Sickle and hammer passage of 4 endings. Hammer and sickle

  • 25.04.2021

Before us is quite interesting (albeit a bit strange, as usual and happens at Nivala) about the adventures of the modest Soviet hero in Germany, occupied by the allies. The powers of our hero in Jamesbonovsky wide, and the tasks are quite uncertain: as they say in the old joke, "the trunk was given - and twist as you know."

Those who played the Silent Storm series, almost everything is known about the rules of the game. It is assumed that the game of tactical has become role, but it is a light exaggeration. Although the screen of choosing the mission with us is no longer, the missions themselves are not going anywhere.

For those who are with Silent Storm on "You", you can immediately go to the next chapter, and the rest I will briefly remind you with what we are dealing with.

So, before us is a tactful game. We create one hero themselves, the rest are joined in the process. Six character classes are available: Sniper - Master of combat on distant distances, scout - Specialist in concealed movement and arms of melee, soldier - Heavy Weapon Amateur, Grenader - Merchant Granat, Engineer - Special Technology and Medic - Healer of RAS, and part-time " A little sniper.

The role-playing system is pretty simple: three basic characteristics, experience, the ability to explore one new skill from the proposed "tree". Of course, the trees have their own classes. Characteristics are growing without direct player's participation.

The battle occurs in step-by-step mode, in which each hero has a stock of Action Points (AR) - points of action spent on everything: travel, shooting, recharging, change position, re-equipment, and so on. You can (and often you need) leave some points about the reserve: if, during an enemy run, someone from the opponents will move in the field of view of your fighter, it is likely to make interception, that is, to continue his move during the enemy's move (usually - Shot on a stunned soldier). But by the beginning of your next stroke, the unsighted AR burned.

The case occurs after the war, in 1949. Weapon selection - appropriate: machine guns, rifles, pistols, manual machine guns, grenades, for scouts - knives, machete, etc. Equipment can be found on the battlefield or buy; In general, with money in the game everything is not easy, and throwing trophies on the battlefield is not good. Inexistently. The reserve of cartridges is also finite, and the weapon regularly requires recharging. And the grenade and at all "always lacks everyone."

New

Tactics

Let's start with the combat system.

The most important, reprovant all the balance of the novelty: disguise works only at nightand then away from light sources. Even the Master Ninja does not hide the day.

There are rumors that this measure was invented "for realism." If so, then it is forced to notice that the authors of the presentation games are very peculiar. Anyone who happened in Golden Childhood to join the Stealth-Action "Hyperships", knows that even an eight-year-old child who has not passed an eight-year-old child who has passed on a bush is capable of learning in intelligence, besides a crazy in a shrill T-shirt ...

Of course, this innovation is reproduced by the whole balance. The strongest Silent Storm classes were considered to be just "masking" - sniper and scout. Now the benefits of expirator steel far less noticeable. In the afternoon, strictly speaking, he generally remains little to do. Any calf sees it through polics ...

True, since time in the game is considered, you can try to ensure that key clashes take place at night. This earlier day of day for any mission was known in advance ... But you, I think, and you yourself understand how inconvenient to attribute time in this way.

Therefore, the scout, as it seems to me, is not with us. Its ability to use too hard. Here is a sniper - it works well and without disguise: his main trump card is a fight on distant distances, when the rest not only do not hold - they simply won't see him. And, of course, the first thing to pump Snayper is a range. Now it is even more important than it was before: if the opponent was on the firing distance - death. Health of extra sniper is usually not found.

Further: panzerklyane Not with us. See, extinct to the 49th year, like dinosaurs. The organization "Hammer Torah" is, and Panzerklyanov - no. This means that the engineer becomes a very low-ohole creature. Do not think to take as the main character.

Now - O. characteristics Character. They added new meaning, which improved the balance.

So, the force now affects not only the hits and the distance of the pomegranates, but also for carrying capacity: it is worth overloading the hero - and the points of action (AR) are rapidly reduced. Therefore, the signature "layout" of a sniper - dexterity and intelligence at the maximum, the strength at a minimum - works badly.

Not only the range of review depends on the intellect, but also talk; Since they can soon depend on the course of the game, it is a natural solution. Melnons have more options for choosing, and their proposals are convincing. True, it's still not Fallout and not Arcanum, you won't pass the diplomat. And yet hero like a scout or soldier with a vacuum in a cranial box - not a very interesting choice. Medium mental abilities, in general, rather enough.

Dexterity was in Silent Storm the most important characteristic of most characters; It affects the accuracy and number of AP. Therefore, it did not "fit" it.

"NSD" appeared - guidelines for the use of a weapon. Further, for poorer and sweening realism, a restriction on the recharge of weapons from "non-" clip is introduced. Now, if you do it in step-by-step mode, a lot of AR is spent. Considering that he constantly have to use "Than God sent" - the restriction is weighty.

Strategy and the course of the game

Now about what makes call "Sickle and Hammer" role-playing game.

The structure of missions has become really nonlinear (to some extent). There are no databases; With whom we agree, in those and live. Teammates are also produced within the framework of missions; They made friends with someone, so it became more. From time to time, these most comrades allow themselves to express the opinion about what is happening and even conflicted ... But this is not you Baldur's Gate, often you will not face.

Some missions have more than one solution, some can only go through a long language.

The curious concept of the reputation of the group is introduced. Roughly speaking, if you shoot everything that moves, sooner or later you will start a real hunt, and it will not seem little.

The change of clothing options is actively involved. Let's say, it is more convenient to crawl in the maskhalate on the bushes, and in the city it is better to appear in a hat and jacket. Again, the shape helps to go there, where they are not allowed so. But the appearance in the city in enemy form is an action, extremely offending law enforcement agencies.

The economy is a plus-minus as well as in "watch": for everything you need to pay, the source of the Trophies. Only here to find the place of supply - sometimes the problem.

This is gloomy:from the selected class, a set of starting items is almost independent. Grenades, nippers, first aid kit and automatic. Over this reconnaissance gives cold weapons, the grenade is added to the grenade ... But the snipers are not supplied with a sniper. Well, not a perversion, tell me?

The passage of "sickle and hammer" can not be written in series, mission for the mission. Nonlinearity gives himself to know. Therefore, the structure here is the following: a big header is the line of the plot, the subtitle is a task or if you want, the mission in this branch. That is, if you are looking for a particular place, it is better to navigate the position in the text, but by headlines. In case of convergence of the further stroke, I broke his description in a specific branch and gave a link to another.

Introduction

Briefing

In the best traditions of the genre, the game begins with a briefing from the commander. The task at first glance seems very simple. Peel into a German town with the name of Hrendorf, tough for Russian ear, and get in touch with some Vaclav. However, according to the commander (and part-time the old combat comrade - the hero, ignoring any subordination, calls him Mikhalych), it may be much more difficult than it seems at the beginning.

It is interesting:phrases "I don't know anything else" (after a series of foggy hints), "What did I have to do?" And their variations are the most common of all that you will hear throughout the game.

The border

The head of the head will make us become information that Soviet border guards do not know anything - it is impossible to fall on their eyes, will open fire for defeat.

On a note:do not even try to attack border guards - they are immortal. Interesting solders, as can be seen, issued to their defenders the Soviet government. If seriously, I am completely incomprehensible why it was impossible to tie the failure of the mission to the death of the border guard or the detection of the chief holder.

We go along the bottom edge of the card, come to the wire fence. The backpack is subject to the subject called "Plocks", which are not similar on the plugs, but rather, on the knife and a rectangular area. Well, this is me so by the way - how about the simple player to know how Soviet plug looked in the 49th year?

We take the engineering tool in hand and use on barbed wire. It is better to sit between the parties until the scripting video demonstrates the miracle of Soviet equipment. While the Americans admire on the tank, go to the exit zone - it is marked with a blue rectangle - along the very bottom edge of the card. Before clicking on the "Exit" button, take a grenade into one hand, and in the second - automatic. It will be useful.

HRENDORF. "Meeting" with Vaclav

We will not be able to talk to Vaclav, at least in this life. It may seem that the group that meets us does not overcome, but it is not at all so - the pomegranate and the pair of queues will quickly decide the question.

And here is the hero granted himself. We select trophies (a sniper can change the rifle, but not a sniper, and the cartridges to her, to put it mildly, is not enough), and then approach the corpses. All dead, except for a female soldier. We boar the poor man on the shoulder and enter the house. A doctor should dwell in the right room, although at times he goes to the second smoke and sit in the chair. We begin the dialogue to simplify the Doctor to cure the victim, you need to keep it on the shoulder during the dialogue. Recalling the medicine worker about the oath of the hippocrates, we remove the ravois.

It is important:you can do anything and not to do, but then you will lose a valuable teamwork assistant. By the way, after reflection of the second wave, it will be impossible to cure it. For the course of the game, the presence / absence of Sanders (this is the name of the victim) in the team practically does not affect, but one of the endings will not receive without it.

We explore the city, for the subject of scene characters and various kinds of weapons. From the dialogue with one of the local it turns out that new forces will soon come to the city - it is necessary to prepare for defense. Enemies will appear from the left edge of the card (relative to the initial position of the camera), an abandoned house is perfectly suitable for defense directly under this place. Good positions for defense are shown in the screenshots. Also, it is not bad to get out sometimes through the side windows - the random solitary fighters of the enemy can endure, eliminate their long queues.

Defense Hrejdorf.

Upon completion of the battle among the trees, the radio will be revealed - transfer to the house. From the command, we are interested in important information: in connection with force majeure circumstances, our brave captain is forced to stay in place and act in terms of the situation.

We speak with a conva with a workshop - he is ready to provide us with free accommodation. Resting, we return to Dr. - Sanders should already be in combat readiness. It cannot provide any valuable information, but it is possible to attach it to your group ... for $ 150. Such a gratitude for the saved life. What did she spend them going? Not otherwise, on cosmetics.

On a note:the doctor who cured Sanders can now treat your group fighters and sell medicines to them. All this, of course, for money.

Our new partner is a soldier. Sanders shoot good, and you can grow a good field fighter from it.

It is important:the mother-in-law Conrad, March, is a very useful character. She will be useful to you in the future. Woman lives on the second floor of the house. She sometimes happens seizures, and there is a danger that it will suddenly pounce. Sleep out of the room and stop the battle.

The new dialogue with Conrad will supply you before choosing - this is the first major fork in the game.

Forester

Open this branch is very simple: you need to refuse to execute its task. By God, I do not understand why, a little, just need to grab the weapon? This is not a post-identical America, in the end! Even in Fallout, he did not meet with such unmotivated aggression.

After the death of Konrad in Hrendorf, we have nothing to do - we go to the global card and ...

