Silent Storm: Sentinels
A Pistoleer's Adventure in the World-War-II-ravaged lands
by Laclongquan
suportgiathainguyen@yahoo.com
version 1.0
Date 31st Oct 2008
Future version: will update the rest of equipments
Silent Storm Sentinels is (c) 2003/2004 Nival Interactive, JoWood, and
their affiliates.
This guide is copyright 2008 Laclongquan aka Nguyen Gia Thai.
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. Sexual favours is okay,
though.Unauthorized copying of this Guide will result in your horrible,
agonizing destruction of said electronic or devices. Then it gets worse.
******************************************************************************
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* 01.00 Preface *
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Detail: Custom game, enemy +3 lvl with 100% in damage, max on AP and VP
Save anywhere (because I hate inconvenient thing) Heal on skill (realistic,
and hard), Hidden Encounter OFF (no tick),
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* 01.01 What is a pistoleer *
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정찰부터하고 나댈것
헤드 - 크리티컬
팔 - 디스암
다리 - 쩔뚝이
초반엔 깝치지말고 탄창 다쓸것
혼자 나대면 못따니까 동료 데려올것
spot, interrupt 용으로 스카웃/스나이퍼 챙길것
스카웃, 솔져 똥 - 밀리, 쓰로잉 ㅄ
메딕 hide ㅄ
스나이퍼/엔지니어 좋음
-엔지니어링 130만 할수잇는 스페셜 미션 있음
엔지니어는 snipe만 딸림 - 권총질에 snipe 필없음
척탄병 op이긴한데 필수 퍽이 퍽트리 끝에잇어서 구림
****************************************************
* 01.02 왜 권총맨인가 *
****************************************************
밀리맨 - 어렵긴한데 보급이 쉬움
smg맨 - 쉬움
hmg맨 - 븅신
소총맨 - 존나쉬움. 지루함
척탄 - 개씹쉬움
권총맨으로 할려면 최소2 이상적으로 4명 끼고 ㄱ
전방은 spotter interrupter, 엔지니어, 피니셔(척탄병/스나이퍼)
후방은 중화기 전문가 or PK
필자는 엔지니어-권총맨
엔지니어는 시크릿 미션도 할수있고 공병질도 잘하니 개꿀
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* 01.03 Cover my ass section *
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strategycore.co.uk 에서 트레이닝 정보 얻엇는데 다른건 내 경험임 ㅅㄱ
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* 02.00 Chapter 1 (On the funs and unfuns of pistoleer) *
*********************************************************
권총맨 장단점 다룸
*************************************************
* 02.01 Oh the funs, the great funs that we had *
*************************************************
권총질 쳐하는건 기동성 높아서 좋음
엔지니어링 높으면 폭발물 뎀지 올라가니까 닥치고 엔지니어하셈
백업잇어야됨 1마리하던가 3마리하던가 spotter interruptor 피니셔
권총 2개 챙기셈
shoot 올릴려 뻘짓하지마셈
좆같은 상황 많이 마주칠거임
*******************************************************
* 02.02 Ugh, it's not so good, we are in trouble now. *
*******************************************************
sauer 븅신임
m712 메인으로 쓰셈
후반엔 딴것도 좋은거 잇긴한데 마우저 시리즈랑 친숙도 올려놓으면 손떼기힘듬
일단은 (개잡권총)->M712->브라우닝hp->스털링패러벨럼이 정석임
cz m25 좋긴한데 잘안뜸 의존하지마셈
소음기 달린거 쓸수도잇는데 수가 한정적임 잘 안뜨기도함
뎀지 구려서 존나게 쏴야하기도함(shoot은 잘오름)
재밍 쳐거릴때 spare도 잘 없으니 걍 쓰지마셈
소음기는 솔로플레이하게 만드니 겜 노잼으로 만들기도함(이건취향이지 씹새야)
PK뜨면 헤비 수류탄말곤 답없음
엔지니어는 고관통 지뢰나 고성능 폭발물 쓸수있으니 좋음
PK 좆같은데 challenging하기도함
*****************************************************
* 03.00 Chapter 2 (On the ins and outs of training) *
*****************************************************
스킬 레벨, profession, attribute에 제한됨
리밋 가까워질수록 안오름
스킬은 행동 할때마다 오름
총질 칼질 쓰로잉질 할때마다 친숙도 오름
주먹질은 다 낮춤
attribute는 미스터리함 스킬 올리면 올라간다는데 잘은 모름 profession하고 레벨하고
관련잇지싶은데 걍 감임
int는 exp 획득량 높이는데 머 걍 그렇다고 그리 신경 쓸 필욘없음
VP: 쳐맞으면 오름
AP: 행동하며 오름
Evasion: 회피하면 오르는데 성공할 필욘 없다나
쳐맞으면 피 흘리게 두셈 VP하고 Evasion 오름
ㅄ처럼 쳐 뛰어댕기면 AP오름
Shoot: 쏘면오름
Melee: 주먹질,칼질,둔기질
Throwing: 칼이건 폭탄이건 암거나 쳐 던져대면 오름
Burst: 숏이건 롱이건 버스트질하면 오름
Snipe: Snipe모드에서 해야 오르나봄
Hide: hide버튼 쓰면 오름
Spot: 머 spot할때마다 오름
Interrupt: interrupt할때마다 오름
Medicine: med템쓰면오름
Engineer: 엔지니어템 쓰면 오름 (락픽,트랩,디스암,수리)
repair는 니가 하는것보다 딜러가 해주는게 더 쌈
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03.01 해야될거 *
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트레이닝
일단 옛날에 쓰던 무기 친숙도부터 낮춰야됨 3가지 방법이잇음
첫째: 밀리. 벽이나 땅에 주먹질 쳐하셈 (칼이 ap 더 안쓰면 칼 써도됨)
HP/Evasion/med 올릴놈한테 주먹질해도됨
둘째: 쓰로잉. 표창이나 투척용 칼 쓰셈
HP/Evasion/med 올릴놈 벽에 세워놓고 하셈 그래야 재활용 가능
셋째: 총질/버스트. 사우어나 38SW이 좋음 ap 낮아서
***옛날 무기 친숙도가 아직도 1+면 트레이닝용 무기써서 0으로 만드셈
그 후에 지금 무기로 게임 ㄱ
***지금 무기가 ap낮고 총알 넘치면 걍 그걸로 트레이닝하셈
루거 p08도 트레이닝용으로 좋음 총알이 넘쳐서
Medicine: HP 올릴놈 뒤질만큼 패놓고 붕대감아주면됨
Engineer: 락픽싼거사서 사무실에 절대 안따지는 캐비닛에 락픽질 갈기셈
