
It's ok; not bad for spotting hiding enemies. Good as a pre-req.
INCREASED THROWING RANGE:
REQ: PISTOL SPECIALIZATION
Take it if you are going shuriken master. Otherwise, skip.
FASTER ATTRIBUTES GROWTH:
REQ: FAST CROUCHING
Potentially useful, in a tree full of useless skills, but it has 2 useless
pre-reqs.
SOLO:
REQ: FAST CROUCHING, RUN FOR YOUR LIFE, STEALTH RUN
Could be good, except for the heinous (9 point) pre-req cost, 3 of which are
pretty useless.
INCREASE SIGHT ANGLE:
REQ: INCREASED SPOT
A great little skill, both as a pre-req and by itself. While it might seem
useless with LOOK FOR FREE around, it is not. You have a wider sight angle
to spot enemy ambushes (before it's too late) and, most especially, to spot
enemies during their turn and interrupt them. More sight range = more
interrupts, and interrupts are good.
VANGUARD:
REQ: SOLO
While it can be useful, it can also be jarring, where it's suddenly your
turn, and you make plans and then find out your scout is the only one who
gets to go. This can lead to problems, but it can be potentially useful if
you are careful.
ALWAYS INFLICT MELEE CRITICAL:
REQ: SOLO
This would be the holy grail for the melee-based scout, but it's on a
different leg of the tree from all the other melee skills. What a pain.
AMBUSH:
REQ: INCREASE SIGHT ANGLE
Get it if you plan on having your Scout hidden often. It will really help,
trust me.
INCREASED RANGED DAMAGE:
REQ: INCREASED THROWING RANGE, FASTER ATTRIBUTE GROWTH
Gee, this one would be great if it were not hidden behind a pile of useless
pre-reqs. 8 pre-reqs, 6 of which are useless? No thank you. Only get it if
you are going Shuriken.
SURVIVAL:
REQ: FASTER ATTRIBUTES GROWTH
I generally do not let my soldiers get below 25% hp, and if I did, 10% evasion
is -not- going to save them.
RAGE:
REQ: SURVIVAL, EVADE AREA ATTACKS
I do not like to get my soldiers below 50% health, and I don't melee. Even if I
did melee, I would not send my soldier into melee with 50% health.
EVADE AREA ATTACKS:
REQ: INCREASE SIGHT ANGLE
+10% evade to grenade attacks? Woo-hoo. I don't think so. I'd rather put my
points elsewhere, thank you.
SOLDIER
-------
The meat-and-potatoes of your squad. While you don't technically need one, it's
always good to have a solid guy around who can haul stuff and take a hit for
the team if it's needed.
FASTER FAMILIARIZATION:
More useful as a pre-req than anything else.
IGNORE WOUNDS:
Useful as a pre-req, or if you let yourself get shot often. I try not to.
LOOK FOR FREE:
Useful. you'll notice it when you don't have it.
SMG SPECIALIZATION:
REQ: FASTER FAMILIARIZATION
I use SMGs, so this is useful for me. Plus, it's a pre-req for other good
skills. Even if you just use Heavy MGs instead, you need to get this one
first to get that far down the tree.
FASTER SNAP SHOT:
REQ: FASTER FAMILIARIZATION
Not a bad skill, once your shooting is high enough. If it's low, you're
better off with an SMG burst at short range than you are with a few snap
shots. At long range, you won't hit anything with a snap shot till much
later in the game.
SURVIVAL:
REQ: IGNORE WOUNDS
I generally do not let my soldiers get below 25% hp, and if I did, 10% evasion
is -not- going to save them. Unfortunately, you'll probably need it as a pre-
req.
FASTER ATTRIBUTES GROWTH:
REQ: FASTER POSE CHANGE
Useful by itself and as a pre-req. Feel free to get it.
FASTER POSE CHANGE:
REQ: LOOK FOR FREE
Crap. Get it as a pre-req for better things or not at all.
FASTER SHORT BURST:
REQ: SMG SPECIALIZATION
Not a bad skill, although if I burst I tend to use Long Burst.
RUN FOR YOUR LIFE:
REQ: SURVIVAL
This may help you if you move around a lot to avoid enemy attacks. Every step
you take reduces their accuracy (a 'movement' penalty). This doubles it,
potentially making a decent shot completely useless.
BETTER HEARING:
REQ: FASTER ATTRIBUTES GROWTH
A great skill for spotting unseen enemies. Get it.
GOOD SHOT FROM ANY POSE:
REQ: FASTER POSE CHANGE
Eh. It's alright. There are better things to spend points on, though.
MACHINE GUN SPECIALIZATION:
REQ: SMG SPECIALIZATION
Very nice, especially later on for the Panzerkleins. Don't miss it.
LONGER SHORT BURST:
REQ: FASTER SHORT BURST
Not only are your bursts faster (the pre-req) but also get an extra bullet.
Nice.
FASTER SHOTS:
REQ: FASTER SNAP SHOT
Later in the game, as your AP grows, you'll be able to get in more shots. With
this, you won't take the penalty on the first shot, and odds are you can
squeeze in another shot at the end as a result.
INCREASED SPOT:
REQ: BETTER HEARING
For a soldier who probably isn't going to do much scouting, it has reduced
usefulness. If you don't have a Scout, feel free to get it.
FIND COVER:
REQ: GOOD SHOT FROM ANY POSE
Having never gotten it, I can't speak to it. Sounds pretty good though, aside
from the crappy pre-req.
CONTROLLED LONG BURST:
REQ: MACHINE GUN SPECIALIZATION
If you're going full-auto, you're in it for the long haul. This saves you some
bullets (which you might not want if you're hoping to hit multiple guys) and
time (which if you valued, you'd use Short Burst instead). I don't think it's
worth it.
INCREASED RANGED DAMAGE:
REQ: FASTER SHOTS
Very nice. Get it.
STEADY GUN:
REQ: RUN FOR YOUR LIFE
The soldier probably isn't going to run around much, so this probably won't
help you any.
AWARENESS:
REQ: BETTER HEARING
It's not clear what the penalty for having the first turn in combat is. Too
many pre-reqs to be worth it.
HEAL ME BETTER:
REQ: FIND COVER
If you don't plan on getting shot, you won't need this.
REDUCED RECOIL:
REQ: CONTROLLED LONG BURST, LONGER SHORT BURST, INCREASED RANGED DAMAGE
Sounds nice, but it's very far down the tree and there are nicer skills
out there. Unless you burst all the time (IE are a Panzerklein ShKAS
junkie), I think you can skip it.
SECOND SKIN:
REQ: STEADY GUN, INCREASED SPOT
While it's not clear what all the penalties for using Panzerkleins are,
it is true that it reduces shot time and increases movement. If you plan to
PK often, consider it.
VANGUARD:
REQ: AWARENESS
Having never gotten it, I really can't speak to its usefulness.
INSPIRATION:
REQ: HEAL ME BETTER
Not bad, but with some meh pre-reqs up the tree. I can find better things
to spend points on.
MEDIC
-----
A medic is less useful than you think, especially if you don't plan on
getting shot too much. Even if you do, the skill progression in the game
is broken (as of 1.2), virtually assuring that you won't be able to use the
best medical items in the game. Still, the Medic has a few team-related skills
that can make up for this. In S3, you can train up skills at the base for $$,
presumably to get around the skill progression block. Keep in mind that an
engineer can often use many medical items to start off with and you may find
that you do not need a medic at all.
BODY CARRIER:
This can be oddly useful in S3, especially for stealth missions where you have
to move a body, and fast.
BANDAGES MASTER:
Woo-hoo, I can bandage a little better. Pre-req, nothing more.
SURGEON:
Potentially useful, although I tend to avoid getting critically hit when I can.
FASTER SNAP SHOT:
Useful as a pre-req, and then useful later on in the game when you can shoot
something a decent distance away with a snap shot and not have a 2% hit chance.
IGNORE WOUNDS:
REQ: BODY CARRIER
Useful as a pre-req, or if you let yourself get shot often. I try not to.
KNOW ENEMY HEALTH:
REQ: BODY CARRIER, BANDAGES MASTER
I LOVE this skill. Get it ASAP. It's one of the best reasons to have a medic.
You save yourself shots on guys who are going to bleed to death next round and
know which guys you can kill in 1 shot and which will take more.
FASTER CRITICAL HEALING:
REQ: BANDAGES MASTER, SURGEON
Since I usually heal outside of combat mode, speed is not an issue.
INCREASED MELEE DAMAGE:
REQ: SURGEON
While it sort of makes sense, who makes a melee-medic?
FASTER AIMED SHOT:
REQ: FASTER SNAP SHOT
Useful as a pre-req, and then useful later on in the game when you can shoot
something a decent distance away with an aimed shot and not have a 12% hit
chance.
RESIST CRITICAL:
REQ: IGNORE WOUNDS
Not an issue if you don't let yourself get shot.
RESIST CRITICAL SEVERITY:
REQ: KNOW ENEMY HEALTH
Not an issue if you don't let yourself get shot.
MASTER MEDIC:
REQ: FASTER CRITICAL HEALING
Meh. Less of an issue now that you can train skills up with cash.
