Silent Storm: Sentinels
              A Pistoleer's Adventure in the World-War-II-ravaged lands
                                by Laclongquan
                        [email protected]
                                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.

Table of Content:
01.00 Preface
 .01 What is a pistoleer
 .02 Why do I care about playing as a pistoleer
 .03 Cover my ass section (credit page)

02.00 Chapter 1 (On the funs and unfuns of pistoleer) DONE
 .01 Oh the funs, the great funs that we had
 .02 Ugh, it's not so good, we are in trouble now.

03.00 Chapter 2 (On the ins and outs of training) DONE
 .01 The things we do
 .02 The things we dont

04.00 Chapter 3 (Loots: use? sell? repair?) 10%
 .01 Pistol (that itty bitty thingagumies you fondle)
 .02 Rifle (My, what a long thing you have there!)
 .03 Grenade (hey ladies, wanna look at my balls)
 .04 Explosive (hey ladies, wanna look at my stick)
 .05 Knife (that sharp pointy you wanna throw at my face)
 .06 Tools (your usual essentials, and Unmentionables)
 .07 And all the rest

05.00 Chapter 4 (On companions and baggages) 10%
 .01 Sniper-Scout (the ones who like to let hands wander unnoticed)
 .02 Grenadier (who has big balls)
 .03 Soldier (who can play all sides with panache)
 .04 Medic (who always want to play doctor with you)
 .05 HMGers (the guys and gals that love big logs)
 .06 Your mules

06.00 Chapter 5 (That spot of troubles you got during travel time)
 .01 Prison of Shade
 .02 Bank Heist
 .03 Germany's Research Station
 .04 Germany's Railroad Station.
 .05 Poland's One and Only
 .06 Germany's Factory
 .07 England's V8 Crashed Site.
 .08 Egypt's PK camp

07.00 Chapter 6 (The adventure in this big wide world)
 .01 First mission (that fateful encounter in Poland)
 .02 Second mission (testing MY loyalty? and in Switzerland, no less?)
 .03 1st set of mission - Must-Win Penemunde Archives mission (ROBOT)
 .04 1st set - How-to-lose Scientist (a poetry-loving scientist? Boggle!)
 .05 1st set - How-to-lose Snitch (a bother in forest)
 .06 1st set - How-to-lose A4 missile silo in Poland (You got me there!)
 .07 Interlude - Act of Terrorism (adventure in London's sewer of fame)
 .08 2nd set - How-to-lose Godfather (an offer he would not refuse)
 .09 2nd set - Cant-lose Pen (Assassins, convicts, wardens, oh my!)
 .10 2nd set - Must win Border mission (ROBOT)
 .11 2nd set - How-to-lose Corrupt Official (his lair got many shinies)
 .12 Interlude - Traitor/Treachery
 .13 Interlude - Defend the base
 .14 3rd set - The Stash (ah! another continent, here I come!)
 .15 3rd set - Valhala Firm (once again, back to sweet Swiss land)
 .16 3rd set - The Warehouse (yawn!)
 .17 SECRET MISSION - Mechanical Soldier (aka Robots)
 .18 Final Battle - Stealth Mission (chicken your way out? shame on you)
 .19 Final Battle - Assault Mission (It's easy to be hero in this army)
08.00 Tricks and Tactics
 .01 Here is your bag of tricks
 .02 And your treasured tactics too

******************************************************************************


*****************
* 01.00 Preface *
*****************

Silent Storm Sentinels is a good tactic squad-based combat game. YOu assume
the role of squad leader, with a profession out of six (scout, sniper,
soldier, medic, engineer and grenadier). Your main mission is search and
destroy an organization attempting to control the world, the Thor's Hammer.
You can hire your troops from the pool of veterans managed by your
employer, the Sentinels group. They also sell you some supplies and provide
a safe base for rest and regroup.

For new gamers, or even vetera but new to this series, this game can be
quite hard. Even if you get to high level with high HP you still can be
killed by a lower level enemy by burst fire, or grenade, or just plain
traps set up near flamable materials. No sure way to survive. For you,
there's are two guide to help: Guiler's guide on Gamefaqs and Coyot's guide
on Net. They are detailed and help you with many survival necessities.