Interrupt: hide모드에서 적한테 접근해서 컴뱃모드 들어가셈 주변에 적 많을수록 좋음
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* 03.02 하면 안되는거 *
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ENG 올릴려고 무기 수리하지마셈. 무기 팔아먹을용으로 수리하는건 ㄱㅊ
락픽질이 훨씬 싸게먹히니 닥치고 락픽질하셈
트레이닝용으로 렙높은 med템 쓰지마셈. 쓰지말라면 쓰지마셈
돈으로 스킬 사는건 니 자유임 근데 str dex int는 닥치고 사셈
**********************************************************
* 04.01 Pistol (that itty bitty thingagumies you fondle) *
**********************************************************
젤 좋은거하고 정석만 다룸
딴건 내좆대로 다룸
Name: Snap/Burst/Average-Damage-per-AP(burst)/Magazine/Ammo caliber
M712: 10/15/6.67/20rds/7,62*53 USSR
신뢰성높음 루팅잘됨 (독일 연구소 2번째 스테이지)
2발 버스트, 총알 2가지. 최후반까지 쓸 수 잇음
파파샤 pdd ppss42-42 이런거랑 총알 호환됨 인벤 절약 가능
Browning HP: 8/*/7.38/13rds/.38 Parabellum
스털링이나 Cz M25 뜰때까지 쓰임
버스트 X 총알 2가지, 좀 레어함 총알은 잘뜸 내구도 2000
Cz M25: 8/incomplete
젤 좋을수도 잇고 안 좋을수도 잇음. 존나 레어함.
2발 버스트, 총알 2가지, 내구도 1600
척탄병이나 스카웃 서폿용으로 좋음 장탄 24
Sterling Pratchett Para: 8/
젤 좋음. M25한텐 좀 딸려고 spare 잘뜸 (재밍 걱정 안하고 버스트질 가능)
2발 버스트, 총알 2가지, 내구도 1200, 장탄 32
*****************************************************
* 05.00 Chapter 4 (On companions and baggages, aka *
*on the ones who like to let hands wander unnoticed)*
*****************************************************
용병 사는거엔 두가지가 잇음
싼놈 사서 직접 기르거나
비싼놈 사거나 근데 돈 많이 드니까 뺑뻉이좀 많이 돌아야함
비싼놈은 attribute가 씹오짐 트레이닝 하는것보다 나을수도있음
총합 26포인트 만들려면 첨부터 최후반까지 달려야 겨우 만드는데
그걸 ㅅㅂ 언제쳐하냐 차라리 사는게 낫지
Shade is 28 points and as cheap as they can get, but he paid for
it by level up quite slower than others. And some skills take forever to train
Engineer is especially bad. How long will your train to get to 130? At least
consistently until midgame. (I must admit, the limit on Engineer's skill
is through mission and level: level 13 to allow for 130 pts).
You can have one, or three, mercs with 26 points at the very start with a
wonderful low low price of 30K~. Good mercs, good equipments.
메딕은 트레이닝 하기 쉬우니 비싼거 사지마셈
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* 05.01.01 Shade *
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스위스 랜덤인카운터에서 Shade 구출할 수 있음
밀리 쓰로잉 높고 hide도 존나 높음 attribute 개씹높음 11/11/9도 가능
근데 렙이 존나 안오름
fast throw 찍으면 개씹오지는 척탄병됨
카타나나 투척용 칼 챙기면됨
아머 못입어서 중후반엔 유리몸이니 조심
***********************************************************
* 05.04 Medic (the ones who like to play doctor with you) *
***********************************************************
Medic got the making of a fine rifleman. Oh they can wield pistol just fine.
But that wont make full use of his gun tree: fast snap, good aimed, better
careful. Equip them with 14AP rifle like those carbines and medic shine
like stars. The silenced carbine delizle is especially fit, since it have no
snipe mode and early middle game, plus with fast snap they cost 11AP to shoot.
Beware the trap of Carbine 98 K silenced. It's only deadly in the hands of
Snipers. In the hand of Medic it's make him bloody slow killers (4shots for a
target). So you can use it as interim weapons to train out of Fami from the
Delizle. Exchange it with Scoped SVT 40.
Dont forget 3 points to get the perk seeing enemies' HP. A fine tactical tool,
it is! And to be frank, it's about the only reason we pick up Medics, because
Engineer can bandage you quite well with proper training.
메딕은 스냅샷 14-15AP 라이플만 쓸것
**********************************************************************
* 06.00 Chapter 5 (That spot of troubles you got during travel time) *
**********************************************************************
There're 3 types of Random Encounters: Worthy, Generic, and Dangerous
Generic.
worthy는 존나 레어함. 반복가능이라는데 존나 안뜸
generic이랑 dangerous은 비슷한데 당연히 dangerous가 더 어려움
상자에서 루팅되는건 렙에따라 바뀜
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* 06.01 Prison of Shade *
*************************
짐꾼하고 해야됨. 스위스 중심, 호수 왼쪽에서 뜨는데 존나 오래 기다려야됨
이 인카운터로 shade얻음
From the back you can see and shoot a guard standing near the stair
watching the door. After that done the anthill is in chaos. Either they run
out and get killed in the dark by you or you methodically open the door,
throw one apple in to wound/bleed them first then enter. The guard booth
is a bit strange, opaque glass maybe?