FASTER MELEE HIT:
REQ: INCREASED MELEE DAMAGE
While it sort of makes sense, who makes a melee-medic?
BETTER CAREFUL SHOT:
REQ: FASTER AIMED SHOT
Useful. Get it.
BETTER CHANCE OF CRITICAL
REQ: RESIST CRITICAL
Pretty decent skill. Never hurts to crit more.
BETTER CRITICAL SEVERITY
REQ: RESIST CRITICAL SEVERITY
Very nice, paired with BETTER CHANCE OF CRIT.
FASTER SKILLS GROWTH
REQ: MASTER MEDIC
Potentially useful, although hidden below useless skills.
MELEE SPECIALIZATION:
REQ: FASTER MELEE HIT
Again, who makes a melee-medic?
FORCE OF HABIT:
REQ: BETTER CAREFUL SHOT
Only useful as a pre-req.
WISDOM:
REQ: BETTER CHANCE OF CRITICAL, BETTER CRITICAL SEVERITY
Very nice skill, but costly (7 pre-reqs).
PERFECT MEDICINE KNOWLEDGE:
REQ: FASTER SKILLS GROWTH
Meh. You could go this far down the tree to be able to use all sorts of
medical items, or you could survive on bandages and forceps and get better
skills instead.
ALWAYS INFLICT MELEE CRITICAL
REQ: MELEE SPECIALIZATION
Melee-medic?
INCREASED SHOT RANGE:
REQ: FORCE OF HABIT
Never hurts to have a little extra range on the weapon.
TEAM SPIRIT:
REQ: WISDOM
A decent skill, as long as you leave the medic with friends.
LITTLE BLOOD:
REQ: PERFECT MEDICINE KNOWLEDGE
I never had that much trouble with bleeding. Either I could cure it, or I
could not. I'm not going to waste this many skill points on a rare problem.
PROLONG MEDICAL TREATMENT:
REQ: PERFECT MEDICINE KNOWLEDGE
Again, too far down the tree for me, although potentially useful.
INSPIRATION:
REQ: INCREASED SHOT RANGE
As long as your medic is with the group, this will help them all out.
Considering the usefulness of the pre-reqs, you won't be hurting if you
splurge the extra point here.
GRENADIER
---------
Although they may not seem useful, you'd be surprised how badly everyone else
throws a grenade. I keep one around for just such an issue. Their skill tree
isn't bad either; comparable to a soldier's in many aspects.
IGNORE WOUNDS:
Only get this if you're going for SECOND SKIN.
FORCE OF HABIT:
Useless except as a pre-req.
FASTER ATTRIBUTES GROWTH:
Put your first point here at level 2. You'll have it all game, and you won't
regret it.
RESIST CRITICAL
REQ: IGNORE WOUNDS
Only get this if you're going for SECOND SKIN.
SMG SPECIALIZATION:
REQ: FORCE OF HABIT
Get it, and get it early
GRENADE MASTER:
REQ: FORCE OF HABIT
A grenadier is supposed to throw grenades. Help him do so with this skill.
FAST THROW:
REQ: FASTER ATTRIBUTES GROWTH
This is only necessary if you want to throw 4 grenades a round. Nothing should
survive 3 grenades in a round, so you probably shouldn't bother.
BETTER EVASION:
REQ: FASTER ATTRIBUTES GROWTH
Very nice. Unlike a lot of other skills which put requirements on raising
evasion, this is a blanket skill.
RESIST CRITICAL SEVERITY
REQ: RESIST CRITICAL
Only get this if you're going for SECOND SKIN.
FASTER AIMED SHOT:
REQ: SMG SPECIALIZATION
Get it, both for itself and for the abilities below it.
THROWING SPECIALIZATION:
REQ: GRENADE MASTER
Only applies to knives. Bah.
GOOD THROW FROM ANY POSE:
REQ: FAST THROW
Might be useful.
SURVIVAL:
REQ: BETTER EVASION
I generally do not let my soldiers get below 25% hp, and if I did, 10% evasion
is -not- going to save them.
EVADE AREA ATTACKS:
REQ: RESIST CRITICAL SEVERITY
Only get this if you're going for SECOND SKIN.
BETTER CAREFUL SHOT:
REQ: FASTER AIMED SHOT
Get it, it's good.
FASTER SHORT BURST:
REQ: FASTER AIMED SHOT
Another good one.
BETTER GRENADE TIMING:
REQ: THROWING SPECIALIZATION
Because I do not use the grenade-timing feature, I do not use this skill.
INCREASED THROWING RANGE:
REQ: GOOD THROW FROM ANY POSE
This is very useful for heavy, heavy grenades (which do the most damage).
FIND COVER:
REQ: SURVIVAL
Too far down a crappy tree to be worth it.
STEADY GUN:
REQ: EVADE AREA ATTACKS
Only get this if you're going for SECOND SKIN.
ROCKET-LAUNCHER SPECIALIZATION:
REQ: FASTER SHORT BURST, BETTER GRENADE TIMING
I do not use rocket launchers, so this is not useful to me.
HEAL ME BETTER:
REQ: FIND COVER
Too far down a crappy tree to be worth it.
SECOND SKIN:
REQ: STEADY GUN, BETTER CAREFUL SHOT
While it's not clear what all the penalties for using Panzerkleins are,
it is true that it reduces shot time and increases movement. If you plan to
PK often, consider it.
FASTER RELOAD:
REQ: ROCKET-LAUNCHER SPECIALIZATION
Always useful, but too far down the tree for me.
FASTER SNAP SHOT:
REQ: ROCKET-LAUNCHER SPECIALIZATION
Always useful, but too far down the tree for me.
INCREASED AREA ATTACK DAMAGE:
REQ: ROCKET LAUNCHER SPECIALIZATION, INCREASED THROWING RANGE
Too far down the tree for me, although if you use grenades and rockets often,
it's probably worth it.
TEAM SPIRIT:
REQ: HEAL ME BETTER
A useful skill, but ultimately too far down a crappy tree to be worth it.
ENGINEER
--------
The engineer has a few useful skills, but is mostly useful for their abilities
to pick locks, and set and disarm traps. Because in S3 you can train up skills
with cash, the old limitations of S2 are pretty much removed, and with time you
can use all the best stuff. In a pinch, an engineer makes a halfway decent
medic. Probably the worst problem with Engineers is their generally low AP.
RIFLE SPECIALIZATION:
Get this as both a pre-req and a crutch for a generally low shooting score at
the start.
PISTOL SPECIALIZATION:
I use pistols infrequently, and so saw no need for this, except as a pre-req
BURGLAR:
A very nice skill for picking locks, as well as a pre-req.
FASTER RELOAD:
REQ: RIFLE SPECIALIZATION
You'll be surprised how often you'll be reloading weapons, especially rifles,
with their small clips. This skill is great.
FASTER SNAP SHOT:
REQ: PISTOL SPECIALIZATION.
Useful as a pre-req, and then useful later on in the game when you can shoot
something a decent distance away with a snap shot and not have a 2% hit chance.
FASTER AIMED SHOT:
REQ: RIFLE SPECIALIZATION, PISTOL SPECIALIZATION
Useful as a pre-req, and then useful later on in the game when you can shoot
something a decent distance away with an aimed shot and not have a 12% hit
chance.
FASTER SKILLS GROWTH:
REQ: BURGLAR
Good, and easy to get. Get it.
TRAP SENSE:
REQ: BURGLAR
This skill would be better if skill progression were not broken. That said,
it helps a little.
MACHINE GUN SPECIALIZATION:
REQ: FASTER RELOAD
Very nice, especially later on for the Panzerkleins. Don't miss it.
SMG SPECIALIZATION:
REQ: FASTER SNAP SHOT
Also a very nice skill, as long as you use SMGs (which I do).
INCREASED FAMILIARITY:
REQ; FASTER SKILLS GROWTH
Useful as a prereq. It's not clear to me that it's useful beyond that.
DISARM TRAPS:
REQ: TRAP SENSE
Assuming you can find a trap to disarm, this will help you. It's a pre-req.
INCREASED SHOT RANGE:
REQ: MACHINE GUN SPECIALIZATION
Good and relatively easy to get. Always useful.
ROCKET-LAUNCHER SPECIALIZATION:
REQ: MACHINE GUN SPECIALIZATION, SMG SPECIALIZATION
Since I did not use rocket launchers, this did not help me.
AIM BEFORE SHOT:
REQ: SMG SPECIALIZATION
Gives a slight bonus on all 'first' shots. Not too bad if you can afford it.
DIFFICULT TRAP:
REQ: DISARM TRAPS
If you plan on trapping often, get this one, and watch the enemy blow
themselves up. I did not often use traps other than to blow up stubborn
doors and chests, however.
DEMOLITION:
REQ: ROCKET-LAUNCHER SPECIALIZATION
Assuming you want to blow up buildings...ok. If you want to blow up a building,
though, it's pretty easy anyway. You don't need this skill.
EVADE AREA ATTACKS:
REQ: ROCKET-LAUNCHER SPECIALIZATION
Too far down the tree and too little bonus.
MASTER ENGINEER:
REQ: WISDOM
Only get this one if you are going to get PK skills.