Forest. Mysterious forester

We watch the movie. Peaceful gatherings by the fire ends with the appearance of a mysterious stranger with, judging by the execution of a model glued with a beard. After listening to the old man, go after him.

In the housekeeper houses the militant view of the Jew named Moshe. The history of his life is very interesting and full of sad events. How, you ask, the poor fellow is in Germany? He did not have anything else to do.

In the course of the extensive dialogue with the old man, you agree to his offer - get housing.

On a note:to eliminate the character from the group, you need to use the bed. To return to the group "Talk" with a hero.

It also turns out that in these places the old friend of our captain Fidel appeared, and the group needs to meet him in the nearby town of Zacenburg.

As a conductor, Moshe joins us, a rather valuable fighter class sniper, however, unfortunately, for some reason without a rifle. However, in the next location, weapons still do not need.

It is necessary to go to civilian clothes and without weapons. Clothing for Sanders will be found in the house itself, Moshe is already cooked, and the costume for Cap is there on the second floor of the house of Conrad.

On a note:to "move" Elizabeth, the hero needs to be checked for intelligence. Load if that, or leave it in the house.

Zaizenburg. Meeting with Fidel

If we came incorrectly dressed, the police will certainly arouse attention. If the characters are not with a rifle, but simply, say, you are not dressed in form, then you will be offered to surrender, pay off or attack. The first option will lead you to the chamber - you can escape, but without money and things, the second will transfer to the global card, the third, in the absence of weapons, does not make sense.

Fidel rushed at one of the extreme tables in the local bar. This type is extremely unlucky, in a word, not destiny to us to extract something from this situation - vain just dragged. But what is it? At the exit from the Pitean Institute, Fidel is arrested by the authorities ... you have to die ...

If your team has Sanders, she willingly tell you where the nearest prison is located, otherwise you will have to ask the forester.

This is gloomy:for the sake of the five-minute dialogue, we shared all from the inventory and suffered two downloads. But still need to remember, taking things back things that it was. The original find designer levels!

Let us leave the "Prison" mission on time - we will return to her, but for now we consider alternative branches.

Offer Konrad.

This branch contains two: for the conrad and for his competitor Sigmund. However, the difference is minimal here. Nevertheless, I would recommend Sigmund - in this case we will get to the Larry team. He, unfortunately, the engineer, and it is difficult to come up with a useless class, but "give - take". Shooting Larry is not bad. And in the case of the Conrad, no one will be given. True, his choice is better.

The branch becomes accessible to consent to the proposal of the Conrad. He wishes to get rid of a competitor and get a lot of explosives. A farmer appears on the map, where Sigmund lives - there and go.

Farm. Sigmund offer

You can, of course, to teach a massor on the farm, but my song is not about that, especially since the explosives in this case do not see how their ears. Therefore, it is better to talk first with the bandit at the entrance, and then proceed to the courtyard, pre-getting rid of weapons. You need to go one major hero.

Sigmund on face is terrible, and inside, by and large, too. But he is not a maniac and he does not order from the threshold, instead offering work: to intercept the convoy with a valuable explosive. In case of failure, the battle begins, but in this way it is better not to tie it. But much more convenient to settle with rifles in the distance between the trees and calmly shoot in the gradually arriving people.

We believe that you took the task.

Meeting in the forest

We turn out to be at the meadow, surrounded by suspicious types. After listening to a very busy dialogue, we come to one of the three options: slaughter, spooky or hiring of these strange comrades to help in the upcoming mission. The latter is most acceptable, in my opinion, although assistants can provide you with a bear service, accidentally shooting a box with explosives. Single types of special problems will not be - they cost enough so that the pair of garnet and queues solve the question.

In the maroutine nearby Lesnik lives, about which you could already read above. The old man can be shot and cleansed (from the already unnecessary things) basement, but it is better not to do - the grandfather will be useful for us.

Convoy

The task has a time limit - after a while the map disappears. At the entrance to it, it is randomly determined that someone from your partners (Larry or Sanders) will run on the other side of the house (he will have harder). If Sanders in the team is not, naturally, on the other side will be Larry.

The remaining two fighters caught closer to the road and squatting. This is where the scripting roller will find us.

The convoy goes to the bridge, one machine explodes, and the convoy turns out to be divided into two parts. Those who are closer to our fighters on the side with the Glavgery, throwing grenades and finish a pair of queues, those far from the rifle. Single on the second side can work sniper, but this is due to a certain risk - the position is quite open. Therefore, you can go deep into the building, and then wait until the rest of the group cope with its and suitable to the edge of the bridge to help our unfortunate single.

It is important:if Claus fighters helped you when performing a mission, talk before leaving the zone with one of them - pass money. Otherwise, fights can not be avoided.

Perekrestok

The map is available only as a random meeting - it will not work back to return. Do we become witnesses of the outlines of Russian people by the fighters of American (?) Intelligence - is clearly a secret operation. And the witnesses are not needed here.

Middle to us two soldiers eliminate a pair of grenades. Your fighters should remain enough AP to save the world from one American scout. After that, I stayed one on one (or rather, three per) with a sniper on the roof - one move, and one corpse is more. Then remove the people as they appear. It is not excluded that then you will have to carry out an extra sweep.

Now you can hide the traces of the attack, in order to remove the charges from your country. To do this, use the board next to the construction - using it, the character will put the board so that it will very easily drag the corpses in the body. After the third body is secured in the body, the remaining corpses will be placed there automatically.

You need to hurry with the export of corpses and care from the card - shortly after the end of the battle to the scene, American soldiers will sing.

If you stay on the map, you will have to reflect a small wave of American soldiers. The position for defense is shown in the screenshot. In addition, Sanders will refuse to shoot on its own and leave the card. It can be found in Hrendorf in the doctor's office. Having spent an educational conversation, you can return the woman to the team. Some characters here on Divo Supreme ...

On a note:in the mined drawer lies the Thompson machine.

Farm or Hrendorf. We rent explosives

We rent a quest. Please note that a conducer also needs a competitor's head. Plus - Larry will become our enemy. However, if he died in one of the previous missions, it is better to really go to the side of the conrad.

We communicate with the waters in Hrendorf with the authorities and get foggy instructions.

Of course, the authorities are concerned if they come to the city in full uniforms - you need to get a citizen or the form of English soldiers. We mined civilian clothes in the branch of the Lesnik, here we will look for a form. It must be collected on the map "Convoy".

Convoy. Arrest Fidel

Certificate will be very useful to us.

On the arrival on the map we demonstrate a roller on the engine. An old friend of our brave cape is arrested. You have to die. In addition to all the rubble on Earth, a certificate is found - in his pocket. We collect the form and go ... no, not in Zahinburg. In Hrendorf. The location of the prison can be found in Sanders or any of the main friendly characters: Lesnik, Conrad or Sigmund.

On a note:Fidel can not be saved, but immediately learn from Barmen on the Englishman (see further), but then you will not get a valuable fighter and you will not be able to open the second safe in the dwelling of this Englishman.

HRENDORF. Fake documents

It's time to talk to March - you should have $ 600 in your pocket, consider, no one will offer twice. Another 400 will be needed later. Therefore, think about whether it is worth spending a fake of documents when you can bother break into prison.

It turns out that helping you can Güntter in the city of Zaizhenburg - there.

Zaizenburg. Fake documents-2

Günther is a trader books, therefore, it is necessary to search for it near two book racks. Everything is simple: come together, start the dialogue. When the documents are ready, we go to the "Prison" card.

So, the plot lines came together again. However, some variations will still remain, I will mention them separately.

Jail. Fidel's liberation

If you have a fake certificate in your pocket, there should be no problems: go to the house near the start point and speak with the commandant, show the certificate. Fidel will give us without any shooting. Interesting views from the authors of the dialogue about the work of the intelligence ...

This is a bug:everything is good, but getting Fidel without a fight is not always possible. The fact is that after the end of the dialogue, the script may not work - the dialog is over, but only the black screen is only before your eyes. We will have to load and resolve the issue of force.

On our disk:a semi-official patch that corrects this and many other bugs.

The power solution to the issue is much more complicated - the enemies on the map abound. It seems to me that it is best to go to prison through the back entrance, a couple of grenades will save you from the guard with the guard - occupy defense. Fidel will learn the riot, better to rise to him and help - God forbid, will kill.

If you have an English form, you can sit on the second floor right near the Fidel's camera and start fighting straight from there, killing enemies as they arrive. To talk with our future partner than before, the better - there is nothing to wander around the map! The second point for defense is the staircase of the same floor.

It is important:do not forget to take the form of an English officer - it will be useful for you for Fidel, if you come to the card later, you will have to go into battle again. Do not put things in Fidel's inventory - everything will disappear, including the form.

SECOND PAGE

Forest. Hiring Fidel

We meet in the forest with Fidel in the guardhouse of the forester. The demolitioner joins the group, and the forester, if he is alive, tells about Antiquary, which is not a completely legitimate business in Zaizhenburg, selling things confiscated by his brother-gestapovets from the Jews sent to the camp. According to Karl (so the name of the forester), if you press the antiquary, it will be possible to earn good money.

If the forester is dead ... well, no, there is no court ... leaving the card, do not forget to buy engineering accessories at the forester. We will need them.

Zaizenburg. Antique

The house of Antiquar is located close to the police department. We go inside, begin the dialogue. Alas, so easy money from the reptile is not shaky. We remove the weapon in the inventory and ... Baking the scum in the face! All, daily income is guaranteed.

When we come to Antikvaru for the second time, I will find Moshe there (if it is not with you). If you go on an inspection on intelligence, you can convince Moshe not to kill the antiquary and even attach to the group.

Zaizenburg. Englishman

You can get this quest at Barmen. We approach him, say, order beer (it is the beer!). As it turns out, a certain mysterious Englishman Mr. Smith, who collaborates with the local administration and disappearing at night is unknown to the Bar. Interesting.

In the first hour of the night, they declare "to visit". Do not forget to supply your engineer to the lard (this role can play both Larry and Fidel) and suphers. We wake the door and go to the house - there are two locked safes.

The main thing is to do everything quickly, and then the police will come and confuse all our plans. If your team has both above-mentioned comrades, it is better to open safes in parallel. Note that the safe in the far room can open only Fidel.

We select forms, allied shapes and documents, we go to the global map.

I will not stop in detail at this moment, but it is possible to solve this mission, as a prison, to solve peacefully. To do this, you need to take forms, and then talk to Günther, then you need to go on the train (otherwise you will most likely not have time).