렙2때도 꺨 수 있고 템도 좋은데 짐꾼 없으면 다 못먹으니 짐꾼 생기면 하셈
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* 06.02 BANK HEIST *
********************
happens near the LZ of Germany, right to the right, and a bit down
후방으로 존나 달려서 사무실 한두군데 먹고 알아서 하면됨
70K in treasure and cash. 풀스쿼드로 장비 최소만 챙기고 오셈 존나많음
************************************
* 06.03 Germany's research station *
************************************
One 3-floor building surrounded by fence (cuttable by wire cutter you got from
second mission to last, or you can destroy it manually). Top floor got a pair
of 9ood pistols. Ground floor got medical stuffs. Guards. 1 Scientist. 3
unarmed Engineers. All hostile.
Dangerous Version got a machinegun mounted on sidecar and three more guards,
mostly stand around the gate.
Your best sneaker can sneak through the gate, round the truck, to the back,
up the ladder, sneak in the office upstair to get the pistols first.
If Engineer is sneaky enough you can get in, plant mines in front of all
those doors then attack:
This map is around the north, near the coast.
*************************************
* 06.04 Germany's Railroad Station. *
*************************************
Boring!
No Loots!
************************************
* 06.05 Poland's One and Only DONE *
************************************
Oh God! Factory with empty lockers. You know, the East bloc countries are pretty poor picking:
So depressing!
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* 06.06 England's repair station *
**********************************
No Dangerous version? Boring. The grenades are interesting if you are into
throwing melons around though.
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* 06.07 England's V8 Crashed Site *
***********************************
not much loot... Boring.
*************************
* 06.08 Egypt's PK camp *
*************************
You start in a small rocky area. 4-5 PKs stand near the camp with a chest of
AGS gun for PK and ammo. Infantries are quite good
If you dont have good antiPK guns (2 at minimum) like bazooka with AP rounds,
or PWM (6 is the preference) you are screwed. Even if you got enough for one,
the swarming red wont let you have the time to fix the PK to counter. In that
case, use the scout to get the AGS, sniping which infantry you can, hide and
leave.
IF you have enough, let the fun begin!
There are other encounters in USSR, Poland, Egypt but with no lockers
**********************************************************
* 07.01 First mission (that fateful encounter in Poland) *
**********************************************************
Grab the pistol but dont walk up yet. Use your fist to break down the locked
door nearby. Pity we are pistoleer so we cant use
the MP40.
Run like hell upstair:
If there's one, run near him and shoot, make way for Boris. If there're two,
run back down and Hide until they get down the basement. Shot him on the ears
as you dont have enough bullets and skills anyway. Boris will butcher the guys
for you. Grab the pistol T1933. And the picklock in the bedroom. Attic got
nothing worth the bullets you shot up.
If Boris want to run outside, let him. Even if he get killed, dont worry. Grab
the dropped Axe from his corpse.
The last one is in the barn
***************************************************************************
* 07.02 Second mission (testing MY loyalty? and in Switzerland, no less?) *
***************************************************************************
Keep only a pistol, one pineapple from the loot, two magazine. You will need
all the space for loot. Repair the pistol if need be.
This town got place you can ambush enemies: behind the bar or the stair lead
down to basement. So you either shot the guy once or twice then hide behind
the bar or just run away down the stair. You can use the pineapple if 2 red
shirts stay near each other, dont be economical here. Try to ambush them.
You may change from TT33 to Luger British for a while, there're two in
this mission. Other than the bunch of reds around the bar, one rifleman
with Lee Enfield stand on the balcony overlook the front yard of the bar.
You can run up to him on the ground then shoot upward or you can crawl
upstair to shoot, up to you.
There's civilian outfits in bedrooms, and four small grenades (in two chests)
in the basement. The blocked underground passage can be clear by grenade, gun,
or fist.
Interlude
Before you choose the next mission, try to recruit a few more teammates. Dont
forget Shade in Switzerland. Try to gather a full squad so that you can carry
away all those loots. Train if you can, esp in Hide.
**************************************************************************
* 07.03 1st set of mission - Must-Win Penemunde Archives mission (ROBOT) *
**************************************************************************
At the first cross sections you can go two ways: my recommendation is straight
forward to the cul-de-sac. We will turn around later.
At the end of the rail road there's a group SCRIPTED guards. IF they saw you
they will assume ambush postions and paying no attention to your ambushers.
So you can send your good sneakers into positions first then send clumsiest
guys in later to trigger.
IF the short ambush became long enemies may come near and stand on the other
side of the wooden wall. HMG or grenades will unblock the way fast.
Go through the bridge and corridor is another cul-de-sac with a blocked off
section and one-two guards there. There's loot behind the wooden panels: amber
and valuable. if you run straight to the other end of this corridor you can
find the ladder (2 guards) to deeper sections of the mine. You can do that
to advance to next session or you could turn aside to deal with the rest of
enemies remaining (send a scout and a grenadier, they will solve problems
fast) (another blocked off wooden panel hid gold bars). Pick up all the
loots before proceed though.
The next session got two blocked off with Lewis Mk1, Scoped rifle, 4 Hesogen
charges (save them for later). Eliminate enemies before you step on the 4
pillars room.
The 4 pillars room is scripted. If you step on it you enter combat mode and a
[i]engineer will run away. try to kill him to find the cyphered message
necessary to open secret mission {mechanical soldier}. Scout and grenadier
forward to discover and destroy enemies. What they cant kill sniper with
rifles can finish off.
The cyphered message is first of a series of clue lead to Secret mission, the
which also has requirement of 130 Eng for main character before you can
activate robot. Or you could just use code to open that mission.
******************************************************************************
* 07.04 1st set - How-to-lose Scientist (a poetry-loving scientist? Boggle!) *
******************************************************************************
Condition:
* Get the scientist out of that town alive
When you press leave mission, that NPC must be alive in your party. Even if
if you kill everyone already and the message was sent, if you then kill him,
you fail. Losing this mission is easy, just kill him at the end. Viola!
The targeted scientist at the second house on the left turn. If you go near,
or if enemies sense his presence, a cutscene will ensure. if you talk to him,
he will be added to your party, an unused engineer.
An search and destroy team will appear on the top right corner of the map and
advance toward where the scientist is. If you position a good sniper at the
end of that left turn and look toward that direction you can snipe them from
afar. Or you could just ambush them at mouths of those two alleys. Grenadiers
work great if they enter in group.