WISDOM:
REQ: INCREASED FAMILIARITY, DIFFICULT TRAP
A very nice skill with a pricey pre-req list. In general, the exp gain doesn't
seem worthwhile enough to justify the cost by itself. Get it if you want the
PK skills.
ALWAYS INFLICT EXPLOSIVES CRITICAL:
REQ: DIFFICULT TRAP
If you use traps offensively and often, feel free. I don't.
TEAM SPIRIT:
REQ: WISDOM
If you got WISDOM, get this one. If not, don't go out of your way to get it.
PANZERKLEIN TECHNICIAN:
REQ: MASTER ENGINEER
This may be necessary to use the best stuff, although you can get by with
less than the best stuff.
SECOND SKIN:
REQ: MASTER ENGINEER
While it's not clear what all the penalties for using Panzerkleins are,
it is true that it reduces shot time and increases movement. If you plan to
PK often, consider it.
INCREASED SENSOR RANGE:
REQ: MASTER ENGINEER
Your spot ability is decreased dramatically while wearing a giant suit of
metal. If you use PKs, get this one.
APPRAISE PANZERKLEINS:
REQ: MASTER ENGINEER
Very useful if you intend to destroy or disable Panzerkleins. With beam
weapons much harder to come by in S3, as well as the abundance of enemy
PKs, you'll probably want to destroy a few, and this will help you do it.
LOWER PANZERKLEIN NOISE
REQ: MASTER ENGINEER
Um, if you are using a Panzerklein, you are not planning on being stealthy.
Don't bother with this one.
--------
CAMPAIGN
--------
OPENING MISSION
---------------
This mission can be rough. Don't expect to make it unscathed. Boris is
helpful, and cannot die permanently, but if he's knocked out, you are on
your own until all the enemies are down.
Don't take low-percentage shots, and punch if you have to. Aim for the
head if you can get a good %.
If you are patient, you can beat down the locked door in the basement
with bullets, clubs, or even your fist. In there is an MP40 with clips
and some grenades. I recommend getting them if you have the patience.
You can get it before you go upstairs, which makes the rest of the
mission much easier (just try not to hit boris). It will also make the
next mission easier too.
If you are not patient, you can find a picklock in the bedroom upstairs
that can open the door (if you have a decent engineering skill).
BASE
----
You'll get a mission to go to a small town in Switzerland. You could
theoretically do the only Switzerland random encounter now. It's quite
rare, and quite tough, though, so it may be beyond your capabilities
just yet. At the least, you'll probably want a rifle, which you get in
the next mission.
TEST OF LOYALTY
---------------
It's a losing battle to fight the guys from inside the bar. Your
weapons have paltry range, especially if you didn't get the MP40 from
the last mission, and in any case you'll miss a lot and be short of
ammo, most likely.
What you want to do is get behind the counter, go out the door, and
down the stairs. Grab the grenades from the chest then go down the
next set of stairs. Use a grenade to blow up the boxes there, and go
on to the other side, and then up the stairs.
Go up to the second level with Hide on, and run towards the wall
space between the 2 windows overlooking the balcony. Turn on combat
if it isn't already, and surprise and kill the guy out on the
balcony. He has the rifle you want, which will allow you to end the
fortunes of all the pistol-toting fools in the level with ease.
Before you leave, make sure to pack your inventory with stuff to sell.
The best stuff is the British Luger, followed by the TT 1933. Keep
the rifle. You'll need it, and it's the best you can get for a while.
BASE
----
You now have access to the arsenal and the infirmary. Make use of both,
especially the arsenal. You want to sell most of your crap so you have
room to haul some new crap home from the next mission. You can buy Sam
(your free ally for this mission) a rifle if you want, but he's only
here for this mission, and you can get him a rifle in the next level
anyway.
Now that you have a rifle, you're better equipped to go do the
Switzerland mission which can net you a free Scout. You can wait, but
don't wait too long as he's level 2 and you don't want to get too far
ahead.
SAVING SENTINEL
---------------
The first thing you should do is run out of the open towards the
building on the right, to get some cover. Then, Hide and work your way
into that building, taking out any enemies you find at short range with
submachineguns. In particular, you want to get the guy upstairs with the
Mauser rifle taken care of in short order. If Sam doesn't have a rifle,
give him this one.
Stay on this side of the street, and move house to house on hide. The
house at the other side of the map, on this side of the street, has the
sentinel, as well as a rifleman up on the balcony. You want to avoid
being spotted by him, but if you are, run to the of the house below him
where he cannot see you. Ideally, you'll go upstairs and take him out
at short range with an SMG.
The sentinel is in a room upstairs, but make sure to get all of your
guys inside the house, first, because freeing him will spawn a bunch
of guys out on the street who immediately get the initiative and
slaughter anybody left outside if they are close enough.
There are 2 guys in the downstairs living room. Open the door, take a
quick shot or two, then close the door. Repeat as needed. Go upstairs,
open the door, fire, close it.
Once you free the Sentinel (Wallace), have him run to get a rifle
(probably from the guy on the balcony) and put a rifleman in the upstairs
window. When you're ready, take pot shots at the guys in the street who
just spawned. Put an SMGer downstairs by the door, so when they run to the
house, they run right into a trap and you can mow them down.
Once you're done here, cross the street and take out the 2 pistol-toting
guys in the house there. This should enable the green [LEAVE] button, so
you know you've killed em all.
Before you leave, make sure to open (or shoot open) the chest upstairs
where Wallace was.
This is the first level you get access to the loot screen, which means you
don't have to manually pick up all the loot. Instead, shift-click it or
pick it up and drag it over into your inventory. Note that while Sam and
Wallace will not be in your party when you get back to base, any equipment
they possess will be put in the arsenal cabinet for you to use or sell at
your leisure.
BASE
----
You now get a choice of 4 missions. Keep in mind you will only be able to
do 3 of them unless you fail one on purpose. After each mission you get a
cash reward and more items appear in the arsenal. You also now have
access to the merc list in the Commander's room, whereby you can hire
more mercs for your squad--up to 5 more for a total of 6. I highly
suggest doing so before starting other missions, preferably by doing random
encounters and selling the equipment gleaned therefrom. You can do them
with undermanned squads, certainly if you want a challenge, but if you just
want to beat the game, there is no reason not to go with 6 (and you will
almost certainly need at least 4 for the next compulsory mission after you
complete 3 of these 4).
Now is an excellent time to head to Switzerland to get Shade if you are
so inclined. He's powerful, and he's free. You just need the patience to
wait an unspecified amount of time for his random encounter to pop.
SNITCH - reward $1650
------
The mission is simple enough. In the the middle of the map is a guy with
an [i] over his head. Kill that guy. Also, kill his friends. The [i] guy
has a silenced SMG, too.
Send a stealthed guy into a bush to spot, and have everyone pick them off
from range. Concentrate on the [i] guy and anybody with a rifle first. If
guys hide in the ruins, blow them up with grenades from around corners.
PROTOTYPE MISSILE - reward $1250
-----------------
This level is kind of a 3-parter. Unfortunately, you cannot get any items
from the first or second part, so before you head to the next level, make
sure to grab all the items you want to sell. Your objective is to get into
the locked bunker. The solution is to go to the hatch on the far end of
the zone from where you start, and group up, and then 'use' the ladder to
get into an underground tunnel. Unfortunately, there are a lot of bad guys
in the way. As usual, use a spotter and aim for their riflemen first.
Once you've cleared the wide open areas, go into the buildings and bunkers
with a Hidden SMGer and clean them out, with grenades if necessary. You
will know when you've got them all because an Objective will complete
(destroy Thor's Hammer forces in the area).
Getting down the latter can be problematic because it is very picky about
how people are arranged when it transfers them. Make sure no one is behind
the 'lid', but instead are arranged around the open hatch. Then click on
the 'lid' (it will be a door opening cursor) to transfer.
Downstairs, you want to stealth-ambush the enemy with SMGs and grenades.
As long as you take it easy, you should be able to get the drop on most
of the enemies if you're in Hide mode. Gather everyone up by the ladder,
and grab anything you want to take with you because it won't be on the
loot panel.
The next part is really rough. You are on the floor of the bunker, and
there are 8 guys with automatic weapons on the catwalk above. Don't
shoot them now--you are unlikely to win without losing at least 1 or 2
guys. Instead, run for cover, preferably down the narrow alley between
the stacks of crates and the bunker wall that you are facing when you
zone in.
You will likely get hit by stray fire, so once you get around the back
of the stack, Hide and heal up any wounded. Hold the position and take
pot shots at anybody trying to come down the stairs off to the side
or the ladder.
The plans you are looking for are in the office upstairs, usually
unguarded. You just have to clean the catwalks first. Make sure to
check the lockers for loot.
If you've patched to 1.1, the loot outside will still be there in
the loot screen. If you have not patched, it will be quite gone.
THE SCIENTIST - reward $1100
-------------
Your goal here is to find the scientist in the ruins and protect him
from an assassination squad. Unless you find him fast, this can be a
very hard mission. However, he's not that hard to find. Run up the
street and take a right at the intersection. You should see him down
that street. It's essential that you run all of your guys over there
to cover him, because he'll walk around like an idiot and get shot up
in no time.