For veteran who beat the game at least once, who want to squeeze every
little ounce of fun from this game, this is your guide. You want to play
with challenge, with difficulty, with flair, you can read on. This way can
be pretty damn hard but it wont be sadistic. I promise

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),

*****************************
* 01.01 What is a pistoleer *
*****************************

You can only use pistol up close and personal. Not for you the chatter of SMG,
the roar of heavy machine gun, or the whisper of Sniper rifle. For you, it
must be the sound of knock knock on their heads, from your trusty pistol.
Sometimes you can use knife, or throw it, and if some patrol group discover
you, a grenade or two before running away seem a good idea, but over all your
main weapon is a pair of pistols.

Since you use pistols you must be quite close to the enemy. Scout around a bit
to ensure that no other vojak beside your target. Position at his back then aim
at his body parts. Head for crits, hands for falling weapons, legs for limiting
mobility. At first you need a whole magazine for one target, but later on just
two head shot are enough. And with the low AP cost, you can do plenty of other
things, like running away, or kill another one. You can even contemplate the
insanity of disarming a whole group: Border mission my scouting sniper disarmed
7 guys (reinforcement group) with his trusty M712 (19Familiarity)

You should always go with at least one mate. Pistol sometimes cant finish off
enemy so a helper is necessary. More importantly is that maybe you need an
assistant on Spot and Interrupt. A Scout, or scouting Sniper, is good. A
grenadier is like a lumbering mobile battery, with all that entail.

A Scout, or Soldier, is a bit of a waste since burst-able pistol are rare
(M72, then Sterling Para) and you cant make use of Melee. Throwing is an
occasional thing anyway.
Medic is more a Melee kind of guy, but more importantly, Medic's limit on
Hide is ANNOYING. For you, either Sniper or Engineer is good. Sniper is good
because its limit on Burst has no effect on you much. Snipe is waste but
pistol cant snipe anyway, so it's moot point. Mine is an ENGINEER because
there's a special mission require your squad leader must have 130 Engineer
to get. No way to get that using other characters. And Engineer got quite a
freedom others dont have: Hide, shoot, throw, melee, set trap, mine. The only
thing Engineer cant do is sniping.
Grenadier is overpowered. And the necessary perk for pistoleer is Fast Snap
Shot is at the end of the tree. So playing Grenadier as pistoleer is not
optimal.

****************************************************
* 01.02 Why do I care about playing as a pistoleer *
****************************************************

You want challenge, remember? playing as melee knife maniac is hard but it
simplifies logistic (drop guns out of equation). Playing with SMG is easy, too
easy at times (Border mission, if Shade at my position instead he will kill or
heavily injured those guys with his PPSh, or AK47, accessible with money).
HMG is too annoying (a burst at close range and still cant kill? come on!)
beside it's middle game before we can have other HMGs than Lewis. Rifleman
is easiest of all: stand on high ground, let good scout find enemy
positions, shoot them, yawn. Grenades are too powerful direct way to win
arguments.

Pistoleer require you play as a team of at least two, ideally four. The
forward team got spotter, an interrupter, an engineer and a finisher (to
ensure enemy stay dead)(grenadier is great, sniper stand second). Medic is
good but not essential. Mine is Engineer so I can do bandage thing easily.
The behind group can be a heavy weapon specialist (if you use HMG, or rocket,
or grenade launcher) or PK. PK is ridiculously slow in combat I really dont
bother much with them (but fighting them is sooo fun!). Good coordination,
caution, and plenty of backup.

And playing as mine : Engineer-pistoleer, ensure you got to play the secret
mission Mechanical Soldier (Robot). You can get a Robot but the real reward is
the journey lead to play the mission. You will have helpers using SMG, rifle,
HMG, grenade. You can do the engineer stuff your self. What fun!
******************************
* 01.03 Cover my ass section *
******************************

As I said before, there's two guide on S3: Guiler's guide easily accessed
from gamefaqs.com and Coyot's guide which is harder to get. Coyot's site is
down, his post on nival forums is lost  (Nival forums are down, whcih is a
bummer). The two guides are very good for beginners and midleground gamers.
The S2 and S3 active community concentrate on strategycore.co.uk
forum and they are quite knowledgable about this stuff. I got almost all of
my tidbits from there. The stuff about training I got from there but
perfect by myself. Other stuff I note as personally experiments.