Three redshirts in the house right next to scientist's house: one secondfloor
two groundfloor. Three or four on the house on the other side of the crossroad
who will advance to investigate noise of battle.
Two or three civilian oufits scatter in the map. That's all for stationary
loots.
***********************************************************
* 07.05 1st set - How-to-lose Snitch (a bother in forest) *
***********************************************************
Condition to win:
* Kill the informant before he left the map
* Kill every THO agents in the map
The informant count as a THO agent. He left the map, you fail. BUT, dont let
him the only one THO left, ie, dont kill everybody before he leave, as he
would refuse to leave in that case.
This map present a challenge for one who is interested, that is let the
tattletale left the map after you loot his silenced Sten III. You can get this
after this battle or two anyway, but doing is a complicated challenge for the
bored. Show your merc to him, he draw to shoot, shoot his weapon off and let
him live, he run away in that case.
If you let enemies sense your presence they will trigger a cutscene and come
to you.
2-man patrol and two standing guard are on this side of the road.
The officer near the car can spot quite good. The informant will run toward
your discovered presence after the cutscene . If injured, or you stay
undiscovered he will run toward the 2-floor ruin then toward the 5-man place
to leave
On the other side of the map, a 5-man group will move AFTER the cutscene.
Their position is where the agent leave. 2 man on the ground floor of the
2-floor ruin to ambush. One sniper on the second floor can see quite good.
A good scout can sniff out their position beforehand, allow your grenadier
approach the 5-man position. Scout himself can stay near the 3 mans. Sniper
can provide support from proper distance. Your remainders can dispose of the
4s on the other side of the group.
At start, scout kill the sniper, grenadier (or Fast Throw grenade chucker) can
bombard the 5-man with 3-5 grenades. Timing right you can heavily injured them
to the point they cant counter. Although if you stay near the 5-man, the
informant will be quite reluctant to escape through it. Sniper can kill the
rest of them.
No stationary loots.
*****************************************************************************
* 07.06 1st set - How-to-lose A4 missile silo in Poland (You got me there!) *
*****************************************************************************
Condition:
* Grab the A4 missile design
* Kill them all
I am not sure how I can lose this mission. Inform me if you know how.
3-man patrol along the rail. left them till mop-up.
2-man patrol near the antenna. They will investigate sounds.
2 separate moving guards in the trench. Dispose them silently if you would.
1 moving sniper on the big roof. 1 standing sniper near the tower. Snipe them
from afar.
1 ambushing officer near the truck.
each bunker got one redshirt. the tower got one groundfloor and one uptop.
The big garage got 4-man reinforcement group if you make approriate noise.
A grenadier nearby and a shooter can dispose them off handily as they get
out of the garage door.
Somtimes the garage door cant close up. You still have to get to underground
section to chase enemies though.
First part is the ground battle. Second part is in the underground tunnel.
Send scout ahead to discover enemies then kill them. Basic tactic, really.
Third part happen in that garage. As you emerge from the trapdoor 7 redshirts
stand on high to ambush you.
Depend your preference: a grenadier with light grenades will damage them
handily. SMGs and riflemen can finish off the rest. Careful with the apple
so they dont snag and explode in your hand.
Lotsa loots.
****************************************************************************
* 07.07 Interlude - Act of Terrorism (adventure in London's sewer of fame) *
****************************************************************************
Condition:
* Kill them all.
* Dont let any of the four armed barrel explode.
As the prompter say, bring along an engineer. At least 4 charge of lockpick, 4
charge of disarming stuff(recommend 7 or more).
Scout will advance to sniff out enemies position. Right before you on the right
hand is a 4-man group will chase and stuck you in if your scout ignore that
right-turn and go straight. Proper position will allow grenadier and sniper to
finish them off as they run.
Straight up ahead is 2-4 redshirt who will see you through the door and
advance toward you. To the end of that road is a right turn that lead you
straight into the hot barrel of a HMG and a smg. A tunnel with three mines.
One PPD guy at the end of that, protecting a staircase lead to the main room.
Back to the start of the sewer, the right turn lead you to 2 culdesac with
two group of redshirt. One culdesac got a locked chest with two dart guns.
Save them for the end of this.
At the end of this road is another staircase. Now position one dart guy here
with half of your disarming stuff. Call them group A. Group B is at the other
staircase.
As you moved to open the door, cutscene cue in to show that there's at least
4 heavily armored THO inside busily arming the explosive barrels.
Group A enter: a THO behind that pillar who will arm the barrel at stair.
Another stand a bit farther on the right will arm the barrel in the middle.
Dartgun one guy and gun down the other.
Group B enter: you may be discovered by the pillar THO. 2 stand near the big
barrels of wine that can shield them quite well from grenades. Gun them down,
or dartgun them as you wish.
If they can move they will cutscenely arm the explosive. You got about 2 turns
to disarm them, giving you a dynamite device each.
The THOs here is abit random between 4-6. In easier difficulty there's one or
two art pieces.
*************************************************************************
* 07.08. 2nd set - How-to-lose Godfather (an offer he would not refuse) *
*************************************************************************
Conditions:
* Kill all the assassins but left Godfather alive
* Interrogate him
For the sake of Mechanical Soldier mission, leave this mission until after
Border and Corrupt Official. It's has few hidden bugs that can closed off
req for mechie mission. And just to be on the safe side maybe you shouldnt
lose this. But this is the only lose-able in the second set.
He refuse our offer. Most unwise. And he want to kill us for money. Extremely
most unwise. And we want to lose the only loseable mission of all 4, so he
had to go. Kill him before talking.
Easy mission with plenty of melee fighters. Godfather Smoke got 4 bodyguards
and one gatekeeper. There's one Russian guard at the barrier. Two lurkers with
stand in the mist so hard to see. And someother buggers. Easy peasy!
There're loots in the locked back room of his office and an identical chest
in the factory. A few cash pile and stock. It's poor pickings, equipment-wise,
in this mission.