He usually hides out in a building on the left side at the end of that
right-hand street. Once you get your main character to him, he'll join
as a 7th member, and you can run him out of danger, which is very
important because otherwise the AI will get him killed.
The bad guy squad spawns in the open corner behind the scientist's
building. Get a scout up there and begin picking them off from the
alley at the end of the street you found the scientist on.
You can search through the ruins, but I was unable to find any better
loot than some civilian clothes.
PENEMUNDE ARCHIVES - reward $1200
------------------
This area is reportedly tough for some people. Your first step
is to get into the mine by clicking on it (not so hard).
Put everyone on Hide and advance slowly. First, advance into the cul-
de-sac straight ahead and take out the group of 4 or 5 bad guys. You
don't want them alerted and then surprising you from behind later.
Then, continue through the mine using SMGs to take out the enemies hidden
in corners. You'll find a ladder to a lower level. On the other side of
the cave wall from the ladder is a small cul-de-sac that ends in a
wooden barricade. Destroy the Barricade for some Gold behind it. Make
sure to pick it up now! You won't get it on the loot screen because it
is on the upper level. Likewise, down the end of the hallway opposite
the ladder (on the other side) is a similar barricade, hiding yet more
goodies.
Take the ladder, and head to the cul-de-sac right in front of you for
more goodies. Around the next corner is a like-wise treasure trove
with a sniper rifle behind it. Once you've got these items, continue
through the mine until you find a largish room filled with boxes and a
guy that is trying to escape. Advance on Hide, get as close as you can,
and open up on them. Send in 1 or two guys with SMGs and grenades if
it is getting hairy--scouts are good at this because they have a lot of
AP. If this is your last of the 3 missions, when 1 is left, you'll get
a cutscene where you capture the last guy and question him. The [i] guy
is not included in the count, however, so if he is still around, odds
are that you'll get moved into that room and he'll be in plain view at
SMG range, with your turn active.
The Penemunde archives are in a chest in the cluster of crates in this
room.
On the body of the [i] guy is a Cyphered Message. You want to take this
as it will open up a mission at nearly the end of the game.
BASE
----
After 3 of the above missions, you are sent to London to stop a bombing.
You can buy silenced SMGs from the store now, before you go, and I
suggest you do so. Also, think about getting rifles with quick snap shot
costs, as some of your guys ought to be skilled enough at shooting that
a snap shot from medium range should have >50% to hit.
ACT OF TERRORISM - reward $6500
----------------
This level is -hard-. In fact, it may be the hardest in the game. It is
certainly one of the hardest, regardless of the metric you use. I suggest
you go patch the game up to 1.1 now, because if you don't do so, the level
is virtually impossible to do without being an expert at it. Don't be
fooled if you're North American and you see 'UK Patch 1.1'. It works on
the North American release.
As it is, you will likely need an engineer with a lot of AP (which is
hard because they have low AP), a bunch of Mine Probes and a good spot/
engineering skill (or a scout/sniper with good spot) and a bunch of luck.
There are a lot of hidden bad guys in this level that have very high
stealth values and will ambush and slaughter your guys over and over
and over. Save often. And bring grenades.
You zone in at a little room next to an intersection. There are a bunch
of stealthed bad guys in the right-hand fork that you should probably
take care of first, so set all your guys to Hide, then run, and move
them into position flanking the doorway to the right and put a guy in
the pit in the center of the intersection, preferably one with good
spot and good shoot.
If at any time you drop stealth because someone has seen you, hit [Start
Combat] immediately. Send the unstealthed guy forward to try to see an
enemy, then have anybody who can take a quick shot do it and then take
cover. Once they've all taken shots, get the spotter to cover (the
spotter should not take a shot unless they can get back to cover in the
same turn). You may be inclined to throw a grenade, so put one in hand.
If you cannot get the guys to reveal themselves without getting your men
shot up, try throwing grenades into the hallway. Doing enough damage can
cause them to be easier to spot, and the Bleeding condition can break
it as well.
Once you've wiped these 3 out, there will probably be a patrol of 3 or 4
guys coming down the other hallway. Stay hidden, move into position in
the doorway and the pit, and aim for the close SMGers and any riflemen
first.
Then, head down that hall and towards the scaffolding on stealth. Set up
a firing squad and take out the guys there, and then keep going.
You will come across a hall blocked by a fuel tank and the only way past
it is to go into the pit under it. Now, if you have patched, there are 3
mines up in the tunnel, along with a guard or two. If you have not, there
are 4 mines that cannot be disarmed because you can't get up out of the
pit without blowing yourself up. Your only choice now is to 1) blow up
one of your own guys or 2) wait and hope one of the bad guys blows them-
selves up (which they occasionally do). In the case of 2), you don't want
to shoot the guard(s) as they will be the one blowing up the mines.
Of course, if you are patched to 1.1 (UK patch OK for North American
users), you don't have this problem. Either way, for the strategy I
suggest to be successful, you must clear these mines. Once the mines
are cleared and the guard(s) are/is dead, do NOT go up the stairs.
Instead, head back to the start point where you zoned in, and then
head down the hall with the stealthed guys in it.
Advance cautiously, because at the next intersection, there are
a bunch more practically-invisible stealth guys who you will probably
have to kill with grenades, just like the last batch. Keep peeking
around the corner and throwing grenades until you see dead bodies.
Go all the way around until you find the wooden barricade, and clean
it out.
Continue to the next intersection, keeping watch for a patrol that heads
through. You will want to take a right and get the dart guns from the
box at the end of the short tunnel.
THE BOMBS:
SAVE the game. Not just a quicksave, either. Save it under a named
game.
Now, you should have killed all the bad guys and have access to 2
stairways: one where the mines were and one closer to the dart gun
chest.
You want to put 3 guys on each end; your 2 best shots should be near
the door closest to the chest, and each should have a dart gun. Take
a third, preferably a fast SMG user. Place them around the door but not
in the square directly in front of the door--that will trigger the event
to begin. Take the other 3, which needs to include your Engineer, and put
them at the door near the mines.
Please note that, no matter how much time you take with the rest of the
level, once the event begins, you have exactly 3 rounds to kill or
incapacitate 4 guys before the bombs go off and you all die--unless of
course you stop or delay them from setting the bombs.
Your 2 best shots should have a dart gun in one hand and an SMG in the
other. The Engineer should have an SMG and a Mine Probe. The other 3 guys
should have an SMG in one hand and a grenade in the other. Set everyone
to Hide/Run.
If someone has taken damage, make sure they are healed. If they've taken
a lot, consider giving them a medical stimulant.
When you are ready, move one guy from the dart-gun end into the space
immediately in front of the door. The cut scene will ensue.
ROUND 1:
Take the first good-shot guy from the dart-gun end into the room, bearing
left of the pillar. You should be on run. You will find one of the 4 guys.
Shoot him in the head with the dart gun. If you are lucky, he will get
knocked out immediately. If you are -not- lucky, either SMG him or reload
to get another shot next round.
Take the second good-shot guy to the right of the pillar. There is another
guy there, near the kegs, next to the painting. Shoot him in the head with
the dart gun. Again, if you are lucky, he'll go down in one shot. If not,
either reload or SMG him. SMGing will likely not kill him, but it might
stun or slow him enough to give you another shot next round.
Take the third guy by the dart-gun end into the room and SMG/grenade
either of the guys that might still be standing. If they are both down
already, consider yourself lucky and rush to the painting/hatch thing
and then down that row, towards the other end of the room.
On the mined end, take your Engineer into the room and hide him behind
the pillar. You don't want him to get shot up.
Take another guy from that end and run them to the right of the pillar.
Chuck a grenade between the first two kegs there--if you have good listen,
you might be able to see a 'ghost' of a hidden guy back there. That is
what you are aiming for. It's a tough shot, so don't be surprised if you
miss, or can't even get there. If you can't, you can SMG in that general
direction to get the guy's attention. We'd rather have him shooting at us
than setting the explosive.
Take the last guy you have into the room and either chuck the grenade or
SMG that guy.
ROUND 2:
I hope you didn't die. You probably have at least 1 guy who's hurting,
though. The bomb in the back, where the mined-end is, has probably been
armed. Get your engineer there -now-. Everbody else, focus your attacks
on any bad guys still standing. If any bombs on the other end have been
armed, you're toast. Reload.
ROUND 3:
Hopefully you've gotten your Engineer to the armed bomb and can disarm
it. If not, you have to kill any remaining guys this round, or you lose.
Make sure to disarm any armed bombs that may still be present (if you
killed all the guys without disarming the bombs).
The key to this fight is killing the 2 guys on the non-mined side in
the first round. If the dart guns won't do it, try grenades. But
whatever you do, they have to die on round 1. The only other way around
it is to have multiple engineers, but then your firepower output goes
down and the terrorists (who are respectably armed and armored) will
tear you apart.