*********************************************************
* 02.00 Chapter 1 (On the funs and unfuns of pistoleer) *
*********************************************************

We deal with the attractiveness of pistoleer here. And the ugly side. You
cant say I didnt warn you before hand :-p

*************************************************
* 02.01 Oh the funs, the great funs that we had *
*************************************************

Play with pistol mean you have great tactical mobility and you must have
tactical mobility. You hide then scout around to determine enemy position,
shoot them or shuriken them, wait for them to pass, laying traps/mines, or
just plain runaway. Pistol allow you the luxury of shooting once before
running away, which believe me, SMGers or riflemen dont have since they
lost more precious AP for it. THAT is a doorknocker to attract enemy and
lead them to traps you set. An engineer can decimate a 3-man patrol just
like that. In fact, playing as Engineer is more versatile than Scout since
your mines are soooo dangerous. And we havent even talked about explosives.
Shudder! The higher your engineer skill is, the more damage they cause.
and the better hidden they are, of course.

You need backup: one if you want, but three for full effects. Like I said,
spotter, interruptor and finisher. So you play with a team which scout dont
really need (scout can solo kill by silenced guns or knives), sniper only
need scout, HMGers are a laugh since if they enter the fray either you have
bigger firepower or you get hurt totally. Grenadiers are too powerful, with
his 3-5 grenades a turn. In fact, grenadiers are the only profession can
blow to smithereen 5-6 enemies without breathing hard. (Aside: remember S2's
Defending German Factory? that mission got 12 red guys in two group stand
in the courtyard. The HMGer open a hole in the ceiling, Grenadier run on
uptop. Next turn Scout eyeball red position, then Grenadier throw
pineapples. At 15 apiece he can throw 4 to 5, destroy 6-8, or very luckily
all 12.)

You can dual pistol. Cant shoot, but wth! Pistol got small magazine unless
its the 20-round machined pistol Mauser M712. They got used much more often
than other guns so they degrade faster, so you need a spare. Pistols are small
so you got more space on inventory for loots.

We always got a touch of sadistic side so nothing satisfies us than the
bark of handgun methodically touch separate parts of body. SMG is too quick
to kill, Rifle is too far.

You have shoot more so you level up Shoot skill faster. Generally you dont have
to train Shoot skill. And you get Familiarity much faster than others. Scouting
Sniper or Scout, generally dont need to train Shoot. As to playing Engineer or
Medic, you especially dont need to train Shoot.

As Engineer you can bandage yourself well, make Med skill go up, lead to
increase in Attributes.

The Challenges you got are plentiful: against heavy armored troops, agains
sharpeye snipers, against PK. For PK you simply have to rely on heavy grenades
or luring them to mined path. You could throw explosive but my experiment show
they act more like shrapnel than deep-charge, so it affect PK more than
pilots. And throw explosive till the PK exploded and left the pilots standing
there, naked and stunned, exposed to our barrels of M712, is... inelegant.

*******************************************************
* 02.02 Ugh, it's not so good, we are in trouble now. *
*******************************************************

You always have to shoot so many times so early games are hard. Sauer is
too light to kill quickly.  M712 is and must be your main weapons till after
1st set missions and it's not so great unless in the hand of a scouting sniper.
Other pistol are good but if you are attached to M712 series with
high FAMI, you will be reluctant to change weapons, even with Sterling Para,
which is the best pistol there is (my scouting sniper sport a pair of M712
from start to there, and I was verrrrrry reluctant to change).

A logical progression is (whatever work first)-->M712 -->Browning HP -->
Sterling Para.

CZ M25 is very good but from start to finish, with luck, you may encounter
the second gun. Quite bad if you had to depend on this.

You can use silenced pistol but the number is limited. You will be screwed
in-mission if you dont have a spare but it's hard to find. After 1st set of
mission you MAY have 2 welrods. K1912 silenced is better a bit but... shrug.
In term of firepower silenced pistols are incredibly boring. More, it took
lots of shooting to kill. While that is good for shoot, it's hard on the gun
and if you dont have spares (damn hard to find) your pistol will be jammed.
After its jamming the third times I imagine you will get tired of silenced
pistols.

Another reason is that silenced guns make you independent of your mates.
In game it's not a fun thing, although convenient.