Wenzburg. Water intake

This task has a time limit, we will not have time - we get the "Terminator" ending (see below). If we are all right with documents and shape of clothing, nothing to worry about. If not, you have to break through the fight (I do not recommend).

On the water intake, we will expect a group of saboteurs from the thorah hammer. In general, the initial position, again, is quite successful. Unless after the elimination of the starting group of enemies, it is necessary to shift slightly to the left and closer to the car, and then they can also throw pomegranates.

When the splasites are interrupted, the speed becomes the defining factor for us - the Americans will come here, and it is better not to arrange conflicts, and then the "Terminator" ending shines. It would be nice, for the same reason, to carry a canister with Soviet markings from the card.

This is gloomy:i do not know how you, but I think that in the case of sabotage, the Soviet special services could hardly be used by the canes with their markings. And, it seems, the tsrushniks just thought about provocations. Well, okay, maybe I quit.

Exit from the card - the hatch in the basement (see picture).

Sewerage

Completely stupid, tightened and straight mission. Dungeons, sising monsters, straight Baldur's Gate some! The only difficult moment is to kill the Molotol behind the machine gun. There is a mined boxes nearby, shoot it from the rifle - the simplest solution; Although, if you really want to reveal this box ...

Please note that there are two more soldiers sit near the corner, opposite each other. Be ready.

Exit from the card is only one - the rest of the stairs break, it is worth touching them.

Gallery

At the exit, we are waiting for the watch ... in the sense, Molotov, standing on the clock. We can take it in captivity. And we can not take. Further events are developing in accordance with this.

Short branch

It becomes affordable if Ziegfried in the galley did not capture. It would seem, nothing can help us - all lines are trimmed. And it will help here, as is customary, accident.

Forest. Shootout

What is this happening? Two familiar groups of militants met and arranged a shootout. To whom to help them? Immediately I will say that the choice made by you will not put on the plot nic Influence, so it is better to choose the sentries (left) - their group is stronger.

From the dialogue after the battle, we learn that it would be nice to visit the abandoned mine.

On a note:look at the weapon that fell out of enemies - a lot may come in handy.

Mine

This card consists of three parts: the bridge, the entrance to the mine and the dungeon.

So, the bridge. We throw a couple of grenades in the group of Molotov, the left, two more attached to the right of the group - initially they are not visible. If the first move will be able to get rid of at least three, the case is almost done.

In the second go, the bridge will rise - do not be afraid. After the battle, we will be able to raise it on their own: we get a rifle and shoot on the control panel of the bridge in the booth. Here it is, a miracle of technology - a lifting bridge! Lancelotov Sovistovka and did not dream!

In the next part of the enemies, the enemies crawl into our grace gradually, forward to go out - they will come.

Similarly, we behave at the entrance to the mine: we kill everyone who is at the entrance and wait. And then there are again solid straight corridors. We do not need anything in this hole, except for the bag with documents on the lower floor. We take and promptly move to the exit.

Outside, we are already waiting - we will not disappoint our friends, make themselves with a pair-troika grenade and queue.

Take language

So, the poor fellow Siegfried is pulled out by us from water intake on the shoulders. What will be next?

Any card. Hiring Siegfried

After a short conversation, it turns out that Siegfries know the location of the nearest base of the hammer. It is here that we should go.

On a note:do not try to treat "Hand injury" in Siegfried. Just our hands knitted him until they were sure that the former (now) Molotovatsu can be trusted. In the next mission with his hands, he will be fine.

Base of hammer Torah

At the assault, comrades! Kidding. Carefully, crossed, we move to the highway. The first thing is to remove the sniper at the corner of the house, afterwards it can very much. To move the reptile, you need not only to stand on the edge of the road, but also turn to it. The main thing is quick, and then it can intercept.

Further enemies begin to slowly crawl out of dark corners to the joy of our rifles. On the right will go large enough group, try to eliminate them on the approach. If some sacrup shoots for you, but you do not see it, slide your fighter to a small step in the side, in accordance with where the enemy can be. Usually helps, but in case of failure, try at least leave the fire line.

When the stream of enemies runs out, the time will come to start searching at home. Moving on squatting and for short distances. Before opening the door, sometimes it is useful to go to step-by-step mode. It is not bad to carry out stripping in one, the most dexterous, the character, so that the enemies in the case of which did not intercepted the move.

Documents, however, will not be found in the house. It seems that the headquarters of the hammer moved. Only here is where?

Hrenodorf / Forest / Farm. Ambush

To begin with, we demonstrate a small roller on the engine. Judging by him, the top of the hammer Torah is seriously concerned about our activities and submits sabotage groups to our place of possible deployment: Farm, Forest and Hrendorf. We fundamentally get only to Hrendorf - there is a radio, and, as recorded in the diary, it is necessary to contact the authorities urgently. Nevertheless, I will describe approximate tactics for all locations.

HRENDORF. We are thrown immediately in the bake. A large group of enemies in a house on the left of the group. We kill whom we can, and then slightly move and attach. ATTENTION: Once the right home is sitting another Molotov. At this very home and can be equipped with a defensive position. Consider, there are two more, and they are taking place near the windows.

After all, it remains only to clean the house of the Conrad, the old algorithm.

Forest.It is worth coming up to the house, as a motorcycle will appear with Molotolov, and one, especially arrogant, will assign and step up to shoot on our fighters from the pistol.

Tip:in case of obtaining critical states, I recommend to replay the moment - they are determined randomly.

Kill the height and equip the defense. Option - basement at home, although you can sit down and right in place, then it will be a little more difficult.

Farm.What position is suitable here? More or less safe - behind the right house. Active position - in the houses, only to arrange your character, it is necessary so that the enemy shot can get into any obstacle. In no case are not sitting opposite windows. I warn you immediately: the front of the buildings will be blown up.

Sewer Zaneventburg. Skron.

If in the Siegfried group, in the course of the roller, he will tell us about Skron. In any case, our path lies in Zahinburg. Once there, approach the nearest hatch and - yes - yes - we climb inside. The entrance to Schron is littered with garbage, we throw there three grenades in more info, and the path is free. Now you need to choose the code to the lock. Not to be caught by Svadavo, I inform: "401201". If you search for paper, you can find a certificate of the CC member belonging to Siegfried. If in the Moshe group, he will try to kill the former SSEEC, and he does not resist, on the contrary, arises on his knees and asks mercy. If you allow execution to happen, Larry can leave the group . If not, leaves Moshe . Think who is more important to you. The conflict will occur in the case if Moshe is not in the group. At Siegfried, the captain will undertake, but here everything is just in your hands.

So, the group now has access to radio communications. Sin does not take advantage.

Wenzburg. A meeting

In the glorious city of Witzburg, we are prompted by an agent, which must inform us important information. To meet, as we reported, you need to come alone. True, if you take someone else with me, the agent will simply drive us out of his house.

Information at the agent really interesting: the hammer is preparing to export documents from the lack of a built airport nearby. We certainly need to be present!

For especially evil terminators:after killing the agent and not receiving information, I opened another ending. We find yourself in ruins and beat the attack of American troops. The fire is very dense, the defense is difficult. Although in the end, in any case, they will destroy artillery fire. Well, and then, as usual, the nuclear war.

You can wait for the agent after he leaves, but then you will be forced to beat the attack of Molotov. Then the agent will join the group. However, because of one offensive bug, I would not advise it to attach it (see below).

The airport

We start from here and slowly moving to the bag.

This mission has a time limit for passage. In the end, the airport is bombed. Therefore, with each move, at least a few steps, you need to approach the aircraft and, therefore, documents.

It is better to move from the corner of the map, as shown in the screenshot, slowly shooting into enemies. Back - the same way, but already a rapid move. As soon as you can stop the battle, leaving the card immediately.

Ruin

So, we find out in some ruins, we study documents. As it turns out, the hammer conceived a nuclear bomb in the USSR. Undoubtedly, such an action will inevitably provoke war.

If there are Sanders in the group, we will get up before choosing: to give it some of the documents or not. This is exactly the factor that separates a good ending from the middle. Give it - get good, no - you know ...

The choice is made, it's time to do a bomb.

This is a bug:if in the group there is an agent from Witzburg (Paul), then you may not be able to transfer documents to the Elise, even if it is in the group.

This is a bug:after this roller, your hero can stay in proud loneliness on the remaining time. Your comrades will not be found on the main base.

Lorovo. "Meschak"

Pretty light mission for the penultimate, especially since under certain conditions, it may be the last. Long straight corridors. In small braces at the edges of the paths are sitting machine gunners. Plus, there are lattices on the map that can very closely close.

Therefore, the first thing is to penetrate the room to the right of the bomb. To do this, you need to get into one of the boysnitis. Unfortunately, they also have a property to close. A good moment is to raise the second on account (counting the start) vertical lattice. We climb inside (although it would be nice to make it difficult for boys, in order to reduce future resistance), inside, in addition to the group of Molotolovites, lattice control levers are found.

"Messenchak" you just need to undermine the grenade, after taking to the exit (it is not there, where the input). Note that it is possible to do this, only getting on the side of the bomb, one of the lateral raises. Moreover, after the destruction of the bomb, all those standing near her fell into someone. Therefore, the option is the main part of the group to lead in advance to the exit, and the bomb leave one suicide with a grenade.

Tip:clean the card before neutralize "merry".

The bomb is spoiled - run into a pre-punched window.

If you really want to withdraw him, then break the wooden partition in advance in the right part of the room and, in the same way that you will undermine the "merry", get out through the hole formed. Due to the radiation, all of our fighters will slowly decrease health. Therefore, you need to act quickly.

It is interesting:if you do not destruct a bomb and just leave the card, this mission will become the last; Start, who would have thought, war between the USSR and the USA.

Highway. The final

Strange map for the final battle. On the highway cars, nearby Russian officers accompanied. Left and on top are the Molotovtsy in the state form.

For getting rightthe ending must not allow to kill officers.

Soldiers of escorts are armed with Kalashnikov machine guns, which makes them very useful in battle. My tactic was carefully sitting on the sideline and quietly snapsy, the benefit of the allies distracted all the fire on themselves.

After the fight, we speak with Mikhalev or if he was killed, with another officer.

The captain is already holding a week locked up, without submitting a final decision. However, the shooting does not threaten him. Despite some inconsistency, its actions are considered necessary and the only possible situation in the current situation. The main character receives the Order and the next title, and then goes to the Urals. Congratulations. Watch the final video.

If you failed to perform a quest with a water intake, and in general you did not behave like a scout, but as a terminator, killing everything around, then this ending is shining. In addition to the mission itself, I give here a description of the battle tactics in Zaizhenburg and Ventsburg, in case of conflict with the police.