BASE
----
Go to the store and buy your scout a Carbine DeLizl Silenced. It is
well-worth the price, and in my opinion is perhaps the best weapon in
the game; it's silent (meaning you can fire it from stealth) and has a
low AP cost, so you can fire it a -lot-. It also uses .45 ammo, which
means you can take SMG clips with you for it. Its weakness is its low
penetration (useless against PKs and through walls) and its relatively
short range, but as you can fire it from stealth, you should be medium
range or closer anyway.
Also available is a ZB 26-30, but more importantly the -magazine- for
the ZB 26-30, which has 30 rounds of Mauser in 1 spot. Replace all
your Mauser Rifle Clips with it.
Feel free to also pick up an M3A1 Silenced, which has a low rate of
fire but high damage, especially for a silenced SMG. It may make a
good match for whoever has the DeLizl, as they'll have 2 guns with
the same ammo type, eliminating the need for multiple ammo types.
BORDER - reward $4900
------
I like to do this mission because one of the bad guys has a silenced
sniper rifle that you can pick up for free (once you kill him)--if
and only if you bribe the Finnish border guards. If you don't, you
get a silenced MP41 and a silenced pistol (which you can buy
already from the store).
There are 2 ways to start this; you can bribe the Finnish guards, or
not bribe them. It's up to you. If you don't, you start next to the
Russian building that the Hammer guys have sacked. There are a ton of
guys in it and you need to wipe them out. Send in a stealthed guy and
have him spot for the others to shoot them. Then, send in an SMGer to
the building to take out the rest.
Keep an eye on the roof--there are 2 guys up there.
Once you've gotten them all taken care of, prepare for the next wave
to come in from behind you (the Russian side). As before, use a
spotter and wipe them out from range. Don't shoot the [i] guy; he
needs to live. Interesting fact; until you see the [i] guy, the enemy
won't move or attack, even if under fire. Try to advance slowly and
take out the front 4 guys before you activate them all. There are a
lot of them, and you shouldn't risk explosives because you might kill
the [i] guy. Once you've killed about 6 of them (with 3 +[i] left),
they surrender, so concentrate your fire, particularly on the MGer
and the riflemen.
If you do bribe the Finnish Guards, you start on the Finnish side and
you see the Hammer guys kill their way across the bridge and you get
to attack them from behind. Not only that, but some of the Russians
remain alive, which means they'll help you fight (ie take bullets for
you). And as a special bonus, you can get a silenced sniper rifle,
one which will actually penetrate PK armor some of the time.
A patrol of bad guys will spawn on the Russian side. See above on how
to deal with them and what happens.
GODFATHER - reward $4250
---------
Imagine this, it's a trap. Kill the guys at short range with SMGs and
hunker down. They will rush you, but you should be able to burst them
with SMGs enough to prevent taking much damage. Grenades may well be
the order of the day if you get mobbed too badly.
Once the bum-rush has stopped, use one or two guys on Hide with silent
weapons to scout around and clean up the rest. Most of them ought to
be in the 2-room office on the other side of the train. Make sure to
go into Smoke's office and get into his chest. There are stocks and
cash in there. Otherwise, you really don't get a lot out of this one.
PEN - reward $4450
---
This isn't a very hard mission, and the SMGs you get are worth some
money. If you let the guards die, you get even more money from their
gear. On the other hand, you get less experience, and you really need
to be Level 8 for the next mandatory mission.
You arrive and the convicts get loose somehow. It's your job to kill
them all and talk to Otter, the civilian prisoner. The mission is
pretty straight-forward. Use a hidden spotter and shoot the enemies
from range. Most, if not all of them have SMGs, making them helpless
at medium to long ranges.
CORRUPT OFFICIAL - reward $4600
----------------
This mission is rough. The goal is to get to the official without
alerting any of his guards; ie, killing, incapacitating, or avoiding
them all. Obviously, you're going to want to spend most or all of this
mission on Hide. For this mission, you may want a medic with Body
Carrier so you can move bodies quickly, as they will alert the guards.
Think about investing in Blackjack clubs for your scouts at least.
They allow you to knock out an enemy in one hit. It is also very
helpful if you do this mission at night (you can reload the auto-save
'Begin Mission' until you get it at night if you like).
Advance slowly down the hill and wait for the patrol. Take him out
with silent weapons and move him quickly. The key to this mission is
patience. Since there are 2 patrols, wait for the other once you've got
the first one. If you have trouble moving the first guy before the
second one shows up, let the first one pass and take out the second one,
then wait for the first to come around again.
Head for the back door, and wait for the guard to come by and start
moving away. Hit [Start Combat], open the door and knock him out with a
club from behind. Then, go into the courtyard, around the back of the
manor and off to the side. There is a guard there that you want to knock
out and dispose of.
Now, go around the side to the front. There are a couple of guys patrolling
there, with crossed lines of sight. You want to grab the guy that goes
right up to the edge of the house, hopefully when no one else is looking,
knock him out, and drag him quickly into the tree and down the side. If
you can't manage this, don't worry. There is a backup plan.
Besides the one you can get by the edge of the house, there are no less than
5 other guys in the front courtyard (one on a balcony) which will make it
difficult for even experts to remove them all. However (and this is weird),
hitting a guy and knocking him out doesn't always alert the guards, even if
the guy is right in front of them (I have done this myself). So you can (if
your Hide is good enough) move to the front of the courtyard through the
trees, and knock out the guy standing by the benches, right in front of the
two door guards, without them paying any attention; note, it may be necessary
for it to be nighttime to be successful at this.
When you've gotten all the guys you think you can manage, go in the back
window into the garage. At some point (starting now), the guards will likely
start becoming suspicious and start moving around the house in unexpected
ways. You want to avoid them, but if you can't avoid them, figure out how
they are getting to you and block it. Namely, start trapping doors and
windows so they can't come in. Strangely, this will not trigger an alarm
(unless they actually blow themselves up). Usually they can detect your
traps and will not willingly set them off.
From the garage, move into the room next to it. In the bathroom in the
next room is a guard who will come out and blow your cover, or, if you open
the door, he will detect you and set off the alarm--usually. If your hide
is very very high, you may be able to avoid detection when opening the door.
Otherwise, trap the door so he cannot get out.
Move into the living room and then the hall. Odds are good that there is a
guy in the hall. If he sees you when you open the door, wait for him to
move or look away and then try again. Once he is down, go to the front door,
shut it, and trap it. This will force bad guys to come in via windows which
take longer.
Feel free to step into the kitchen and grab the 2 Golden Goblets there for
a cash flow infusion.
Now unfortunately, I don't know how to disable the 3 guys in the room next
to the [i] guy upstairs. I can knock out 1, but the other inevitably
detects me, and I'm not sure how to get further. Any suggestions are welcome.
At any rate, when all hell breaks loose (because it will), get into defensive
positions and force the bad guys to attack from one direction. If they get
too close to a trapped door or window, shoot it and it will explode, doing
good damage to them (if they are close).
There are art treasures and other sale-ables upstairs in the chests. There
are also a number of more valuable weapons in the attic, behind locked doors,
in trapped chests.
BASE
----
Now, the next mission is really, really hard if you are unprepared, so stock
up. First, I suggest at least one 8th level sniper (to get always critical).
Next, you want to get high-penetration rifles. The SVT-40 and the AVS-36 are
probably the best you can get for this. Any weapon with a penetration lower
than 40 will be completely useless against the PKs in the next level, and
50+ is advised. Get the Carbine 98K scoped so you can fire from stealth and
stay that way. Also get the SVT-40 scoped. You can also buy the BHLG 1Z
laser cannon from the shop, but at $1000 per shot, it is not a cost-
effective weapon.
If you want to go the bazooka route, pick up a Panzerfaust and some Armor-
piercing rockets, or a PIAT (and buy the Armor-piercing rockets under the
'Armored Suit Weapons' tab). If not, there will be a couple available in
the level for you. If you prefer heavy machineguns, the DP is the best thing
available for this. A ZB may do in a pinch. In terms of SMGs, only the FG 42
has anything remotely effective enough to help you out.
Grenades, other than heavy ones, are mostly useless. Only the RPG series of
grenades will do any damage, and you'll need a good grenadier to use them
properly, because they are so heavy to throw.
Consider picking up mines; any of them with penetration 50+ will be of great
use if you set them before the PKs zone in (preferably on the zone-in spots
themselves).
If you have SVT/AVS's, sell your DP drums and buy ShKAS clips under Armored
Suit Weapons. It takes up the same space as a DP drum but holds 250 rounds.
The clips are expensive, but worth it, I assure you. You will -not- run out
of ammo for a good long time. If you absolutely can't afford it, you can
get some for free in the next level.
One last thing; make sure to repair.
TREACHERY - reward $6500
---------
This fight has 2 phases. The first phase is easy. The second one is hard if
you are not prepared, but if you've taken my advice in the BASE section
above, you should be ok.
In phase 1, all you have to to is protect Boris; prevent him from dying.
Boris is fairly canny, and shouldn't get killed too easily. The bad guys
come out from the generator building and beside it. Take them out with
rifle shot.
Right where Boris is, you can find 2 AVS-36s and a Bazooka with armor-
piercing rockets. You will want to get these, especially if you don't have
any of your own.