If you meet PK, your only way to damage it is heavy grenades (PWM and the
likes). Pistol simply dont have the penetration to touch pilots inside.
Although playing as Engineer you can set high-pene mines, or highlevel
explosive trap, or just throw it at them, PK remain a nuisance to deal with,
but challenging.

*****************************************************
* 03.00 Chapter 2 (On the ins and outs of training) *
*****************************************************
Skills are limited by level. Approaching its limit and skills will increase
very slow, rendering training inefficient. Skills also are limited by
profession and attributes: Engineer got better eng than Medic than Scout...
same profession but who got better corresponded attributes got higher limit.

Skills increase by actions: each action affect certain skills. the bigger the
gap between current skill level and limit, the bigger the advance an action
made. At most one action increase one full point.

Each action with certain weapons increase your Familiarity with that weapon:
pistol, SMG, rifle, HMG, knife (both melee and throwing). Kickboxing lower
your Familiarity with other weapon, though.

Attributes are mysterious. We only know that increase skills will increase
attributes. Which to which, or how, we dont know. I suspect Attribute increase
also being limited by profession and level but I have no proof, just a hunch.
My hunches also said Attributes are limited by levels (mercenaries aside).

Last thing: Intelligence affect the exp you receive so smart guy level faster
than dumboes (exception is Shade). It's not quite so obvious that you would
notice: 1 level in 14 with a difference of 4-6 Intelligence and should not
affect you too much, other than gameplay, off course.

VP: being hurt (eek) by any mean necessary
AP: using action (run, walk, open, shoot, climb, hide...)
Evasion: avoid attack, not necessarily succeed.
If you get hurt, then let the wound bleed, your VP and Evasion will increase,
limiting by level alone. If you running around like crazy, AP increases.

Shoot: shooting (duh)
Melee: kickboxing, knifing, clubbing
Throwing: Throwing knives/shuriken/grenade/explosive
Burst: short/long burst
Snipe: sniping (must snipe then shoot, snipe alone wont increase it)
Each action of these skills will increase familiarity on the equipment we are
using. Kickboxing reduce though.

Hide: use the action button hide
Spot: each instance we spot something (new items, contents, the moving figures
of inhabitants, your stealthed allies...)
Interrupt: interrupting enemy
These skills link to each other pretty well. If you can hide, hide near enemy
to see/hear enemy's movement to increase spot. Entering combat stages near them
so that you can interrupt them but still remain hidden. Only Interrupt can be
increased with enemy.

Medicine: using med items
Engineer: using engineer items (picking lock, setting traps, disarm, repair)
The best way to increase Med is try to make use of those rolls during training.
You get hurt, then your trainee heal you with rolls: he increase med, you
increase VP/Evasion. Best way for Engineer is picking the unpickable lock in
the main office. limit by only the cheap lockpick (save the expensive stuff
for mission). An aside: even at 130 Eng plus Oiler, your repair point cost
still lose to repair service offered by Dealer. So buy repair for your
weapons in use.

***********************
03.01 The thing we do *
***********************

Since we want to make use of Familiarity, we try to work efficiently. Training
with weapons increase your FAMI with it and lower your FAMI with other weapons.
So you only train when your level pretty much stop, like 10+ (at enemy +3lv)
or when you change to new weapons. in easier setting you can train earlier.

The weapon you want to increase FAMI will be trained last.

First: melee. You kickboxing the ground or the wall(or kniving if AP cost is
lower) until the speed of skill increase slower down. This way your FAMI with
other weapons go way down. Use with HP/Evasion/med trainees. Pay attention to
the rate of progression in melee level.

Second: Throwing. Using shuriken if you can, or throwing knives. Stand near the
corner, make your VP/EVA trainee stand IN the corner, you face him/her then
throw. weapons will either fall off her or off the wall and land near you so
you get them back easier. Use with HP/Evasion/med trainees.

Third:shooting/burst. using low AP burst weapon to train both. Shoot alone,
using low AP pistol like Sauer or 38 SW. At this stage pay attention:
****if your old weapon's Fami is still 1+, using training weapons to train
until that old weapon's Fami return to 0. then you can stop training to
increase your chosen weapons' Fami through battlefield.
****if your chosen weapon is the low AP kind, or you got plenty of ammo and
dont mind burning them, by all means  start training with your new weapons.