Why did it come here? Because your unlawful action in the city is just the same and lead to the deplorable results, which are stated below.

For evil terminators

Zaizenburg. Slaughter

So, you have a conflict with the police. Not good. Much depends on what point of the city you are. If you were waiting for a failure in the mission with the Englishman, sitting near the entrance to his apartment - each shot his plot: vertical to home Street and building angles. It is not bad to just sit down in the house.

Another good point is the police station itself directly, there are enough bottlenecks for the organization of the position.

It is important:you can get out of the card only through the railway station - you can get there, putting onto a blue rectangle on the edge of the card. You can penetrate the station through the sewer, there are several inputs in the city - respectively, within a few outputs. The most recent hatch leads to the train.

In the second part of the city is still easier. The starting position is quite successful to win a sniper duel from allied soldiers. Running from the corner of the police cut off the queues.

Wenzburg. Slaughter

You will have to fight with the Americans if you "crushed" the mission of the water intake or simply in the absence of documents. Starting position, again, is good for using rifles and long-range weapons. The initial supports are easy to cut off a pair of queues.

However, I did not endure all representatives of the law enforcement, but limited himself only to the rectangle on the way, aisle to the next part of the city: Vodokanal. There, the balance was not at all at all - the enemies with the Gicanim climb under the bullets.

Tomorrow war!

Information was received from the center that the situation develops in such a way that the conflict cannot be avoided. It is necessary to meet with a group of Soviet soldiers and help them carry out some operation.

It's time to check the partners for the stitchiness. I recommend, if that, boot and save traitors in advance from things. With any scenario, Fidel and Moshe will not change, but with Sanders we will be forced to say goodbye.

It is important:if you release Sanders to all four sides, then an unpleasant surprise in the face of a large group of American soldiers will be expected at a meeting with the Skvorta group. So better tie or kill the traitor.

The last fight

He is difficult. Honestly, a strange mission. It seems that she slept for half an hour, "Shob Bulo", as Ukrainians say. I wanted to developers alternatives. Moreover, all holes are clogged with this alternative - the deviation from the main plot leads here. There is an alternative, but is it worthy?

The soldier in Dota has a limited viewing angle - we go to the edge, go back, pomegranate removes all the questions. In their place, we put in concrete facilities in our concrete facilities, and right near the road, we leave a fighter with high dexterity and several grenades, we move the rest to the other side. To do this, we get clinging near the edge of the gorge to the stairs, and then quickly, run down down. At the bottom of the bridge of your fighters, it is difficult to get enough, but you will also be problematic to find a good point for the attack, so you have to rise. Not believing with losses, attack machine gunners. Another enemy sits on the roof - from his rifle!

By this time, reinforcements should come from the other edge. If your fighter passes a dextercy check, we throw the reptiles with grenades - it is important to kill in the first move more people. The remaining to make fighters from the bots.

It is important:in the already captured dotes, as if out of the air, milk fighters appear. Therefore, deep into our soldiers do not come in - prepare a grenade and throw in dot immediately after the roller with the advent of the truck.

Everyone, admire the final roller - evil terminators must be satisfied.

1 2 All

Border transition.

Before you start moving, get out of the nail clipper and armared. Then Clean the War Burner and do the hole in the fence, in order to switch the cordon. Then, Clear, move to the finish of the card to the stream.

Place Hrendorf.

Becoming a witness to the shooting of the group of Waclav, throw by grenades the prisoner who carried out the execution. Later, go to the shot, it turns out that the woman is still alive. Take it to the house, near which the underground workers were executed. You need to deliver it to the room on the first floor, similar to the hospital ward.

After that, wait for the doctor in order to chat with him. The conversation will end with a loss of $ 500, which you pay for the treatment of Sanders.
Then go out on the street and move to the house on the contrary. On the porch of the building you are called a local inhabitant, which will say that the rest of the torch should seem soon. The result of your conversation will be the creation of a folk militia, which will help you bring off the attack of a little-known opponent.

At the end of the battle, you need to pick up a walkie-talkie, which the tormentors left in a small fishing line, and attribute it to the house in order to enter the message with the center.
After graduating from negotiations, go to the garage in order to chat with Conrad. Then return to the room on the second floor, in order to deal with the trophies taken at the end of the battle. Then return to the conducer, he will tell you what he does and ask for one order, agree and go to Sigmund.

Explosives for Sigmund.

Go to the warrior standing at the gate. At the end of the conversation with him, spread all weapons to the ground and go to the house on the left. In the place you will find the Sigmund and you can swim with it.

Take his shipment for the delivery of "soap", then talk to Lari, which will be near the Sigmund and go to the point marked on the map.
On the go to the convoy, Peter Claus will meet you together with your own handicraft. He culturally will ask him to give him all the money. Do not think to attack it - you are on the wall, and "Believe your teeth", then you, having come to the convoy, get real help on his part, even though you need to give part of the money. At the end of the courtesy conversation with Claus, go to the womb to the forester.

This grandfather is engaged in the repair and modification of weapons, so, while the need to appear, contact him for help. After completing all these things, go to the convoy.
The exploded bridge will divide you from Lard. At the time when the gameplay proceeds to your hands, output the lari from the house through the back entrance. You yourself go up to the road, but do not leave the forest. You need to wait a few moves before reinforcement in the face of Peter Guys. At the end of the end of the battle, go to one of Peter's criminals and give him $ 1000. Then take the form of the English Commando and pick up a certificate in the name of Andrew foxes, which, perhaps you will be useful.

Now it is possible to return to Sigmund.
You will not get to the farm to the farm. At the crossroad, you will fall into an ambush, arranged by saboteurs, disguise to the Soviet form. The battle with them is enough because of your inconvenient initial position. It is possible only to give advice on the first move to take Lari for the bushes, located to the left of the truck, and put the main character in a hollow, going around the checkpoint.

In the event that your battle will be delayed later than 8:10 in the morning, then several British soldiers will suit the place of battle, which will also attack you. So count your strength. After completing how you will choose from this alteration, go to the farm.
Sigmund will get ready for your return and immembers you a serious trust. Now you can enter the farm, without disarming, besides, he will give you a team of Lari. Taking the money and having done all the manipulations you need in the store, come back to Hrendorf, in order to report to the center about disguised saboteurs.

At the end of the report, you will be entrusted with exploration in one of the nearby cities. But before being taken for business, go down to the first floor in order to chat with Sanders. The woman has already come to himself, and will be a loyal to answer questions, after completing what you can hire it for $ 150 a week. Arming it with what is in your warehouse. Then go to the room to March and demonstrate the certificate you find.

For a small remuneration, she will advise you that you need to go to Zaizhenberg to a certain Gunter, which contains a bookstore.
Before going to the city, leave your friends on vacation (you need to click on the bed in the room on the second floor), spread all your own weapons, leaving only a gun in the Racket, and put on civilian clothes. In Zaitarberg, you should seem no earlier than 6 o'clock in the morning, otherwise you will need to sit and expect the appearance of Günther on the square between two book trays. At the time when he seems, talk to him. Just $ 400 you will receive a certificate already in the form in which you need.

Then return to Hrendorf.

Fidel's salvation. Collect your own fighters and go to the place where you robbed the British convoy. In the place you will notice how the British will take captive Fidel Sanchez. Then, from Sanders, you define that a military colony is located nearby, where Fidel is most likely and delivered.

You will only have to get in the direction.
Upon arrival, disarm and go to the house to the head of the colony. Do not forget, civilian clothes should be found at you. Consider him with a fake certificate, demand to bring Sanchez. The boss will be submitted to your order, and the arrestant will be delivered. Then you will leave the house of the head of the colony and you can recruit Sanchez to your squad.

The final arrangement you reach the Lesnik's house, which repairs the weapon. Then you will need to talk to Karl (as the Lesnik's cliché), he will suggest you to make a little money. To do this, you need to return to Zaizhenberg and visit one antiquary.

Antiquarian.

Leave your own squad at the forester, and go to the city to the city dealer. He lives in a house located on the contrary of the police. The conversation with it will not allow the result, on the basis of this, cut this Torgash several times in the supersales, and he will sing another song. The result of your negotiations will be the daily payment of $ 500 by Antiquary.

Then come back again in the forest, take with you Sanchez, wait for the evening and come back to the city. You need to hide on the second floor of the house, which stands on the left. Exactly at 21:00 entrance doors will close, and Fidel will be able to get to the first floor in order to hack safe.

Taking the form, plan and documents of the terrorist act, return to the forest, take the detachment of the detachment and move to Hrendorf.

Water intake.

Repeat into the extracted form, and later go to the farm to the Sigmund. And do not forget to grab the idea that they found in the safe. The arms dealer identifies the terrain and tells how to get to the direction. Then return to the base in Hrendorf and pass the obtained these to the center.

Then put on the shape of the American officer and rejuvenate someone from the team in the shape of the US soldier. Remember: You must arrive at the station no later than the morning 3/05/45, and significantly better - at night. In the event that, upon arrival, you will find a lot of warriors at the station, it means that the terrorist act has already happened, and the game will go on second.

In case, if everything is in order, then you need to go left from the locomotive to the blue line of the transition. A patrol will stop on the approach, but you can fool them and go to the water intake. In the place you need to kill all the saboteurs on the street, and later come down to the basement, where to finish another couple of the enemy's warriors. From the basement, descend to underground communications through the hatch, which is located in the trench under the pipes. According to the corridors of the basement, you will get to the place, which from the first gate looks like a dead end.

In fact, it is necessary to enable the lower level (key "-") and descend to the second level of communications. You will open a corridor, practically polished by mines, so be careful. At a time, when you leave the opposite of the machine gun, shoot the warrior sitting at the box.

Here it is necessary to have little luck, it is necessary for your bullet in the warrior, and in the box, then he detonates a mine on the box, and you can erase a machine gun and several warriors from the face of the earth. But this is not all, to the right of the position "Stankach" stands soldiers with a manual machine gun. From the entrance to this part of the corridor, it is not visible, and he can freely overlook one of your comrades. It will be better if you throw this place with grenades. Then you need to go ahead and move even at the level below.

From there you need to move to the branching of the corridor, where to roll to the right and go down to the trench. You will open the last part of the dungeon, which you need to overcome before reaching fresh airspace.

At a time when you find yourself on the street, you will meet with the head of the group of saboteurs. He will refuse to surrender, nothing will be done when shooting it. Then move to the shawa located in the forest. In that place you can choose something from the necessary things.

Now you have the opportunity to leave the game territory.
After completing the message with the center, go to the rendezvous point with the Soviet sabotage group.

Capture a bridge.