************************************************************************
* 07.09 2nd set - Cant-lose Pen (Assassins, convicts, wardens, oh my!) *
************************************************************************
Condition:
* Interrogate Otter
* Kill enough prisoners
This mission is abit buggy, generally speaking. Sometimes Otter die at the
very start of mission, making interrogate him impossible. In that case you
cant fail this mission
IF otter is still alive, you can always kill him before you speak to him.
MISSION FAIL!
5-man prisoners group near the shed with one Russian officer. you can run
one or two guys behind the shed to attack them (dont run straight ahead at
them).
Grenadiers move to near the gate. Sniper lie where convenient and shoot the
targets. It's a simple mission, really, if you have high FAMI rifles, or good
grenadiers with light apples.
Good loots.
***************************************************
* 07.10 2nd set - Must win Border mission (ROBOT) *
***************************************************
Condition:
* Captured the prisoners.
* Kill them till they surrender.
* Dont let Russian guards die too many (1-2)
If you pay dat paltry amount you start on the Finnish border and stuck one
up the rear of the THOs. plus you get a carbine 98k silent so ahead of time.
If you dont pay, you get two crappy silent guns. I always pay.
Move to middle of the bridge and terminate them. Let one THO alone so you got
time to taking care of the wound and move to positions.
The reinforcement appear after you kill the last THO. An oval group which will
surrender when only 3 remain. The [i] guy is in the middle.
A pistoleer in the alley, and a scout in the house will see them all. A
grenadier station behind the door of the guard house. He could stay on the
roof but he will be sniped easily. Two riflemen lay straight on the track,
slightly behind the grenadier's door. The rest can be where you want.
Two riflemen can open fire to draw off enemies presence, making them spend all
their AP on shooting them from far afield. Then the pistoleer and the scout
can open door and open fire/throw grenades. Pistoleer can use the trick of
shooting their arms to make them dropped guns. Then grenadier can finally open
door and sling grenades toward the weakened enemies.
When they are down to 3 they will cutscenely surrender. The [i] guy will tell
you of a village in poland, which is a clue toward Robot mission.
Plenty of loots
As for the silent sniper gun, Carbine 98k scoped silent is a bit specialized.
Its damage mean only sniper can use it effectively and undercover. In others'
it's not so good.
*******************************************************************
* 07.11. 2nd set - How-to-lose Corrupt Official (so many shinies) *
*******************************************************************
Stealth Mission:
* Covertly Infiltrate His Office (stealth always)
* Interrogate Him
* Extract stealthily and safely.
If stealth status is blown:
* Capture Official
* Interrogate him
This mission cause many "buggy" situations for people so I will explain
upfront what need to be done.
Most often meet bug is that you lost stealth when attack a Hammer guards.
The four outer perimeter Hammers are okay to take out but the two personal
guards and two in the nearby room is NOT okay. They are SCRIPTED to
discover you if you so much as whisper to them, so forget it. And later on
when the cutscene happen there appear a guard under the ladder, also a
SCRIPTED one. So to keep Stealth at all cost, stay away from those 5. All
other are fair games if you can kill them without losing stealth.
To extract stealthily and successfully, you need to jump from the windows
of that Official. Either you pick it or drag that body, turning around will
break the windows. From there you run back to where you start, there's a red
cross marked it.
Second bug happens when you want to attack all those Hammer guards. Greedy for
their loots huh? You can mine, or boobytrap the doors on the path they
withdraw so in the cutscene when they go to that place they will be blown
to asunder. Alas the game engine got confused at that point and display two
set of objective, both Stealth and Not_Stealth. At which point you are
unable to fulfil Extract goal or Interrogate the official (since you
punched his life out). So you wont be able to complete the mission. So? Let
4 guards and the Hammer rep 9o.
On to the mission:
Try to use bare hands/knife only. Even throwing missiles or shooting silenced
guns run the risk of discovery. (even if you pump all your rounds on the body
of target it still count toward the universal alarm trigger)
2 roving guards outside of the wall can be seen by your sharpeye sniper,
punch their life out or shurikened or silent shot them, whatever took your
fancy. (Shotot too many and even civilians will run out to investigate).
2 Hammer guards on front gate. Deal with them as you wish or they will
leave in the cutscene.
A few places on the wall you can climb over or you can just use the back
gate.
2 roving guards inside the wall in the back. If you KO them then drag their
corpse away before anyone noticed. 1 roving guard on
the front yard. One officer type who notice noise and move around a little
but incoveniently so. One guard stand near the big double gate. One officer
in the guard house require your best sneaker to sneak in for a lil CQC (Close
quarter combat), or you can just silently shot them.
One guard in the ground floor bathroom require your best sneaker to deal
with him.
The sniper on second floor is too annoying but can be dealt with later.
When the two Hammer (SCRIPTED!) behind him move away you can flick his life
away easily.
When your leader walk near the door to the study, cutscene happen. After it
all hammer guards disappear, and one russian guard appear under the ladder
(SCRIPTED). Dont attack him.
Jump out of the windows of the study room and hightailed it out of there.
All the rest: explore, exploit and extract. Stealth mission is always a
bitch since you cant kill them all. In this case, it's the 5 targets I said
earlier.
Interrogate the official stealthily will get you the information that THO
trade tech with USSR.
To blow this mission, just kill the official before you talk to him. Blow
stealth status wont lose you the mission. Still, I dont recommend blow stealth
or lose this mission.
NOTE: The silent map alarm triggers on either the number of enemies killed
or the number of bullets/knives you threw. Try to finish off only two outer
roving guards, 2 outer gate hammer guards, 2 inner gate hammer guards first.
Perhaps the hall/ladder guard too. Then you trigger the cutscene. The rest
came later. Should you drop too many bodies or shoot too many times, either
an allies officer will be spawned and investigate, or the two Scripted upstair
hammer will go investigate. This is quite rare but it's bad news because
they cant be killed without blowing stealth. In that case, you lure them away
from the hall then run your leader straight up to the library to trigger
cutscene. The allies officer and the Hammer guards should disappear. In the
rare case that officer wont disappear but continue chasing... you are screwed.
Reload earlier save.