I like to use Sauer or 38 SW to lower my scout's scoped 38-40 rifle's Fami.
They are cheap and fast. Luger P08s are good for this with plentiful ammo.

Medicine: Hurt your HP trainee until they are nearly died, then bandage them
with rolls. Cheap, fast, and you can do it many more times than other
expensive med equipments. Rinse and repeat till you are tired of it.

Engineer: Buy a bunch of cheapo lock picks. go to the office and pick the
unpickable locked cabinet. Do it till you reach your limit. Cheap, fast

Interrupt: go into hide mode. reach near enemy's position. it's best if they
are a group and moving. Enter combat mode, stay there and hope they wont
discover you. Enter turn upon turns until your limit reach.

***************************
* 03.02 The thing we dont *
***************************

We dont repair weapons to train ENG. repair to sell, yes, but not to train.
Picking the unpickable cabinet in main office is so much faster, cheaper
and convenient than doing THAT.

We dont using high level med stuff to train. They are costly, rare, and too
effective so you cant train many times before you have to stop.

As for paying skill with money, it depend on your taste. Also if you have high
FAMI and dont want the trouble of train/retrain to stabilize FAMI. By all mean
purchase points for Strength, Dexterity and Intelligence, however costly they
are. Those three increase verrrrrry slowly so buying is a cost-saving measure.

***********************************************
* 04.00 Chapter 3 (Loots: use? sell? repair?) *
***********************************************
The valuable stuffs are arranged according to Guiler's guide, but also from
data collected by strategycore.co.uk forum members.

                             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

Now then, onwards to category

**********************************************************
* 04.01 Pistol (that itty bitty thingagumies you fondle) *
**********************************************************
I only introduce best pistols and the progression a pistoleer would use.
Other pistols may get a honorable mention. Or they may not.

Name: Snap/Burst/Average-Damage-per-AP(burst)/Magazine/Ammo caliber

M712: 10/15/6.67/20rds/7,62*53 USSR
Most trusted pistol. Plentiful in loots (germany research station 2nd stage)
Burstable 2rounds. 2 types of ammo. You can use to the very last battle.
The ammo is same as PPSh 41, or PPD, PPsS42-43. The 20rds magazine is the
most compact of this class and should be used instead of other magazines.

Browning HP: 8/*/7.38/13rds/.38 Parabellum
Interim pistol that must stretch till the debut of Sterling Para or Cz M25.
No burst mode. 2 types of ammo. Quite rare (one piece in sale) but with 2000
points in maintainance it can be used in mission if repair before hand.
The plentiful ammo helps quite a bit. 13rds of magazine helps more.

Cz M25: 8/incomplete
Quite possibly the best pistol, it's very rare (only piece in sale). 2 burst
mode. 2 types of ammo. With 1600 points of maintainance it's possible to use
in mission but inconvenient. Best as a supporting weapons for grenadiers or
scouts. 24 rounds magazine.

Sterling Pratchett Para: 8/
Best pistol. Although it's slightly inferior in quality compared to M25, it's
quite easy to find spares, making it more usable (burst shot all the time with
no fear of jamming). 1200 points of maintainance. 2 burst mode. 2 types of
ammo. 32 rounds magazine.


*****************************************************
* 05.00 Chapter 4 (On companions and baggages, aka  *
*on the ones who like to let hands wander unnoticed)*
*****************************************************

There're two ways in dealing with mercenaries: You hire them cheap and use them
consistently to train the way you want OR you hire them costly for the skills
they had. The second way require you do many encounters and Bank Heist because
it's so costly to get competent help.

High level mercs got a few things going for them: their Attributes are
wonderful. Some are way better than you hope to train up to. 26 points in
three stats? you must train until the fun got suck out of you to get that
good. Or use them from start to the very finish. So buying is worth
considering. 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.

Sometimes, if you feel like want to burn money, you can buy mercs just to get
their equipments which are quite late game stuffs.

Low level mercs is in fact the ideal trainee you want them to be. Train them
up, use the way you want, and cheap. A feeling a solid team from start
to finish isnt bad either. Training and Using is also the only fun way to
increase Familiarity in weapons.

I go the middle road. When I play non-Engineer, I hire top-class Engineer.
And a grenadier. high-end grenadier can be trained  but why bother when you
need to train your Scout, your Sniper, your Medic... Medic is very easy to
train so I never hire expensive doctor if I can help it. Abala is good enough
for me. When I play Engineer, only grenadier.