The head of the group will tell you the situation in the border strip and clarify the new task of the manual. It is contained in the seizure of a very serious bridge. But it is not enough to capture it - it is necessary to keep the recharge before the domestic tank approach.
At the time when you find yourself in place, attack the dot on the right, then go to the rear of the second hardening and erase the soldiers from the face of the earth. Then place your own squad on both sides of the bridge and take away the attack of the arrived reinforcement of Americans. Then you need to clean up the opposite side of the bridge and - the Third World War began.
It may be the most bad of the four endings, which was conceived by the authors.

Border transition.

Before starting the move, get out of the backpack a nipple and army. After that, Clean the War Break and do the hole in the fence to go cordon. Next, Clean, move to the end of the card to the stream.

Place Hrendorf.

Becoming a witness to the shooting of the group of Waclav, throw by grenades the prisoner who carried out the execution. Then go to the shot, it turns out that the girl is still alive. Take it to the house, near which the underground workers were executed. You need to deliver it to the room on the first floor, similar to the hospital ward. Then wait until the doctor to talk to him. The conversation will end the loss of $ 500, which you pay for the treatment of Sunders.
Next, go out into the street and move to the house opposite. On the porch of the building you are called a local resident who will report that the other punitives should soon appear. The result of your conversation will be the creation of a folk militia, which will help you to bring off the attack of an unknown enemy. After the battle, you need to pick up a radio that punishers left in a small fishing line, and attribute it to the house to communicate with the center.
After graduating from negotiations, go to the garage to chat with Conrad. Next, go back to the room on the second floor to deal with the trophies obtained after the battle. After that, go back to the conducer, he will tell you what it does and ask for one order, agree and go to Sigmund.

Explosives for Sigmund.

Come to the soldier standing at the gate. After talking to him, lay out all the weapons on the ground and go to the house on the left. There you will find Sigmund and you can swim with it. Accept his shipment offer "Soap", after that, talk to Lari, which will stand near Sigmund and go to the point marked on the map.
While driving to the convoy, Peter Claus is met with its handicrafts. He politely asks to give him all the money. Do not think to attack it - you will simply smear along the wall, and "Believe your teeth", then you, coming to the convoy, get real help on his part, even though you have to give part of the money. After a kind conversation with Claus, go to the womb to the forester. This grandfather is engaged in modification and repair of weapons, so that when it is necessary, contact him for help. Having finished all these things, go to the convoy.
The exploded bridge will divide you from Lari. When the gameplay proceeds to you in your hands, output the lari from the house through the back entrance. You yourself go up to the road, but do not leave the forest. You need to wait for a couple of moves until reinforcements in the face of Peter Guys. After the end of the battle, go to one of Peter's gangsters and give him $ 1000. Next, take the form of the British Commando and pick up a certificate in the name of Andrew fox, which may need you. Now you can return to Sigmund.
It will not work calmly to the farm. At the crossroad, you will fall into an ambush, arranged by saboteurs, disguise to the Soviet form. The battle with them will be sufficiently difficult because of your uncomfortable initial position. You can only advise on the first move to take the lari for the bushes, located to the left of the truck, and put the main character in the hollow, going around the checkpoint. If your fight is delayed later than 8:10 in the morning, then a group of English soldiers will be suitable for the place of battle, which will also attack you. So count your strength. After you choose from this alteration, go to the farm.
Sigmund will get ready for your return and immembers you a serious trust. Now you can enter the farm, without disarming, besides, he will give you the team of Lari. Having received money and doing all the manipulation you need in the store, return to Hrendorf to report to the center of disguised saboteurs.

After the report, you will be entrusted with exploration in one of the nearby cities. But before being taken for business, go down to the first floor to talk to Sanders. The girl has already come to himself, and will be a loyal to answer questions, after which you can hire it for $ 150 a week. Arming it what you have in stock. After that, go to the room to March and show the certificate you found. For a small remuneration, she will tell you what you need to go to Zaizhenberg to a kind of gunter, which contains a bookstore.
Before going to the city, leave your holiday comrades (you need to click on the bed in the room on the second floor), lay out all your weapons, leaving only a gun in the wreck, and put on civilian clothes. In Zaitarberg, you should appear not before 6 o'clock in the morning, otherwise you will have to sit and wait for the appearance of Günther on the square between two book trays. When it appears, talk to him. Just $ 400 you will receive a certificate already in the form in which you need. After that, come back to Hrendorf.

Fidel's salvation.

Collect your fighters and go to the place where you robbed an English convoy. There you will see how the British will be captured by Fidel Sanchez. Next, from Sanders, you will learn that a military prison is nearby, where Fidel is most likely delivered. You will just get there.
Upon arrival, disarm and go to the house to the prison commandant. Do not forget, civilian clothes should be found at you. Consider him with a fake certificate, demand to bring Sanchez. Commander will obey your order, and the prisoner will be delivered. After that, you will leave the house of the head of the prison and be able to recruit Sanchez to her squad. The final arrangement you achieve in the House of Lesnik, who repairs the weapon. After that, you have to talk to Karl (so the name of the forester), he will suggest you to work out a little money. To do this, you need to return to Zaizhenberg and visit one antiquary.

Antiquarian.

Leave your dear detachment at the forester, and go to the city to the village merchant. He lives in the house, located opposite the police. The conversation with him will not give the result, so cutting it to Torgash a couple of times along the Soushal, and he will sing another song. The result of your negotiations will be the daily payment of $ 500 by Antiquary. Next, come back again into the forest, take with you Sanchez, wait for the evening and return to the city. You need to hide on the second floor of the house, which stands on the left. Exactly at 21:00 entrance doors will close, and Fidel will be able to get to the first floor to hack safe. Having received the form, documents and terrorist attack plan, return to the forest, take the detachment of the detachment and move to Hrendorf.

Water intake.

Repeat into the extracted shape, and then go to the farm to the Sigmund. And do not forget to grab a plan with you, which was found in the safe. The arms dealer identifies the terrain and tell you how to get there. Next, go back to the database in Hreaddorf and pass the data to the center. After that, put on the form of an American officer and rejection of someone from the team in the form of an American soldier. Remember: You must arrive at the station no later than the morning 3/05/45, and even better - at night. If, upon arrival, you will find a lot of soldiers at the station, it means that the terrorist attack has already happened, and the game will go differently. If everything is in order, then you need to go left from the locomotive to the blue trait. On the approach you will stop the patrol, but you can deceive them and go to the water intake. There you need to kill all the saboteurs on the street, and then go down to the basement, where to finish another couple of the enemy soldiers. From the basement, descend to underground communications through the hatch, which is located in the trench under the pipes. According to the corridors of the basement, you will reach the place, which is like a dead end at first glance. In fact, you need to enable the lower level (key "-") and go down to the second level of communications. You will open a corridor, literally polished by mines, so be careful. When you come out opposite the position of the machine gun, shoot a soldier sitting at the drawer. Here you need a little luck, you need your bullet to and in a soldier, and in the box, then detonates a min on a drawer, and you can destroy the machine gun and a couple of soldiers. But this is not all, to the right of the position "Stankach" stands soldiers with a manual machine gun. From the entrance to this part of the corridor, it is not visible, and it can easily overlook one of your comrades. It will be better if you throw this place with grenades. Next you need to go ahead and move even at the level below. From there you need to move to the branching of the corridor, where to roll to the right and go down to the trench. You will appear in front of you the last part of the dungeon, which you need to overcome before reaching fresh air.

When you find yourself on the street, you will meet with the commander of a group of saboteurs. He will refuse to surrender, nothing will be done, as soon as it is shot. After that, move to the launch, located in the forest. There you can pick up some of the useful things. Now you can leave the gaming area.
Having completed the connection with the center, go to the rendezvous point with the Soviet sabotage group.

Capture a bridge.

The group commander will inform you the situation in the border strip and clarify the new task of the command. It lies in the seizure of a particularly important bridge. But it is not enough to capture it - you need to still hold the crossing to the approach of our tanks.
When you find yourself in place, attack the dot on the right, then go to the rear of the second fortification and destroy the soldiers inside it. After that, place your squad on both sides of the bridge and take away the attack of the commercial reinforcement of Americans. Next, you need to clean up the opposite side of the bridge and - the Third World War began.
It is probably the worst of the four endings that the authors conceived.

Before us is very interesting (albeit a bit strange, as usual and happens at Nivala) about the adventures of the modest Soviet hero in Germany, occupied by the allies. The authority of our hero in Jamesbonovsky is wide, and tasks are quite uncertain: as they say in the old joke, "they gave out the trunk - and twist as you know."

Those who played the Silent Storm series, almost everything is known about the rules of the game. It is assumed that the game of tactical has become role, but it is a light exaggeration. Although the screen of choosing the mission with us is no longer, the missions themselves are not going anywhere.

Those who are with Silent Storm on "You" can immediately move to the next chapter, and the rest I will briefly remind you with what we are dealing with.

So, before us is a tactful game. We create one hero themselves, the rest are joined in the process. Six character classes are available: Sniper - Master of combat at distant distances, Scout - Specialist on hidden movement and arms of melee, soldier - Heavy Weapon Amateur, Grenader - Pomegranate Merchant, Engineer - Special Technique and Medic - Healer of the Russian Academy of Sciences, and part-time " A little sniper.

The role-playing system is pretty simple: three basic characteristics, experience, the possibility with a new level to explore one new skill of the proposed "tree". Of course, the trees have their own classes. Characteristics are growing without direct player's participation.

The battle occurs in step-by-step mode, in which each hero has a stock of Action Points (AR) - points of action spent on everything: travel, shooting, recharging, change position, re-equipment, and so on. You can (and often you need) leave some points about the reserve: if, during an enemy run, someone from the opponents will move in the field of view of your fighter, it is likely to make interception, that is, to continue his move during the enemy's move (usually - Shot on a stunned soldier). But by the beginning of your next stroke, the unsighted AR burned.

The case occurs after the war, in 1949. Weapon selection - appropriate: machine guns, rifles, pistols, manual machine guns, grenades, for scouts - knives, machete, etc. Equipment can be found on the battlefield or buy; In general, with money in the game everything is not easy, and throwing trophies on the battlefield is not good. Inexistently. The reserve of cartridges is also finite, and the weapon regularly requires recharging. And the grenade and at all "always lacks everyone."

New

Tactics

Let's start with the combat system.

The most important, reprovant all the balance of the novelty: disguise works only at nightand then away from light sources. Even the Master Ninja does not hide the day.

It is rumored that this measure was invented "for realism." If so, then it is forced to notice that the authors of the presentation games are very peculiar. Anyone who happened in Golden Childhood to join Stealth-Action "Hyperships", knows that even an eight-year-old child who has not passed an eight-year-old child, who has not passed the course of studying in intelligence, is able to hide from eyes in high grass or a bush. T-shirt ...