Loot: 2 SMG on attic, DP heavy machinegun with two magazines. Some valuables.
Gate house officer got 2 heavy grenades.
***************************************
* 07.12 Interlude - Traitor/Treachery *
***************************************
2 part mission
Condition:
* Interrogate Boris
* Kill them all.
This mission's end is abit buggy but solvable. Dont let Boris wear PK.
Dont worry about heavy weapons. Loots will take care of it. Bring a few
heavy melons if you are worried, or 60+ penetrating mines. At least 4 charge
of lockpicking.
Pistoled the guy you saw and running the whole group toward the end of the
street. one HMGer in the left building, two behind the barrels of oils
straight ahead, 2 behind the truck with another at the end of street,
three inside the left warehouse next to the barrels.
Shoot the barrels to fry them up a bit. The guys behind the truck can be
pistoled or SMGed. Rifled the rest.
Before you interrogate Boris, checking the loots. You will have one Bazooka
for your sniper, one Panzer for your best shooter, heavy grenades for your
grenade chuckers. Mine where you start if you want. I really dont bother.
There's Boris in your party but it doesnt worth the bother. Keep him safe.
Cutscene show three Pks at where you started, one near the truck, one near
the HMG loot.
The PK nearby, you just bazooka or panzerfaust them in the head. Problem solve!
The one at the end of the road should be dealt with before the last group.
You can repair those PK to deal with the rest, although that need a high level
engineer.
Mvoing your grenade chucker along the street, and take cover at the end of
turn. Bazooka and sniper can be on the roof or just follow the grenades.
Generally, one PK stand slightly back, so you can deal two first. Chuck heavy
grenades at them to draw attention, while moving the bazooka to where you
can shoot at 70%+. Keep one good interruptor to deal with escaped PK pilots.
If you can repair all five PK, dont let Boris wear any. weapons he keep can
be stored but not PKs.
Loots aplenty. Loot them all.
If you wear Pk and appear in a strange place, fear not. You may click on the
door to enter the hall then enter main office OR you can leave the base,
camping outside then return.
*************************************
* 07.13 Interlude - Defend the base *
*************************************
Condition:
* Kill them all
Dont bring HMG or grenades as you can loot quite a bit before battle start.
Bring 60+ pene mines, all the rest of your explosive for your best engineer.
3+ charge of lockpick.
Mine the road.
Seed 4-5 guys on one side of the map. Divide and you are too weak to
stem them back. Keep one guy on one side and the rest on other will just
make that guy the bait which got killed, no good. So, keep them all on one
side. Grenade thrower and eplosive chucker stay near the road to blast them
to kingdom come. Scout near those two to deal with infantry. Sniper and the
rest shall give them support fire.
When you talk Sam they appear. Run your leader to where you deem best.
The scout look around to see enemies, and deal with the ones seem most
dangerous. Support fire finish off the wounded. Then explosive and grenades
can start flying. Try to kill all the PKs in one round and pray that the
ejecting pilots too weak to counter.
The infantry on the uncontested side can run unopposed to the trench and start
trading shots with defenders. let them! You finish off your side and repair
PK IF and ONLY IF you intend to use PK. Set the mines if you have any left.
Position your grenade and explosive chuckers on the uncontest side
Now the support group and leader can kill the rest of enemies. After3-5 turns
the second wave will drop in. Unless you can kill PKs all in one turn, dont
fight them at the landing zone. Let them get in a bit to drag them out.
Infantry on the previously uncontested side now can be dealt with by your
silent scout or your support fire. Infantry on the previously contested side
now will run straight onto the unhurt defenders. Move the anti-PK group where
they can attack PKs on the next turn.
This turn your anti-PK will throw grenades/explosives at PKs to kill them
all in one turn. If not, thing get ugly. Bazooka and panzersrek can finish
off the rest. Oh, and pray that ejecting pilots wont hurt you too bad.
Mop them up.
This map show a classic battle against small tanks: Mined the obvious path,
position grenadiers to deal with threats easily, and make use of heavy weapons
effectively. Sniper can try sniping PKs but if ever they get within grenade
range, their grenades can hurt very bad.
*******************************************************************
* 07.14 3rd set - The Stash (ah! another continent, here I come!) *
*******************************************************************
This mission or Valhala will give you a wire cutter, a helpful gadget.
Condition
* Kill them all.
Another mission make heavily use of mines if you want. Although, a grenadier
and good engineer can make mincemeat out of them.
Mine the starting place with 4-6 very good mines if you want. The nearby rock
can shield your anti-PK of two.
Notice the wide open area next to the HMG. Put one good sniper on the rock
near the two trees so that he can observe that area.
The rest of your team move to the blocked off area. When you enter the
underground section enemies will drop in in three place, with one place is
random. If that place is the central area, 6 enemies. If it's on the other
side, 3-5. Leave them till later.
The team drop in the wide open landing zone can be picked off by sniper. The
nearby team can pile in to finish them off too.
The PKs will land straight on the mines and get heavily injured. Heavy
grenades and good explosive will finish off the rest.
The last redshirt enemies may try to ambush you since you leave them alone.
Scouting them out then deal with them as usual.
Loots aplenty.
***********************************************************************
* 07.15 3rd set - Valhala Firm (once again, back to sweet Swiss land) *
***********************************************************************
Condition:
* Stealthily infiltrate the building
* Kill them all
* Loot them all
* Prank call the police to minimize civilian's casualty.
The last condition is optional though it allow us the luxury of time. If let
alone, the patrol police will notice the 2-floor THO with gun and start open
fire, leading to massive police casualty, cut straight to our money. So the
phone booth on the wall in the street near the Firm allow us to misdirect them
ou of the map. Time! Luxurious Time!
The library got one officer and a decyphering book, give the final clue of
Poland mission Mechanical Soldier. Read on the approriate section about it.
The other wing got 3 guys inside, require two to handle. One get in from the
street to see them all and club one guy down. One get in through the window
in the alley and shoot the rest.
The back room got one redshirt. one guy is enough, usually your sniper as he
can provide support fire for the rest.
Front hall got two, leave them for now.
Run your scout straight upto upstair. he got good hide so he should be safe.