************************
* 05.01 Scout - Sniper *
************************

Scout and Sniper make a fitting recruit for Pistoleer. Scout because of their
Hide and Spot; Sniper because of their Shoot. As companions, they help you
immensely.

Since you use pistol, the high Shoot limit and low burst of Sniper are ideal.
And the high FAMI perks come with Snipers make M712 scouting snipers deadly
dangerous. Can you imagine disarming 6 redshirts in one round with just a
pistol? Of course you have to get really close to that group and got a full
turn. And if you dont have backup to kill them all the next round you will get
mobbed. But the possiblity is there.

With Scout, you can see, hide and hear better, which makes getting near targets
easier. Plus you can melee and throw better than scout. A FastThrow scout is
nearly as dangerous as a grenadier (low strength and lack of a perk limiting
the range of heavy grenades). And with medium burst limit you can make full use
of burstable machined pistols such as M712 and Sterling Para.

******************
* 05.01.01 Shade *
******************

You get him from Switzerland Encounter Prison of Shade. Rescue him and he
stay in your group for free. Alas, you cant get rid of him short of killing.

Shade is a ninja type of scout. He's very good with his hands: melee,
throwing. Shoot and Burst is worse than other scouts. His Hide skill simply
is magical. And his attributes! Oh his attributes! He's better than even the
most expensive mercenary you can hire. And since you use him so much, at
middle game (before Treachery mission) his attributes can get up to 30+.
That's right, 11/11/9.

Paying for all that goodness is his slow level progression. about 1-2 level
lower than other, however much you used him. But I dont object to that.

Paid two points for Fast Throw and you got a wonderful grenadier. Equip him
with Katana or some good melee knives (hell, those throwing knives are good
enough) and you wont have to worry about guns or ammo. His bad Shoot and Burst
make him unfit to use gun but worse come to worst, you can always slap him
some rocket launchers and  unleash him against PK. Although in that case he
can throw some mean heavy grenades, so it's more optimal that way.

He cant wear armor or change outfit. So middle to late game he can be very
vunerable before heavy gunfire or grenades.
***********************************************************
* 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.

Abala is quite a favourite. With Dani, I got the impression she can shoot HMG
Chateaullerault quite well compared to other. Alas, that MGs only shine in
early to middle game. Later it's sooo out of date.

Remember, the way to use medic is SnapShot 14-15AP rifle. Pistol is fine but
not optimal.

**********************************************************************
* 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.

Worthy is very rare, and got only two worth mentioning: Prison of Shade,
and Bank Heist. They say Worthy is repeatable but if the first time is hard
to catch, you can imagine the subsequent is soooo harder.

Generic is generic encounters, some battlefields got lockers with something
in there, most dont. Dangerous Generic is the same maps as Generic but got
one more twist (stationery machinegun) and more red guys. Loots are a bit
better: if generic got forcep, dangerous got first aid kits, generic got
rifle 33-40, dangerous got scoped, kind of like that.

Loots in lockers as well as equipments change with level and stage. First
stage you got guards with Lewis Mk1, 2nd stage got Bren or Chateaulerault...

*************************
* 06.01 Prison of Shade *
*************************
A worthy encounter to do with at least one more mule, to carry loots away.
It's in centre of Switzerland, left of the lake. Wait a LONG time for it.

You get a free mate out of this: your ninja scout Shade. He got wonderful
attributes but level up slower than normal. Best with melee and throwing,
worse than normal scout with Shoot and Burst, also Magically Hide. Unable to
wear bodyarmor or change outfit.

Four snipers on four towers can be killed by one careful pistoleer. After
that, the lone machinegunman on the front yard is just another prey.

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?

Loots are rifle, machinegun (Lewis Mk1),a PPD, pistols and nades. All of it
are so welcome to a level 2 gal. In fact it can be done at level 2 but you
may not have money to hire a mate yet. And just You and Shade will not be
able to carry away all the loots which is such a crying shame. So wait
a bit, get more mules (and levels) then visit it.

********************
* 06.02 BANK HEIST *
********************

Gimme your money! This lucky event happens near the LZ of Germany, right to
the right, and a bit down. Quite rare too. Some say it's repeatable but I
havent revisited yet.