The enemy soldiers give a tremendous amount of experience points when
killed. I brought a newly-minted level 8 sniper in, and he was level 9
before all the enemies were down in phase 1.
Your [Objectives] now list 'talk to Boris' as the next step. You have
many things to do before you do so, however. Give your grenadier (if you
have one) the M1 Bazooka if he doesn't have one already, empty the ammo,
and reload it with an armor-piercing rocket.
Get your engineer into the building that the Hammer soldiers were coming
from and grab the Panzerklein Repairing Tool.
Get anyone with a low-penetration rifle and bring them over to where the
bazooka is/was. You can pick up a couple AVS rifles there, which have
burst fire and high penetration, as well as quick fire.
Go to the intersection and take a right. At the right-hand end of the 'T'
you will find an office. In the office are 2 lockers with RPG grenades,
a Panzerfaust, armor-piercing rounds for the Panzerfaust, and a couple
more AVS-36s.
Also, hidden in the crates to the right of where you zoned in, you can
find a chest with more Panzerfaust rockets.
If you brought mines, put one around where you started, one by the truck
at the intersection, and one in the street by the office.
When you are ready, talk to Boris
Phase 2 begins: 5 PKs show up. You have a number of options in dealing
with them.
1) I highly suggest having at least 1 level 8 sniper with Always Inflict
Ranged Critical and a high-penetration rifle. This will allow you to take
potshots at the PKs that may blind, incapacitate, or make the pilot bleed.
After enough bleed shots have been inflicted, they will bleed to death,
leaving the PK useable.
2) Rocket launchers, like the Bazooka M1, the PIAT (buy it at the base) or
the Panzerfaust all have the option of armor-piercing rockets. 1 shot from
these ought to completely destroy the PK.
3) Mines, bought at base and properly placed can destroy the PKs or
cripple them before they even get a turn in combat.
4) Snipe shots (you need several turns) taken with a high-penetration
rifle and aimed at the PK pilot's head can sometimes kill them instantly.
5) Grenades of the RPG variety are heavy, but if a PK is below you or you
have a talented Grenadier you can sometimes use them to good effect against
PKs.
6) Machineguns are a slow, dangerous way to go, but you can eventually
disable a PK with multiple rounds of bursting from a high-penetration MG.
7) If a PK has been disabled, you can send your engineer to repair it with
the tool found in the workshop here and then use it against other PKs (or
as a distraction while others pick away at them).
8) If you stay on the rooftops, the PK pilots will sometimes leave their
PKs to go up after you. They are much easier to pick off this way.
9) If all else fails, you can take potshots with high-penetration rifles
and slowly whittle them down. This will take a very long time.
The game is of course kind enough to take all your guys and put them in
the middle of the street. Get them up on the rooftops, fast. But do so
using cover--PKs hit hard and don't go down easily.
Get Boris hidden, to cover, and then up on the roof. If he dies, the
mission is blown, and we don't want that. Don't fight with him unless
you have to or you are doing well and think you can protect him. Because
he is a scout, he has good Hide. Capitalize on this.
The PK close to the truck is armed only with a mortar. This is dangerous
if he gets the initiative, but if you stay out of range or keep his AP
down with critical sniper shots, he won't be able to ever fire it.
Be very careful about hiding; the PK pilots are strangely very observant
and can see through the Hide of even talented scouts. In many instances,
you may do best popping in and out of sight, taking snap shots. This is
less of a problem than it would normally be because PKs are startlingly
easy to hit.
Hopefully, this has been enough information to take down the PKs. If
you find anymore tricks, send them in! I was able to use the ones above
to get through the mission completely unharmed.
Use your engineer and his Panzerklein Repair Tool (and the ones dropped
by the bad guys) to repair the PKs to take them back to base. Be careful
using people with full inventories! They will drop their weapons on the
ground, and you might be none the wiser!
When you leave, make sure to load up Boris. Anything he is carrying will
be put in the storage locker back at base, in the shop room.
BASE
----
Now you must prepare for the base to be attacked. Unlike the other
missions you have faced so far, this one will be primarily defensive in
nature. You must prepare for and defeat multiple waves of enemies,
including more enemy PKs. If you salvaged any from the last mission,
they may be of use. You can buy PK weapons from the shop now, and I
suggest you do so if you intend to use them. I have beaten the next
level without PKs, but I did it with 2 snipers on always crit.
As before, stock up on whatever you used in the last battle to kill
the PKs unless you're going to try to kill them all with PKs of your
own. If there are mines left, you can set those out in front of the
base. You can use rockets and heavy grenades and high-penetration
rifles. You will be facing both infantry and PKs at once, so keep that
in mind.
Be sure to repair all of your PKs. They can only be repaired (oddly)
when someone is wearing it on the repair platform and someone else
activates the repair switch; I've tried doing it while the PK was
unmanned to no effect.
Consider carefully how many PKs you bring--it will affect how many
of the enemy PKs you can salvage at the end of the mission. The best
PK useage I've found so far is to put a sniper with always crit in
a PK with a PTRS BOYS (buyable from the shop now) and have him
stand at the gate, firing at the enemy PKs as they come in. While
the rate of fire is slow, the enemy stops to fire on any allies
around, which gives the sniper time to blow holes in them before
they get close.
DEFENDING BASE - reward $9000
--------------
You are provided with some time to position your men. Put them on
rooftops so they can easily see the enemy. Also feel free to look
around and find goodies hidden in lockers and cabinets around the
level.
Make sure to set everyone on hide that can be, and then talk to Sam
to get the party started.
At first, the rounds are going to take a long time because you have
to wait for a lot of Allies and a lot of enemies to go. As time goes
on, they will get shorter as your allies all get killed off.
While the Flak Cannon is in a very exposed area, it can do
tremendous damage to the enemy. Your allies hardly ever use it, so
if you are feeling brave, give it a shot.
As noted above, I like to put a sniper in a PK with the PTRS BOYS
and use him to punch holes in the enemy PKs as they arrive. The
enemy PKs all have low-accuracy burst weapons which means you can
do a lot of damage to them before they can begin to do it to you.
Wave 2 of the PKs includes a laser one (the black one). Take him
down first, especially if you have PKs of your own.
Note that, if you intend to capture any of the Red/Black ones (the
ones known as 'Thor's Hammer' PKs in S2), you want to kill the
pilot rather than damage the PK, as the PK will explode when
reduced to 0.
If the guards out front are killed (they likely will be), feel free
to pick up their TKB408 assault rifles/SMGs. These compact, low-AP,
high-damage weapons have a penetration of 40, which allows them to
hit PKs with some regularity.
STASH - reward $19700
-----
This mission is another contender for hardest mission in the game. It
can be made easier with preparation, however. Essentially, you are going
to be ambushed from three sides. If you know where the ambush points are,
though, you can mine them, and because the ambushers are infantry as well
as PKs, you don't need high-penetration mines for much of it.
The saving grace of the ruins that you fight from is that they are
essentially impenetrable to small arms fire, so you will be doing a lot
of stand-fire-duck maneouvers, as well as step-out-fire-step-back ones.
If you decide to go the mine route (which I suggest), make sure to train
up your engineer such that he can place mines that are relatively hard to
spot by the enemy.
You can also bring PKs to this fight. If the beam PK from Defending Base
survived, that's a good one to take out the enemy PKs. Otherwise, any
anti-infantry weapons will do, but keep in mind that the enemy has armor-
piercing rockets and high-penetration rifles. You will want some mobile
infantry to take them out while your PKs deal with the fodder and the
enemy armor.
You can now buy the PTRS Sniper Gun and the MSS 41 Sniper Cannon for your
PKs, both of which excel at long-range shots. Replace your PTR Boys with
one of them immediately.
When you first zone in, the map is empty, so you have plenty of time to
do whatever you need. Pretty much right where you are standing is where
the PKs will come in, so put your anti-PK mines right there.
The 2 other spawn points are on either side of the ruins, in the corners.
Mine there with your anti-infantry mines.
Put your PKs in the center of the ruins where the pillars are, put a
a scout and/or sniper on Hide to watch over each of the infantry spawn
points (put them right against the wall), and pick your guy who is least
useful in combat and put him over by the MG in the ruins. Near the MG
is a wooden platform. Shoot it a couple of times or throw a weak grenade
at it, and it will explode, revealing a ladder downwards. Going down the
ladder is what triggers the fight.
Now if you are unprepared (and are just looking at this walkthrough in a
panic), one way to get through this mission cheaply and easily is to
put your entire squad down the ladder and wait for the bad guys to come
down after you. You can bait them by sending up one or two guys for a
peek and then going back down, but don't leave your guys at the base of
the ladder. Rather, leave them back down the hall a bit so they can
snipe off anybody who tries to climb down and are not vulnerable to
shots and grenades from above.
If you are lucky, and your mines are placed well, immediately upon
going down the ladder you will hear many explosions and hopefully go
up some levels. Use the guys who are spotting on the mines to fire
snap shots at the enemies, and/or use grenades to finish them off.
When the PKs start marching up the middle, hit them with whatever you
have, and as before, aim for the black beam PK first.