One THO on the corridor: leave him be. Run him into the back room with two
guys there. Wait abit.
Your last guy, usually the second best Hide, also run like hell upstair, try
to stay near the corridor THO. When discovered, he will kill that and move
into position to ambush the stair incase those front hall go up. The scout
kills the two in the back room. The sniper move in to kill the back room guy.
The library and 2-man teams also move to kill.
After the first turn, there should be 7 corpses. The library team should also
move back out of the windows since one of front hall redshirt will investigate
the library. Remember the sniper can provide support fire if you need it.
Second turn: library guy move in to kill the curious red. one Front hall may
also get onto the stair so two guys upstair should deal with him. 2-man team
and sniper could provide support fire if need call.
Third turn: move to basement and deal with the remaining two.
Loot them all! Lotsa loots!
*****************************************
* 07.16 3rd set - The Warehouse (yawn!) *
*****************************************
Condition:
* Kill them all
From reading the directive it seem this mission could be failed but I havent
figured it out. If you know how, write me the way.
Bring PKs or not, this is one easy mission. The easiest is open/close the
iron gate and gun them down. The infantry may try to get over the wall but
it's futile anyway.
Without PKs, you can run a long way around the walls to back, climb in and
silent killed the rest. Beware that PK, though, as it like to stuck in your
back.
Good loots, but boring mission
**********************************************************
* 07.17 SECRET MISSION - Mechanical Soldier (aka Robots) *
**********************************************************
You can also activate this mission by using cheat code. I ask that you dont
open it before its due course because of two potential bug.
1. ABSR is a PK-type, so he will be excluded from Stealth Missions or
PK-forbidden missions. As he cant be dismissed, and killing him took 5-7 mines
of 100 penetration, get him too early mean no way to kill him... meaning
deadend.
2. ABSR can fill the 7th slot in your team. If you play missions with 7-man
team and it require you add a NPC to your group, it could be a sticky point
lead to crash. So beware.
Of course, playing with ABSR too early mean you can just use him to kill them
all, which is a boring game experience. Same as you play scout-solo, I mean.
But who am I to argue with your enjoyment of the game. But mind my warning
regarding bugs, though.
******************************************************************************
To cheat, open the file s3autoexec.cfg, add the "wirbelwind" without quote to
the end of it. that will allow you to use ~ to pull down console. type EXACTLY
ScenarioAddVisibleZone( "Secret" )
that to make visible the mission zone in poland
BeginZone( "Secret" )
that to begin the zone.
space and capitalization must be exactly as above, mind you.
******************************************************************************
CONDITION:
* Kill them all
6 redshirts in front of the gate to the next part of mission prove to be
easy prey for a good grenadiers. Their equipments are quite good and that
should clue you in as to the quality of enemies.
Second part of mission got 3 Mechanical Soldiers, the like that is the final
battle of assault mission. Heaven!
You can attack them if you got the right equipments: PWM grenades, Hecsogen,
AP-round heavy weapons. A good sniper with 80% + can bazooka them easily.
RPG grenades cant even scratch them.
You can sneak one by one to the gates to 3rd area. There're two gates: obvious
gates down the elevator or the blocked gate.
The last area got two active enemies behind barricade. Easy Prey!
ABSR can be activated if you got 130+ Engi which can be only be achieved by
Engineer. He's the same type of robots as the 3 above. Now you can go back
to finish them off if you havent killed them before.
ABSR's weapons are fixed. He cant be healed but he can be repaired by
PK-technician. 600 HP and impervious to nearly all weaponry, he's a veritable
Abram tank.
*****************************************************************************
* 07.18 Final Battle - Stealth Mission (chicken your way out? shame on you) *
*****************************************************************************
This mission is a failure ending. It's admonition on the game part, meaning if
you let Boris sacrifice himself in assault, you dont deserve a true ending. It
is quite subtle on the gamemakers part so gamers dont always get it and they
complain that this ending peter out.
Condition:
* Stealthily infiltrate the next part
* Kill Major
Stealth Mission mean no PK,or ABSR. Also no loud weapons. Silenced guns,
throwing knives and kickboxing only. See the fun?!
You can kill them all or you could just stealthily slip past them to the door
lead to the next area.
Stealth mission mean no loud killing, and dont let guards see dead corpses,
either.
There's a electric generator on this map that you can make them flashing red
light and loud noise, hiding what you are doing.
You should figure out how to get past this because that's only the fun you get
out of this map.
Just to taunt us better, enemies drop very good loots, but no where to use,
of course. Those Russians' humour!
The next area got one guy on the stair and two on the doors. Exterminate them
with extreme prejudice. The door to the ladder is unpickable meaning you cant
save Boris from your bad decision. Get in the office and end this farce.
Enjoy the boring ending.
****************************************************************************
* 07.19 Final Battle - Assault Mission (It's easy to be hero in this army) *
****************************************************************************
True battle, true ending. Dont use ABSR or PK to make the most fun out of it.
Bring all the heavy grenades, explosives you can scrounge, buy or hoard. Time
to spend it all in two glorious battle.
Condition:
* Kill them all
* Kill Major
First part is a open field battle. PKs in and around the perimeter. 3 snipers
on tower and cliff. Moving guards.
Position your Sniper and riflemen in sheltering positions, so that they can
take cover from PK's fire. Scout get near and determine area, enemies position
and PK route. Try to get engineer into position to mine the path and ready to
blast them to kingdom come. Grenadier also in position.
Sniper open fire to kill three red snipers. Engineer run to mine the path that
PK shall use to investigate.
If PKs get near, pummel them with bazooka, explosive, PWM. Use it all as they
drop but save the best explosives for last (hecsogen or nitroglycerin).
Infantry try to storm your position? Eat Heavy Grenades, Mincemeat!
Gather the loots, especially the heavy grenades as the final battle await.
The next area is a underground tunnels which make use of SMGs and light
grenades. use them up.
The wide open door make me proceed with caution: Sniper with bazooka, riflemen
with heavy weapons, all use AP-round; grenadiers with TG42 and PWM; engineer
with the remaining explosive ready to hand.