A group of Hammer attack a bank. Guards fought back. They got mostly pistols
and some rifles. Most the robbers attack frontally but there's two riflemen
stay at the back of the bank, ambushing.

Kill them all, guards and robbers! Since they consider you an accomplice or
rival, you might as well. Tactics? Run like hell to the back, finish off two
goons there and break into 1 of 2 offices. After that you can manage.

70K in treasure and cash. And a tidy amount in reselling guns as well. You
should have your full squad and your necessary load-out, not more. Yes,
it's that bulky.

You can do a lot of encounters to train your team or you do a few of this to
get money to hire expensive top of the line mercenary. I did it once to get a
top-end grenadier and an engineer (my squad leader is a scouting sniper).
Worth every penny out of them. But more is overpower since they are way ahead
of enemy's level.

************************************
* 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 good 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. Weapon mostly generic. Another version is three
more guards staying outside (no stationary MG, you start at the fence behind
the shed). unless you can silent shot all three you cant sneak in. When you
can get a wire cutter (fence cutting version, not trap defusing) you can
break the fence and get in, dont have to bother with 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. Sometimes
there's one or two inside but it's not troublesome too much if you can get
there. The downstair medical stuffs cant be had unless you frontal assault.
If Engineer is sneaky neough you can get in, plant mines in front of all
those doors then attack: any guards open the doors will get a nasty surprise
especially the door of the shed with all those oil barrels.

My personal favourite: Good enemies, good loots. Generic is boring. Dangerous
is a bit rare. This map is around the north, near the coast. You can redo
this map all campaign long with the various type of guns and medical stuffs.
Also one early place where we can get forceps and bullet extractors for free.

*************************************
* 06.04 Germany's Railroad Station. *
*************************************
Boring! Dangerous version got one HMG point toward your starting place.

Redshirts. Unarmed Engineer.

No Loots!

************************************
* 06.05 Poland's One and Only DONE *
************************************
Oh God! Factory with empty lockers. Dangerous version get some cheap loots
(grenades) in there. You know, the East bloc countries are pretty poor picking:
USSR dont have lockers, and Poland has empty ones. So depressing!

**********************************
* 06.06 England's repair station *
**********************************

A 2 wing compound, one small factory. Factory got trapped-and-locked locker
with heavy grenades. Compound got medical stuffs.

Generic guards with generic weapons.

No Dangerous version? Boring. The grenades are interesting if you are into
throwing melons around though.

***********************************
* 06.07 England's V8 Crashed Site *
***********************************

A V8 crashed on an underground compound. Guard house aboveground. Underground
got locker with 10 Little Joe Arrow. Considering LJ ammo is cheap, LJ is
awkward to use, this mission is worthless in term of loots.

Guards with generic weapons.

No Dangerous Version? Quite dangerous, but not much loot... Boring.
*************************
* 06.08 Egypt's PK camp *
*************************
It's around the Assault Mission Map, can be mixed in with normal RE.

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 (estimated 3-4 levels
higher than you).

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, the loot
limit to what enemies can carry which is not very much other than guns and
ammo... Boring. I had to mention Russian RE because they're quite middle game
and the loots of guns are interesting enough but really...
**********************************************************
* 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. There're good stuff inside. Pity we are pistoleer so we cant use
the MP40.

Run like hell upstair: Sometimes one, sometimes two guys inside the building.
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. Now we can methodically find a way to ambush
the rest of enemies. Whatever Boris carried will be lost with him in the
cutscene so it's optimal to let him get his ass killed.

The last one is in the barn, looking at the door. If Boris still alive he may
run straight up to him and eat 1st or 2nd rounds for you. In the mean time you
get near and gun him down.

Pick up your loot and run near the red cross to exit.

***************************************************************************
* 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)</pre><pre id="faqspan-2">
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 that 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 go.

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.

****************************
* 08.00 Tricks and Tactics *
****************************



************************************
* 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 got 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.

----The game is a bit random: in enemy number, positions, spawned loots... Try
to save a few essential things in your inventory for screwy PK battles: 4-5
heavy grenades with 50+ penetration, one or two 60+ penetration mines, a few
explosives. You can kill PK with captured equipments in that battle but it's
hard and time-consuming so keep your own store.

----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.