When I did this without PKs and without mines, it was really tough and
required a lot of reloads. However, with 2 sniper PKs and careful
placement of mines, I completely wrecked the enemy, with hardly any
effort. Anybody that wasn't dead outright only took a couple of shots
from a rifle and the PKs only took 1 or 2 Sniper Cannon shots to
destroy. Goodness knows, if your Engineer has Always Explosives Critical,
you may kill them all in one shot.
SHIPMENT COMPANY - reward $9200
----------------
This is a fun, easy little mission, but it might end up being the one
you want to skip because it doesn't have any great reward.
It can be done with or without PKs. PKs might be overkill, in fact.
Just stand by the door and keep opening/closing it. Also, pick someone to
watch the wall to your left, as the bad guys will sometimes climb over it
to get at you.
Despite what the intro says, feel free to blow up everything. You'll have
to at the end, anyway.
THE FIRM - reward $9500
--------
No PKs allowed, so that's not an issue here. The game automatically de-
equips whatever weapon you are using. Keep it that way, or the police get
mad. You will very likely want to pick up any silenced rifles you can
buy, and train up Hide if it's low. If you can get a silenced SMG with
selectable single/burst fire, that's also a good buy.
At some point early on the enemy turn will trigger, and they will begin
shooting at the police. Why? I have no idea. What I do know is, if you
use weapons of your own, the police will become angry and turn hostile.
Man, those policemen are crack shots with their service revolvers. I
wish I could hit as well as they do with pistols from long range.
So what's a poor boy to do? Well, you have to turn on Hide and stay
that way, and use silent weapons to take them out; at least until any
and all police are dead. This also means that, if between rounds you
are discovered, the police will become hostile if you get spotted, so
you'll have to fire snap/aimed/sniper shots in 1 round and then put
your weapon away or switch to empty hands--which of course causes you
to lose your shot preparation, costing you it every single round.
Luckily, the police will serve as good targets for the Hammer soldiers,
so long as you are hidden or far enough back. However, you can go
around the back of the house and have a much better chance of not
being caught by anyone. Scouts excel at this with their high Hide and
high AP.
In the basement of the building are 2 vaults FULL of goodies. Take
them all. Also, on the first floor in the small library/study, there
is a Decyphering Book. Take it. If you got the Encrypted Message from
PENEMUNDE ARCHIVES (near the beginning of the game), this will give
you access to a special mission in Poland.
BASE
----
Once you return to base after 2/3 missions, a guy shows up and wants
$100,000 to learn the location of the secret Hammer base. Once you pay
off the guy, talk to Boris and he gives you a choice of 2 missions;
the assault mission, or the stealth mission. Think very carefully
before picking which one to do.
You now have access to all the weapons and items that you ever will
from the store. This includes a third and final Carbine DeLizl, which
I suggest you get now, particularly if you are going to do the stealth
mission to follow.
THOR'S HAMMER BASE: STEALTH STRIKE
----------------------------------
This mission is actually pretty easy, as long as you have a silenced
rifle and a sniper with 'always inflict critical' (faster shots also
helps a lot).
Simply, all you must do is send that sniper in on Hide and aim at
whatever guys the other enemies can't see. If there are 3 of them
visible, aim at the one in the back that the others aren't looking at,
and then work your way towards the closest ones. The important thing
is that each one you shoot at must die in 1 round. If you can't get
one character to do it alone, use as many as you need, but make sure
they have high Hide skills so as not to be seen. Strangely, shooting
through glass does not alert nearby enemies.
All of the guys in here are worth a ton of xp, so if you haven't got
the skills you want or need, you may be able to get them by the end of
the mission (although, since it's the last mission, it doesn't help
you much).
Perhaps the trickiest part of the level is when you reach a control
room with a technician in it, near the generator room. He almost
always see you unless you go prone and crawl past his window. You
can't just shoot him, because there is another guy in there that will
trigger a sonic weapon that kills the whole party. Crawl past the
window, go in through the door and blast the second guy first; then,
take out the first one in the next round, or have someone else do
it (perhaps a scout with shuriken).
Another rough part can be the scaffolding right after that area,
where there are 3 guys that have crossing fields of vision. The
solution to this is to take out the nearest guy and the farthest guy
in the same round. The middle one will not notice for some reason.
After the scaffolding is a zone transition. Get everyone over by the
door and then use it.
Now that you don't have to be 'covert', according to [Objectives],
feel free to go nuts if you like on the last 3 or 4 guards. There is
a locked door in here that I was unable to open (even with 141
engineering, max at level 15, + picklock set). I believe it goes
downstairs to where you would be if you did the frontal assault
mission. I was also unable to blow it up, even with the high-
penetration heavy grenades that the guards there were carrying.
At any rate, once you open the other door that the guys were guarding,
the game is over. Yay! You win.
THOR'S HAMMER BASE: ASSAULT
---------------------------
The main thing to note when approaching the base here is that all the
guys are crack shots with sniper rifles--if you let them get a shot
off, you will be critically hit. The best thing to do, if not in PKs,
is to use silenced rifles of your own at long range, to pick them off
so they can't respond. If in PKs, they will bite you to bits with their
high-penetration rifles, unless you have sniper PKs of your own.
I was able to take out all the infantry and PKs with SVT-40s at long
range; granted, I had 2 snipers.
Zone into the base for part 2.
Once you get in, you can switch to stealth mode if you like (if you
aren't in PKs), taking out people with silent weapons. If you are in
PKs, make sure to take out the laser guys and the bazooka guys first.
The hard part of the mission comes when you get to the blast door at
the end of the hallway. There is a control panel on the right side of
it that you use to open the door. A cutscene ensues, and then you
must fight a bunch of robotic soldiers who have about twice the HP of
your standard PK and are armed with heavy MGs, and of course they are
at fairly close range. Rifles are of no use here; they cannot hurt
these things. You must use high-penetration grenades and rockets or
beam weapons.
Run back through the blast door that you came in, and then peek out,
take a shot or throw a grenade, then get back inside. The best things
for this are the high-penetration PK rifles, PWM-1s, and armor-
piercing rockets. You can also harvest a beam weapon from one of the
guards earlier in the level.
Killing all 3 will make another appear. Once that one is down, the way
is clear. Go into the open hangar and into the room next to it, then up
the stairs.
Yay, you win.
RANDOM ENCOUNTERS
-----------------
SWITZERLAND/SHADE
-----------------
The best time to do this mission seems to be right after you rescue Wallace
but before you accept another mission. Cancel out and head to Switzerland
and wait. Slightly left of center of the map an encounter will pop, full
of skilled guys with scoped rifles (way before you could get them normally)
and a prisoner--Shade, a voiceless, un-reclotheable 'Ninja' with amazing
abilities but fairly slow leveling ability. He is dressed like a classic
thor's hammer soldier from S2, and cannot equip body armor later in the
game. While you may not want or need him, keep in mind that he is free,
and the gear you can get from his guards is very powerful early in the
game. He also has very high stats and is very good at throwing weapons,
including grenades. In fact, he is often better than grenadiers at
throwing grenades.
One other thing to note about Shade--he won't leave the party. You cannot
fire him. If you want to be rid of him, you must get him killed off.
GERMANY/BANK ROBBERY
--------------------
The only encounter to appear to the lower right of the entry spot, this
random encounter pits you against both guards and bad guys. At stake is
over 50K in loot. As soon as you get access to Germany, you can get this
encounter, and I suggest you do. Keep entering and exiting the zone at
the entry point until you see an encounter to the lower right, then dash
for it.
Actually doing the fight is pretty easy, as the enemies will fight each
other, with pistols no less. Take a scout (you ought to have a cheap one
like Shade or Carm by now), set the scout on Hide, and then advance them
until they see bad guys. Then crouch the scout and have your other guys
pick them off from long distance.
If you can't find all the bad guys, it's because there are two hiding
behind the building. The safe with all the valuables is the single
one downstairs on the left--it's already open. Take everything, and sell
it for tons of money.
EGYPT/DOWNED SATELLITE
----------------------
This encounter spawns towards the west end of the desert (for me--reports
suggest it can also be in the 'center of the map', although I had no luck
with this). It is very rare--like the one in Switzerland.
You find the downed satellite from S2, surrounded by enemy PKs, including
beam ones! If you are in PKs, kill the beam ones first, because those are
the most dangerous to you. If you are not in PKs, use the anti-PK methods
listed in 'Traitor' above, and use the rocks for cover, as they cannot be
blown up like buildings.
There are conventional infantry besides the PKs so keep an eye out for
them as they like to flank you.
At the back of the zone is a small encampment with a box. Inside the box
is an AGS Rocket Launcher, like from S2. It's a burst-fire rocket
launcher with high penetration that goes on a PK. Traditionally a Thor's
hammer PK weapon, this one can be applied to any US PK you have.
ITEM VALUE CHART
----------------
This chart is provided so you can see which items are worth more money
per square, so you can maximize the amount of money you get out of a
large encounter.
Items may vary slightly in value based on durability and whether or not
they are loaded with any ammunition, or how many uses (charges) they
have left.
At a glance, you can sort of see that Scoped rifles, compact SMGs, and
high-end grenades/rockets/explosives are the way to go, along with
scoped rifles. Also, Surgical Plaster is surprisingly valuable
considering its ubiquity.