BANG! Three Robots appear. Aint you glad you trained with their like on that
Polish Village? The first shots are excuted with precision because if you miss
and they counterfire you are deadmeat. Grenadiers and soldiers throw all the
PWMs, engineers throw explosives, bazookas are shot... Very Hairy! because in
training you are quite in control of how you attack. Here, one miscalculation
can mean your whole group dead.
The last Robot is something of a bit anticlimax. Oh well.
Now you finish what you come here for.
See? The Assault ending is soooo much better than Stealth ending. Those Russian
are SUBTLE.
What? The Major is a wimp? What do you expect? An undercover spy turn
administrator that have 1500 HP with a triple HP of a PK like the last S2?
Mightiest than even your mightiest warrior? You are kidding me!
Please, that is so ridiculous. This IS realistic.
************************************
* 08.01 Here is your bag of tricks *
************************************
----You can broke the glassed windows with minimal AP by standing/sitting
face to face with it, open the inventory and throw items out. They will
fall forward and broke the windows. Three times will do. And since doing
that doesnt cost AP it's very economical. Another way is that you drag a
body to the windows, turn around: blam! Windows broke! Slow, though. As for
Kickbox/throw/shot, that's the way of overmuscled brainless mercenaries (sad
to say, I was one such until the third playthrough)
----CTRL+K will remove the tree crown and the bush make it easier to see
the map. They still exist, of course, so if you try to throw grenades with
bad skill you could get blocked. So try to remove/restore tree crowns a few
times before you throw.
----Repair items will cost you lots of point, so only do the fix jam, or
repair to sell with training Eng in mind (quite expensively I might add).
If you intend to repair your current weapons, buy the service from dealer.
It will cost you a point of maintainance, plenty of cheap!
----As I said before, the unpickable cabinet in Main office can be a great
thing to train Eng. Buy the lock picks then pick that. You will get up to
your limit in no time. So much cheaper and more convenient than repairing
weapons yourself, or mine/disarm mine.
----A mine so ineptly set will be detected instantly and be avoided henceforth.
Voila! Here is your tool to block their way. set it up as a barrier so they
cant help but have to go around.
----Mine right in front of the door, or the fall point of the windows for
unavoidable positions. Mine/grenade trap the hard-to-pick door or locker then
shoot it for maximum effect.
----The higher your Eng skill is, the better hidden your mine/trap is. And
explode more prettily too.
----Pay attention to Maintainance points. A gun with less than best condition
cant give you the best performance. And if you have to repair/unjam the gun
during mission time you will lower MP points considerably. Repair before go
to battle. Choose weapons wisely: maybe some guns got good performance but
its MP points is low, there's no spare so you would choose other guns with
slightly lower spec but good maintainance points. The MP smg series are a case
in point: MP 38-42 silenced smg is the best of silenced smg before they sell
Sterling Pratchett Silencer. However, it's very low threshold and no snapshot
mode, making it very problematic in mission, after about 6 burst you run the
constant risk of jamming. Now, silenced sten III is lower in spec but it can
snap shot so you could have kept that, relied on single shot and Fami to kill,
only use burst if you run the risk of discovery. Generally, snapshot is not as
risky in jamming as burst so you could prolong the use of the gun until the
end of mission. That's why I advise a pair of pistol instead of one, and the
Browning HP is just a interim pistol due to its lack of spare.
********************************************
* 08.02 .02 And your treasured tactics too *
********************************************
----Think 3D. If enemy fort up on your way, try not just to go around them
but go over them, or go under. Blast them to asunder with grenades or HMG
or heavy weapons is really satisfying but they are not the only ways.
----Know enemies. Send your scouts and your sniper forward to check out
enemies positions and the terrain. try to check out whether they can be killed
isolatedly before attack. Try to see where will be the choke point that can
stop enemy reinforcement. Check out the most HP redshirt too, as he is the most
skilled and need to liquidate ASAP.
----Prepare battlefield. Mine the choke points if you dont have enough guns to
hold that. Grenadiers is the most suited for them as his apples have good bites
and can go a long way. Snipers at the central place to control all directions.
SMGs and pistols at corner.
----Know your weapons. SMG is often the most murderous weapons at close range.
Grenades for crowd control. Pistol in the hand of skilled user such as sniper
and SnapShot pistoleer with high Familiarity can help to score crits and finish
off the remaining enemies (Nothing like the satisfaction of when you finish off
the grenade/mine-weakened group with a pistol). Dont use pistol to duel with
riflemen, dont use SMG to kill far off enemies and dont use grenades in tight
corners.
----Melee weapons are for one-on-one in the dark of the night. You want to
kill silently, sneak up behind them with melee, throwing weapons, or silencer.
When the curtain go up, use other weapons fit for situations.
----Diversion tactics: Shot a few on the air to draw enemies toward you,
creating holes in that tight defense for scouts to sneak through. But remember
Diversion is diversion, try not to get caught in that trap. Nothing funnier
than a medic got surrounded by a platoon of SMGs, and nary a grenade in sight.
OTOH, grenadiers may make mincemeat of those goons, at his heavy cost,
of course.
----PKs is minitank... slow minitank, too. If you cant kill them with your
current weapons, run away is possible since they are slow as turtles. Sniper
with high penetration rifles (40+) can damage or crit the pilots to force them
out. Heavy grenades, or Panzerfaust, is a brute force approach. You can lure
them near door/windows mined with good explosive then shoot... Always keep
at least 2 heavy grenades or xplosives just for this eventuality.
----Using Engineer to play with enemies: the obvious grenadetraps set by your
scout and a cunningly mine/explosive in the remain route will crush him to
dust. Especially in scripted situations or the curious officers of the map
(every map 9ot one or two officers with the highest HP and very curious, they
will investigate the noise and chase after you with their pistols). It's time-
consuming but oh well, you have to find amusement where you can.
----Save at least one PWM in your random encounter hunting. Especially in Egypt
as the Egypt special encounter is no joke. They run to investigate at the
lightest sound, with 4 PK in a wide open maps. And I so hate to leave the map
with alive redshirt.
65535제한좀 ㅅㅂ
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