Of course, this innovation is reproduced by the whole balance. The strongest Silent Storm classes were considered to be the "masking" - sniper and scout. Now the benefits of expirator steel far less noticeable. In the afternoon, strictly speaking, he generally remains little to do. Any calf sees it through polics ...

True, since time in the game is considered, you can try to ensure that key clashes take place at night. This earlier day of day for any mission was known in advance ... But you, I think, and you yourself understand how inconvenient to attribute time in this way.

Therefore, the scout, as it seems to me, is not with us. Its ability to use too hard. Here is a sniper - it works well and without disguise: his main trump card is a fight on distant distances, when the rest not only do not hold - they simply won't see him. And, of course, the first thing to pump Snayper is a range. Now it is even more important than it was before: if the opponent was on the firing distance - death. Health of extra sniper is usually not found.

Further: panzerklyane Not with us. See, extinct to the 49th year, like dinosaurs. The organization "Hammer Torah" is, and Panzerklynov - no. This means that the engineer becomes a very low-ohole creature. Do not think to take as the main character.

Now - O. characteristics Character. They added new meaning, which improved the balance.

So, the force now affects not only the hits and the distance of the pomegranates, but also for carrying capacity: it is worth overloading the hero - and the points of action (AR) are rapidly reduced. Therefore, the signature "layout" of a sniper - dexterity and intelligence at the maximum, the strength at a minimum - it works badly.

Not only the range of review depends on the intellect, but also talk; Since they can soon depend on the course of the game, it is a natural solution. Melnons have more options for choosing, and their proposals are convincing. True, it's still not Fallout and not Arcanum, you won't pass the diplomat. And yet hero like a scout or soldier with a vacuum in a cranial box - not a very interesting choice. Medium mental abilities, in general, rather enough.

Dexterity was in Silent Storm the most important characteristic of most characters; It affects the accuracy and number of AP. Therefore, it did not "fit" it.

"NSD" appeared - guidelines for the use of a weapon. Further, for pointed and sweening realism, a restriction on the recharging of the weapons from the "non-standard" approach was introduced. Now, if you do it in step-by-step mode, a lot of AR is spent. Given that it constantly has to use "what God sent" is a guarantee restriction.

Strategy and the course of the game

Now that makes call "Sickle and Hammer" role-playing game.

The structure of missions has become really nonlinear (to some extent). There are no databases; With whom we agree, in those and live. Teammates are also produced within the framework of missions; They made friends with someone, so it became more. From time to time, these most comrades allow themselves to express an opinion on what is happening and even conflicted ... But this is not Baldur "s gate, often you will not face such a thing.

Some missions have more than one solution, some can only go through a long language.

The curious concept of the reputation of the group is introduced. Roughly speaking, if you shoot everything that moves, sooner or later you will start a real hunt, and it will not seem little.

The change of clothing options is actively involved. Let's say, it is more convenient to crawl in the maskhalate on the bushes, and in the city it is better to appear in a hat and jacket. Again, the shape helps to go there, where they are not allowed so. But the appearance in the city in enemy form is an action, extremely offending law enforcement agencies.

The economy is arranged plus-minus as well as in the "time": everything must be paid for everything, the source of the Trophies. Only here to find the place of supply - sometimes the problem.

This is gloomy:from the selected class, a set of starting items is almost independent. Grenades, nippers, first aid kit and automatic. Over this reconnaissance gives cold weapons, the grenade is added to the grenade ... But the snipers are not supplied with a sniper. Well, not a perversion, tell me?

The passage of "sickle and hammer" can not be written in series, the mission for the mission. Nonlinearity gives himself to know. Therefore, the structure here is the following: a big header is the line of the plot, the subtitle is a task or if you want, the mission in this branch. That is, if you are looking for a particular place, it is better to navigate the position in the text, but by headlines. In case of convergence of the further stroke, I broke his description in a specific branch and gave a link to another.

Introduction

Briefing

In the best traditions of the genre, the game begins with a briefing from the commander. The task at first glance seems very simple. Peel into a German town with the name of Hrendorf, tough for Russian ear, and get in touch with some Vaclav. However, according to the commander (and part-time the old combat comrade - the hero, ignoring any subordination, calls him Mikhalych), it may be much more difficult than it seems at the beginning.

It is interesting:phrases "I don't know anything else" (after a series of foggy hints), "What remained for me?" And their variations are the most common of all that you will hear throughout the game.

The border

The head of the head will make us become information that Soviet border guards do not know anything - it is impossible to fall on their eyes, will open fire for defeat.

On a note:do not even try to attack border guards - they are immortal. Interesting solders, as can be seen, issued to their defenders the Soviet government. If seriously, I am completely incomprehensible why it was impossible to tie the failure of the mission to the death of the border guard or the detection of the chief holder.

We go along the bottom edge of the card, come to the wire fence. The backpack is subject to the subject called "Cutting", which are not similar on the plugs at all, but rather, on the knife and a rectangular area. Well, this is me so by the way - how about the simple player to know how Soviet plug looked in the 49th year?

We take the engineering tool in hand and use on barbed wire. It is better to sit between the parties until the scripting video demonstrates the miracle of Soviet equipment. While the Americans admire on the tank, go to the exit zone - it is marked with a blue rectangle - along the very bottom edge of the card. Before pressing the "Exit" button, take a grenade into one hand, and in the second - automatic. It will be useful.

HRENDORF. "Meeting" with Vaclav

We will not be able to talk to Vaclav, at least in this life. It may seem that the group that meets us does not overcome, but it is not at all so - the pomegranate and the pair of queues will quickly decide the question.

And here is the hero granted himself. We select trophies (a sniper can change the rifle, but not a sniper, and the cartridges to her, to put it mildly, is not enough), and then approach the corpses. All dead, except for a female soldier. We boar the poor man on the shoulder and enter the house. A doctor should dwell in the right room, although at times he goes to the second smoke and sit in the chair. We begin the dialogue to simplify the Doctor to cure the victim, you need to keep it on the shoulder during the dialogue. Recalling the medicine worker about the oath of the hippocrates, we remove the ravois.

It is important:you can do anything and not to do, but then you will lose a valuable teamwork assistant. By the way, after reflection of the second wave, it will be impossible to cure it. For the course of the game, the presence / absence of Sanders (this is the name of the victim) in the team practically does not affect, but one of the endings will not receive without it.

We explore the city, for the subject of scene characters and various kinds of weapons. From the dialogue with one of the local it turns out that new forces will soon come to the city - it is necessary to prepare for defense. Enemies will appear from the left edge of the card (relative to the initial position of the camera), an abandoned house is perfectly suitable for defense directly under this place. Good positions for defense are shown in the screenshots. Also, it is not bad to get out sometimes through the side windows - the random solitary fighters of the enemy can endure, eliminate their long queues.

Defense Hrejdorf.

Upon completion of the battle among the trees, the radio will be revealed - transfer to the house. From the command, we are interested in important information: in connection with force majeure circumstances, our brave captain is forced to stay in place and act in terms of the situation.

We speak with a conva with a workshop - he is ready to provide us with free accommodation. Resting, we return to Dr. - Sanders should already be in combat readiness. It cannot provide any valuable information, but it is possible to attach it to your group ... for $ 150. Such a gratitude for the saved life. What did she spend them going? Not otherwise, on cosmetics.

On a note:the doctor who cured Sanders can now treat your group fighters and sell medicines to them. All this, of course, for money.

Our new partner is a soldier. Sanders shoot good, and you can grow a good field fighter from it.

It is important:the mother-in-law Conrad, March, is a very useful character. She will be useful to you in the future. Woman lives on the second floor of the house. She sometimes happens seizures, and there is a danger that it will suddenly pounce. Sleep out of the room and stop the battle.

The new dialogue with Conrad will supply you before choosing - this is the first major fork in the game.

Arms characteristics

Forester

Open this branch is very simple: you need to refuse to execute its task. By God, I do not understand why, a little, just need to grab the weapon? This is not a post-identical America, in the end! Even in Fallout, he did not meet with such unmotivated aggression.

After the death of Konrad in Hrendorf, we have nothing to do - we go to the global card and ...

Forest. Mysterious forester

We watch the video. Peaceful gatherings by the fire ends with the appearance of a mysterious stranger with, judging by the execution of a model glued with a beard. After listening to the old man, go after him.

In the housekeeper houses the militant view of the Jew named Moshe. The history of his life is very interesting and full of sad events. How, you ask, the poor fellow is in Germany? He did not have anything else to do.

In the course of the extensive dialogue with the old man, you agree to his offer - get housing.

On a note:to eliminate the character from the group, you need to use the bed. To return to the group "Talk" with the hero.

It also turns out that in these places the old friend of our captain Fidel appeared, and the group needs to meet him in the nearby town of Zacenburg.

As a conductor, Moshe joins us, a rather valuable fighter class sniper, however, unfortunately, for some reason without a rifle. However, in the next location, weapons still do not need.

It is necessary to go to civilian clothes and without weapons. Clothing for Sanders will be found in the house itself, Moshe is already cooked, and the costume for Cap is there on the second floor of the house of Conrad.

On a note:to "disguise" Elizabeth, the hero needs to be checked for intelligence. Load if that, or leave it in the house.

Zaizenburg. Meeting with Fidel

If we came incorrectly dressed, the police will certainly arouse attention. If the characters are not with a rifle, but simply, say, you are not dressed in form, then you will be offered to surrender, pay off or attack. The first option will lead you to the chamber - you can escape, but without money and things, the second will transfer to the global card, the third, in the absence of weapons, does not make sense.

Fidel rushed at one of the extreme tables in the local bar. This type is extremely unlucky, in a word, not destiny to us to extract something from this situation - vain just dragged. But what is it? At the exit from the Pitean Institute, Fidel is arrested by the authorities ... you have to die ...

If your team has Sanders, she willingly tell you where the nearest prison is located, otherwise you will have to ask the forester.

This is gloomy:for the sake of the five-minute dialogue, we shared all from the inventory and suffered two downloads. But still need to remember, taking things back things that it was. The original find designer levels!

Let us leave the "Prison" mission on time - we will return to her, but as long as we consider alternative branches.

Offer Konrad.

This branch contains two: for the conrad and for his competitor Sigmund. However, the difference is minimal here. Nevertheless, I would recommend Sigmund - in this case we will get to the Larry team. He, unfortunately, an engineer, and a useless class come up with difficult, but "give - take." Shooting Larry is not bad. And in the case of the Conrad, no one will be given. True, his choice is better.

