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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 <guilersk@earthlink.net>.
TABLE OF CONTENTS
-----------------
TACTICAL HELP
RARE ITEMS
CHARACTER PROGRESSION
-SNIPER
-SCOUT
-SOLDIER
-MEDIC
-GRENADIER
-ENGINEER
CAMPAIGN
-------------
TACTICAL HELP
-------------
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!
----------
RARE ITEMS
----------
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.
---------------------
CHARACTER PROGRESSION
---------------------
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.
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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