---------------------------------------- SILENT STORM SENTINELS Walkthrough/Guide ---------------------------------------- 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 ----------------- 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. -------- 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