SELL
NAME PRICE SPACE COST/SPACE
---- ----- ----- ----------
36M Mk1 $ 154 4 $ 38
Acetophenetidin Analgesic $ 24 1 $ 24
Adhesive Surgical Plaster $ 75 1 $ 75
Advanced Picklock $ 75 4 $ 18
AGS Cartridge Belt $2610 4 $652
AGS Rocket Launcher $4830 16 $301
AVS-36 $2580 14 $184
Bazooka M1 $2767 21 $131
Bazooka Rocket Propelled Gren $ 658 3 $219
Bazooka Rocket (Armor Piercin $ 738 3 $246
Beretta M38-42 $2113 10 $211
Beretta M38-42 Silenced $2134 14 $152
Beretta M1938A $1618 12 $134
Billy Club $ 52 8 $ 6
Breda $ 114 4 $ 28
Bren ` $2352 21 $112
Browning HP $1387 6 $261
Browning M1922 $1450 21 $ 69
Browning M1922 Magazine $ 30 1 $ 30
Carbine 1938 $1415 12 $117
Carbine 98K Scoped, Silenced $4042 14 $288
Carbine DeLizl Silenced $1577 14 $112
Cardiac and Respiratory Stimu $ 240 4 $ 60
Cash $ 990 2 $495
Chakra $ 195 4 $ 48
Chatellerault M1924/1929 $1254 18 $ 69
Chatellerault Magazine $ 30 2 $ 15
Colt M1911 $1187 6 $194
Colt M1911 Pistol Clip $ 9 1 $ 9
Compressed Gauze Bandage $ 120 4 $ 30
Defused TNT Charge $ 180 2 $ 90
Diamond Necklace $3600 4 $900
DP $2833 21 $134
DP Drum Magazine $ 84 4 $ 21
DShk Boxed Cartridge Belt $ 270 4 $ 67
F-1 $ 211 4 $ 52
Fast Haemostatic Powder $ 135 4 $ 33
Fairbairn Sykes Knife $ 58 3 $ 19
FG 42 $3150 12 $262
FG 42 Scoped $4710 12 $392
Finnish Knife $ 327 3 $109
Flak38 Magazine $ 660 4 $165
Forceps, Abbey $ 195 6 $ 32
G-41 W $2350 14 $167
G-41 W Scoped $3012 14 $215
Garand M1 $1742 12 $145
Garand M1 Rifle Clip $ 12 1 $ 12
Garand M1 Scoped $2370 12 $197
Gatling Drum Magazine $ 600 4 $150
Gold $1500 2 $750
Golden Goblet $2700 6 $450
Golden Ring $ 600 1 $600
Golden Watch $1560 4 $390
Haemostatic Forceps $ 135 6 $ 22
Haemostatic Liquid $ 150 6 $ 25
Hank of Wire $ 84 4 $ 21
Heavy Mortar Shell $ 615 3 $205
Hecsogen Charge $ 870 6 $145
Jewels $3000 4 $750
Johnson Light Gun (clip) $ 27 2 $ 13
Ka-Bar Knife $ 609 3 $203
Kappmesser Knife $ 27 3 $ 9
Khukuri Knife $ 495 8 $ 61
Lee-Enfield 10r Rifle Clip $ 9 1 $ 9
Lee-Enfield Mk1 $ 157 14 $ 11
Lee-Enfield Mk1 Scoped $1038 14 $ 74
Lewis Mk1 $ 559 21 $ 26
Lewis Mk1 Magazine $ 42 4 $ 10
Light Mortar Shell $ 294 3 $ 98
Liquid Cardiac Stimulant $ 120 4 $ 30
Luftwaffe Machete Knife $ 346 8 $ 43
LZ-System Energy Charge $ 307 4 $ 76
M-24 $ 249 3 $ 83
M-39 $ 117 4 $ 29
M1917 Knife $ 121 8 $ 15
M20 Bazooka $4645 21 $221
M20 Bazooka Shell $ 865 3 $266
M20 Bazooka Rocket (Armor Pie $ 952 3 $317
M3 Knife $ 384 3 $128
M3A1 $1318 15 $ 87
M3A1 Silenced $1637 10 $163
Manlicher-Carcano M38 $1161 12 $ 96
Manlicher-Carcano M91 Scoped $2114 14 $151
MAS 1936 $ 679 12 $ 56
MAS Rifle Clip $ 6 1 $ 6
Mauser K96 1912 $ 111 8 $ 13
Mauser M.712 $1269 8 $158
Mauser M29 $ 532 12 $ 44
Mauser M98 $ 310 12 $ 25
Mauser Rifle Clip $ 7 1 $ 7
Medium Mortar Shell $ 396 3 $132
MG 34 $4675 21 $226
MG42 $5077 21 $241
MG91Z Magazine $ 450 4 $112
Mine Probe $ 21 3 $ 7
Mine Shovel $ 96 8 $ 12
Mk3A1 $ 43 2 $ 21
Morphine Sulfate Anagesic Pil $ 52 4 $ 13
Mosin 1891-1930 $1184 14 $ 84
Mosin 1891-1930 Scoped $1824 14 $130
MP 28 - Bergmann $ 543 10 $ 54
MP 38 $ 306 12 $ 25
MP 40 $ 327 12 $ 27
MP 40-II $ 549 12 $ 45
MP 40 SMG Magazine $ 28 2 $ 14
MP 41 $1118 10 $111
Nagant 1910 $ 60 6 $ 10
O-23 $ 135 4 $ 33
OF-37 $ 96 4 $ 24
Painting $4200 6 $800
Panzerfaust $2320 21 $101
Panzerfaust Rocket (Armor Pi $ 673 3 $224
Panzerfaust Rocket Propelled $ 550 3 $183
Panzerklein Repairing Tool $ 135 4 $ 33
Panzerklein Repairing Tool $ 285 6 $ 48
Panzerschreck $3810 21 $181
Parabellum Pistol Clip $ 7 1 $ 7
Part of the "Amber Room" $9000 12 $750
Picklock Set $ 204 4 $ 51
PIAT $1693 21 $ 80
PIAT Rocket Propelled Grenade $ 433 3 $144
PIAT Rocket Armor Piercing $ 511 3 $170
Picklock $ 15 3 $ 5
PPD-40 $ 746 10 $ 74
PPS 42 $1590 12 $132
PPS 43 $2298 12 $229
PPSh 41 $2568 10 $256
PPSh 41 Modified $3213 10 $321
PPSH/PPD SMG Drum $ 85 4 $ 21
PPShm/PPS SMG Magazine $ 42 2 $ 21
PTR Boys Gun $2689 21 $128
PWM-1 $ 795 3 $265
Rifle 33-40 Scoped $1260 12 $105
RG-42 $ 354 4 $ 88
RGD-33 (Offensive Mod) $ 72 3 $ 24
RGD-33 (Defensive Mod) $ 289 3 $ 96
RPD $3912 18 $217
RPG-40 $ 471 6 $ 78
RPG-41 $ 663 6 $110
RPG-43 $ 508 6 $ 84
RPG-6 $ 577 6 $ 96
Sauer 38X $ 202 4 $ 50
Screwdriver $ 30 4 $ 7
SHKAS Clip $ 450 4 $112
ShKAS Machine Gun $1860 21 $ 88
Shuriken $ 117 1 $117
SKS45 $3756 14 $268
SKS45 Scoped $5289 14 $377
Smatchet Large Combat Knife $ 177 8 $ 22
Smiz-35 $ 232 2 $116
Springfield M1917 $ 742 14 $ 53
Springfield M1917 Rifle Clip $ 7 1 $ 7
Springfield M1917 Scoped $1400 14 $100
SRCM mod .35 $ 63 4 $ 15
Sten Mk II $ 712 10 $ 71
Sten Mk III Silenced $1353 12 $112
Sten Mk IV $1858 10 $185
Sten Mk V $2608 10 $260
Sten SMG Magazine $ 28 2 $ 14
Sterling Patchett $3523 21 $167
Sterling Patchett Para $4231 12 $352
Sterling Patchett Silencer $4341 10 $434
STG 43 $4362 18 $242
Stocks $1800 4 $450
Stun Air-Rifle Silenced $2550 14 $182
Stun Pistol Silenced $ 202 8 $ 25
Stunning Dart $ 150 2 $ 75
Suomi $2039 12 $169
SVT 40 $2883 14 $205
SVT 40 Scoped $3722 14 $265
Thompson 1923 $3909 10 $390
Throwing Knife $ 63 2 $ 31
TKB408 $5937 10 $593
TNT Charge $ 289 6 $ 48
TT 1933 $ 95 6 $ 15
TT Pistol Clip $ 9 1 $ 9
Vickers Machine Gun $2811 21 $133
Volksgewehr45 $2180 18 $121
Walther P38 $ 999 6 $166
Weapon Brush $ 90 4 $ 22
Webley-Scott $1554 6 $259
Welrod Mk1 Silenced $ 277 8 $ 32
Wood Chopping Axe $ 240 8 $ 30
Z-23 $ 102 4 $ 25
ZB 26/60 Magazine $ 45 1 $ 45
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