The branch becomes accessible to consent to the proposal of the Conrad. He wishes to get rid of a competitor and get a lot of explosives. A farmer appears on the map, where Sigmund lives - there and go.

Farm. Sigmund offer

You can, of course, to teach a massor on the farm, but my song is not about that, especially since the explosives in this case do not see how their ears. Therefore, it is better to talk first with the bandit at the entrance, and then proceed to the courtyard, pre-getting rid of weapons. You need to go one major hero.

Sigmund on face is terrible, and inside, by and large, too. But he is not a maniac and he does not order from the threshold, instead offering work: to intercept the convoy with a valuable explosive. In case of failure, the battle begins, but in this way it is better not to tie it. But much more convenient to settle with rifles in the distance between the trees and calmly shoot in the gradually arriving people.

We believe that you took the task.

Meeting in the forest

We turn out to be at the meadow, surrounded by suspicious types. After listening to a very busy dialogue, we come to one of the three options: slaughter, spooky or hiring of these strange comrades to help in the upcoming mission. The latter is most acceptable, in my opinion, although assistants can provide you with a bear service, accidentally shooting a box with explosives. Single types of special problems will not be - they cost enough so that the pair of garnet and queues solve the question.

In the maroutine nearby Lesnik lives, about which you could already read above. The old man can be shot and cleansed (from the already unnecessary things) basement, but it is better not to do - the grandfather will be useful for us.

Convoy

The task has a time limit - after a while the map disappears. At the entrance to it, it is randomly determined that someone from your partners (Larry or Sanders) will run on the other side of the house (he will have harder). If Sanders in the team is not, naturally, on the other side will be Larry.

The remaining two fighters caught closer to the road and squatting. This is where the scripting roller will find us.

The convoy goes to the bridge, one machine explodes, and the convoy turns out to be divided into two parts. Those who are closer to our fighters on the side with the Glavgery, throwing grenades and finish a pair of queues, those far from the rifle. Single on the second side can work sniper, but this is due to a certain risk - the position is quite open. Therefore, you can go deep into the building, and then wait until the rest of the group cope with its and suitable to the edge of the bridge to help our unfortunate single.

It is important:if Claus fighters helped you when performing a mission, talk before leaving the zone with one of them - pass money. Otherwise, fights can not be avoided.

Perekrestok

The map is available only as a random meeting - it will not work back to return. Do we become witnesses of the outlines of Russian people by the fighters of American (?) Intelligence - is clearly a secret operation. And the witnesses are not needed here.

Middle to us two soldiers eliminate a pair of grenades. Your fighters should remain enough AP to save the world from one American scout. After that, I stayed one on one (or rather, three per) with a sniper on the roof - one move, and one corpse is more. Then remove the people as they appear. It is not excluded that then you will have to carry out an extra sweep.

Now you can hide the traces of the attack, in order to remove the charges from your country. To do this, use the board next to the construction - using it, the character will put the board so that it will very easily drag the corpses in the body. After the third body is secured in the body, the remaining corpses will be placed there automatically.

You need to hurry with the export of corpses and care from the card - shortly after the end of the battle to the scene, American soldiers will sing.

If you stay on the map, you will have to reflect a small wave of American soldiers. The position for defense is shown in the screenshot. In addition, Sanders will refuse to shoot on its own and leave the card. It can be found in Hrendorf in the doctor's office. Having spent an educational conversation, you can return the woman to the team. Some characters here on Divo Supreme ...

On a note:in the mined drawer lies the Thompson machine.

Farm or Hrendorf. We rent explosives

We rent a quest. Please note that a conducer also needs a competitor's head. Plus - Larry will become our enemy. However, if he died in one of the previous missions, it is better to really go to the side of the conrad.

We communicate with the waters in Hrendorf with the authorities and get foggy instructions.

Of course, the authorities are concerned if they come to the city in full uniforms - you need to get a citizen or the form of English soldiers. We mined civilian clothes in the branch of the Lesnik, here we will look for a form. It must be collected on the map "Convoy".

Convoy. Arrest Fidel

Certificate will be very useful to us.

On the arrival on the map we demonstrate a roller on the engine. An old friend of our brave cape is arrested. You have to die. In addition to all the rubble on Earth, a certificate is found - in his pocket. We collect the form and go ... no, not in Zahinburg. In Hrendorf. The location of the prison can be found in Sanders or any of the main friendly characters: Lesnik, Conrad or Sigmund.

On a note:Fidel can not be saved, but immediately learn from Barmen on the Englishman (see further), but then you will not get a valuable fighter and you will not be able to open the second safe in the dwelling of this Englishman.

HRENDORF. Fake documents

It's time to talk to March - you should have $ 600 in your pocket, consider, no one will offer twice. Another 400 will be needed later. Therefore, think about whether it is worth spending a fake of documents when you can bother break into prison.

It turns out that helping you can Güntter in the city of Zaizhenburg - there.

Zaizenburg. Fake documents-2

Günther is a trader books, therefore, it is necessary to search for it near two book racks. Everything is simple: come together, start the dialogue. When the documents are ready, we go to the "Prison" card.

So, the plot lines came together again. However, some variations will still remain, I will mention them separately.

Jail. Fidel's liberation

If you have a fake certificate in your pocket, there should be no problems: go to the house near the start point and speak with the commandant, show the certificate. Fidel will give us without any shooting. Interesting views from the authors of the dialogue about the work of the intelligence ...

This is a bug:everything is good, but getting Fidel without a fight is not always possible. The fact is that after the end of the dialogue, the script may not work - the dialog is over, but only the black screen is only before your eyes. We will have to load and resolve the issue of force.

On our disk:a semi-official patch that corrects this and many other bugs.

The power solution to the issue is much more complicated - the enemies on the map abound. It seems to me that it is best to go to prison through the back entrance, a couple of grenades will save you from the guard with the guard - occupy defense. Fidel will learn the riot, better to rise to him and help - God forbid, will kill.

If you have an English form, you can sit on the second floor right near the Fidel's camera and start fighting straight from there, killing enemies as they arrive. To talk with our future partner than before, the better - there is nothing to wander around the map! The second point for defense is the staircase of the same floor.

It is important:do not forget to take the form of an English officer - it will be useful for you for Fidel, if you come to the card later, you will have to go into battle again. Do not put things in Fidel's inventory - everything will disappear, including the form.

SECOND PAGE

Forest. Hiring Fidel

We meet in the forest with Fidel in the guardhouse of the forester. The demolitioner joins the group, and the forester, if he is alive, tells about Antiquary, which is not a completely legitimate business in Zaizhenburg, selling things confiscated by his brother-gestapovets from the Jews sent to the camp. According to Karl (so the name of the forester), if you press the antiquary, it will be possible to earn good money.

If the forester is dead ... well, no, there is no court ... leaving the card, do not forget to buy engineering accessories at the forester. We will need them.

Zaizenburg. Antique

The house of Antiquar is located close to the police department. We go inside, begin the dialogue. Alas, so easy money from the reptile is not shaky. We remove the weapon in the inventory and ... Baking the scum in the face! All, daily income is guaranteed.

When we come to Antikvaru for the second time, I will find Moshe there (if it is not with you). If you go on an inspection on intelligence, you can convince Moshe not to kill the antiquary and even attach to the group.

Zaizenburg. Englishman

You can get this quest at Barmen. We approach him, say, order beer (it is the beer!). As it turns out, a certain mysterious Englishman Mr. Smith, who collaborates with the local administration and disappearing at night is unknown to the Bar. Interesting.

In the first hour of the night, they declare "to visit". Do not forget to supply your engineer to the lard (this role can play both Larry and Fidel) and suphers. We wake the door and go to the house - there are two locked safes.

The main thing is to do everything quickly, and then the police will come and confuse all our plans. If your team has both above-mentioned comrades, it is better to open safes in parallel. Note that the safe in the far room can open only Fidel.

We select forms, allied shapes and documents, we go to the global card.

I will not stop in detail at this moment, but it is possible to solve this mission, as a prison, to solve peacefully. To do this, you need to take forms, and then talk to Günther, then you need to go on the train (otherwise you will most likely not have time).

Wenzburg. Water intake

This task has a time limit, we will not have time - we get a "terminator" ending (see below). If we are all right with documents and shape of clothing, nothing to worry about. If not, you have to break through the fight (I do not recommend).

On the water intake, we will expect a group of saboteurs from the thorah hammer. In general, the initial position, again, is quite successful. Unless after the elimination of the starting group of enemies, it is necessary to shift slightly to the left and closer to the car, and then they can also throw pomegranates.

When the sacrament is interrupted, the speed becomes the defining factor for us - the Americans will come here, and we better do not arrange conflicts, and then the "Terminator" ending is shining. It would be nice, for the same reason, to carry a canister with Soviet markings from the card.

This is gloomy:i do not know how you, but I think that in the case of sabotage, the Soviet special services could hardly be used by the canes with their markings. And, it seems, the tsrushniks just thought about provocations. Well, okay, maybe I quit.

Exit from the card - the hatch in the basement (see picture).

Sewerage

Completely stupid, tightened and straight mission. Dungeons, sising monsters, straight Baldur "S GATE Some! The only difficult moment is to kill the Molotovs behind the machine gunner. There is a mined boxes, we shoot the rifle on it - the simplest solution; Although, if you really want this box to reveal ...

Please note that there are two more soldiers sit near the corner, opposite each other. Be ready.

Exit from the card is only one - the rest of the stairs break, it is worth touching them.

Gallery

At the exit, we are waiting for the watch ... in the sense, Molotov, standing on the clock. We can take it in captivity. And we can not take. Further events are developing in accordance with this.

Short branch

It becomes affordable if Ziegfried in the galley did not capture. It would seem, nothing can help us - all lines are trimmed. And it will help here, as is customary, accident.

Forest. Shootout

What is this happening? Two familiar groups of militants met and arranged a shootout. To whom to help them? Immediately I will say that the choice made by you will not put on the plot nic Influence, so it is better to choose the sentries (left) - their group is stronger.

From the dialogue after the battle, we learn that it would be nice to visit the abandoned mine.

On a note:look at the weapon that fell out of enemies - a lot may come in handy.

Mine

This card consists of three parts: the bridge, the entrance to the mine and the dungeon.

So, the bridge. We throw a couple of grenades in the group of Molotov, the left, two more attached to the right of the group - initially they are not visible. If the first move will be able to get rid of at least three, the case is almost done.

In the second go, the bridge will rise - do not be afraid. After the battle, we will be able to raise it on their own: we get a rifle and shoot on the control panel of the bridge in the booth. Here it is, a miracle of technology - a lifting bridge! Lancelotov Sovistovka and did not dream!

In the next part of the enemies, the enemies crawl into our grace gradually, forward to go out - they will come.

Similarly, we behave at the entrance to the mine: we kill everyone who is at the entrance and wait. And then there are again solid straight corridors. We do not need anything in this hole, except for the bag with documents on the lower floor. We take and promptly move to the exit.

Outside, we are already waiting - we will not disappoint our friends, make themselves with a pair-troika grenade and queue.

Take language

So, the poor fellow Siegfried is pulled out by us from water intake on the shoulders. What will be next?

Any card. Hiring Siegfried

After a short conversation, it turns out that Siegfries know the location of the nearest base of the hammer. It is here that we should go.

On a note:do not try to treat "Hand injury" at Siegfried. Just our hands knitted him until they were sure that the former (now) Molotovatsu can be trusted. In the next mission with his hands, he will be fine.

Base of hammer Torah

At the assault, comrades! Kidding. Carefully, crossed, we move to the highway. The first thing is to remove the sniper at the corner of the house, afterwards it can very much. To move the reptile, you need not only to stand on the edge of the road, but also turn to it. The main thing is quick, and then it can intercept.

Further enemies begin to slowly crawl out of dark corners to the joy of our rifles. On the right will go large enough group, try to eliminate them on the approach. If some sacrup shoots for you, but you do not see it, slide your fighter to a small step in the side, in accordance with where the enemy can be. Usually helps, but in case of failure, try at least leave the fire line.

When the stream of enemies runs out, the time will come to start searching at home. Moving on squatting and for short distances. Before opening the door, sometimes it is useful to go to step-by-step mode. It is not bad to carry out stripping in one, the most dexterous, the character, so that the enemies in the case of which did not intercepted the move.

Documents, however, will not be found in the house. It seems that the headquarters of the hammer moved. Only here is where?

Hrenodorf / Forest / Farm. Ambush

To begin with, we demonstrate a small roller on the engine. Judging by him, the top of the hammer Torah is seriously concerned about our activities and submits sabotage groups to our place of possible deployment: Farm, Forest and Hrendorf. We fundamentally get only to Hrendorf - there is a radio, and, as recorded in the diary, it is necessary to contact the authorities urgently. Nevertheless, I will describe approximate tactics for all locations.

HRENDORF. We are thrown immediately in the bake. A large group of enemies in a house on the left of the group. We kill whom we can, and then slightly move and attach. ATTENTION: Once the right home is sitting another Molotov. At this very home and can be equipped with a defensive position. Consider, there are two more, and they are taking place near the windows.

After all, it remains only to clean the house of the Conrad, the old algorithm.

Forest.It is worth coming up to the house, as a motorcycle will appear with Molotolov, and one, especially arrogant, will assign and step up to shoot on our fighters from the pistol.

Tip:in case of obtaining critical states, I recommend to replay the moment - they are determined randomly.

Kill the height and equip the defense. Option - basement at home, although you can sit down and right in place, then it will be a little more difficult.

Farm.What position is suitable here? More or less safe - behind the right house. Active position - in the houses, only to arrange your character, it is necessary so that the enemy shot can get into any obstacle. In no case are not sitting opposite windows. I warn you immediately: the front of the buildings will be blown up.

Sewer Zaneventburg. Skron.

If in the Siegfried group, in the course of the roller, he will tell us about Skron. In any case, our path lies in Zahinburg. Once there, approach the nearest hatch and - yes - yes - we climb inside. The entrance to Schron is littered with garbage, we throw there three grenades in more info, and the path is free. Now you need to choose the code to the lock. Do not be afraid, I inform: "401201". If you search for paper, you can find a certificate of the CC member belonging to Siegfried. If in the Moshe group, he will try to kill the former SSEEC, and he does not resist, on the contrary, arises on his knees and asks mercy. If you allow execution to happen, Larry can leave the group . If not, leaves Moshe . Think who is more important to you. The conflict will occur in the case if Moshe is not in the group. At Siegfried, the captain will undertake, but here everything is just in your hands.

So, the group now has access to radio communications. Sin does not take advantage.

Wenzburg. A meeting

In the glorious city of Witzburg, we are prompted by an agent, which must inform us important information. To meet, as we reported, you need to come alone. True, if you take someone else with me, the agent will simply drive us out of her house.

Information at the agent really interesting: the hammer is preparing to export documents from the lack of a built airport nearby. We certainly need to be present!

For especially evil terminators:after killing the agent and not receiving information, I opened another ending. We find yourself in ruins and beat the attack of American troops. The fire is very dense, the defense is difficult. Although in the end, in any case, they will destroy artillery fire. Well, and then, as usual, the nuclear war.

You can wait for the agent after he leaves, but then you will be forced to beat the attack of Molotov. Then the agent will join the group. However, because of one offensive bug, I would not advise it to attach it (see below).

The airport

We start from here and slowly moving to the bag.

This mission has a time limit for passage. In the end, the airport is bombed. Therefore, with each move, at least a few steps, you need to approach the aircraft and, therefore, documents.

It is better to move from the corner of the map, as shown in the screenshot, slowly shooting into enemies. Back - the same way, but already a rapid move. As soon as you can stop the battle, leaving the card immediately.

Ruin

So, we find out in some ruins, we study documents. As it turns out, the hammer conceived a nuclear bomb in the USSR. Undoubtedly, such an action will inevitably provoke war.

If there are Sanders in the group, we will get up before choosing: to give it some of the documents or not. This is exactly the factor that separates a good ending from the middle. Give it - get good, no - you know ...

The choice is made, it's time to do a bomb.

This is a bug:if in the group there is an agent from Witzburg (Paul), then you may not be able to transfer documents to the Elise, even if it is in the group.

This is a bug:after this roller, your hero can stay in proud loneliness on the remaining time. Your comrades will not be found on the main base.

Lorovo. "Veschak"

Pretty light mission for the penultimate, especially since under certain conditions, it may be the last. Long straight corridors. In small braces at the edges of the paths are sitting machine gunners. Plus, there are lattices on the map that can very closely close.

Therefore, the first thing is to penetrate the room to the right of the bomb. To do this, you need to get into one of the boysnitis. Unfortunately, they also have a property to close. A good moment is to raise the second on account (counting the start) vertical lattice. We climb inside (although it would be nice to make it difficult for boys, in order to reduce future resistance), inside, in addition to the group of Molotolovites, lattice control levers are found.

"Merry" you need to simply undermine the grenade, after taking to the exit (it is not there, where the input). Note that it is possible to do this, only getting on the side of the bomb, one of the lateral raises. Moreover, after the destruction of the bomb, all those standing near her fell into someone. Therefore, the option is the main part of the group to lead in advance to the exit, and the bomb leave one suicide with a grenade.

Tip:clean the card before neutralize "merry".

The bomb is spoiled - run into a pre-punched window.

If you really want to remove it, then break the wooden partition in advance in the right part of the room and, in the same way that you will undermine the "merry", get out through the hole formed. Due to the radiation, all of our fighters will slowly decrease health. Therefore, you need to act quickly.

It is interesting:if you do not destruct a bomb and just leave the card, this mission will become the last; Start, who would have thought, war between the USSR and the USA.

Highway. The final

Strange map for the final battle. On the highway cars, nearby Russian officers accompanied. Left and on top are the Molotovtsy in the state form.

For getting rightthe ending must not allow to kill officers.

Soldiers of escorts are armed with Kalashnikov machine guns, which makes them very useful in battle. My tactic was carefully sitting on the sideline and quietly snapsy, the benefit of the allies distracted all the fire on themselves.

After the fight, we speak with Mikhalev or if he was killed, with another officer.

The captain is already holding a week locked up, without submitting a final decision. However, the shooting does not threaten him. Despite some inconsistency, its actions are considered necessary and the only possible situation in the current situation. The main character receives the Order and the next title, and then goes to the Urals. Congratulations. Watch the final video.

If you failed to perform a quest with a water intake, and in general you did not behave like a scout, but as a terminator, killing everything around, then this ending is shining. In addition to the mission itself, I give here a description of the battle tactics in Zaizhenburg and Ventsburg, in case of conflict with the police.

Why did it come here? Because your unlawful action in the city is just the same and lead to the deplorable results, which are stated below.

For evil terminators

Zaizenburg. Slaughter

So, you have a conflict with the police. Not good. Much depends on what point of the city you are. If you were waiting for a failure in the mission with the Englishman, sitting near the entrance to his apartment - each shot his plot: vertical to home Street and building angles. It is not bad to just sit down in the house.

Another good point is the police station itself directly, there are enough bottlenecks for the organization of the position.

It is important:you can get out of the card only through the railway station - you can get there, putting onto a blue rectangle on the edge of the card. You can penetrate the station through the sewer, there are several inputs in the city - respectively, within a few outputs. The most recent hatch leads to the train.

In the second part of the city is still easier. The starting position is quite successful to win a sniper duel from allied soldiers. Running from the corner of the police cut off the queues.

Wenzburg. Slaughter

You will have to fight with the Americans if you "crushed" the mission of the water intake or simply in the absence of documents. Starting position, again, is good for using rifles and long-range weapons. The initial supports are easy to cut off a pair of queues.

However, I did not endure all representatives of the law enforcement, but limited himself only to the rectangle on the way, aisle to the next part of the city: Vodokanal. There, the balance was not at all at all - the enemies with the Gicanim climb under the bullets.

Tomorrow war!

Information was received from the center that the situation develops in such a way that the conflict cannot be avoided. It is necessary to meet with a group of Soviet soldiers and help them carry out some operation.

It's time to check the partners for the stitchiness. I recommend, if that, boot and save traitors in advance from things. With any scenario, Fidel and Moshe will not change, but with Sanders we will be forced to say goodbye.

It is important:if you release Sanders to all four sides, then an unpleasant surprise in the face of a large group of American soldiers will be expected at a meeting with the Skvorta group. So better tie or kill the traitor.

The last fight

He is difficult. Honestly, a strange mission. It seems that she slept for half an hour, "Shob Bulo", as Ukrainians say. I wanted to developers alternatives. Moreover, all holes are clogged with this alternative - the deviation from the main plot leads here. There is an alternative, but is it worthy?

The soldier in Dota has a limited viewing angle - we go to the edge, go back, pomegranate removes all the questions. In their place, we put in concrete facilities in our concrete facilities, and right near the road, we leave a fighter with high dexterity and several grenades, we move the rest to the other side. To do this, we get clinging near the edge of the gorge to the stairs, and then quickly, run down down. At the bottom of the bridge of your fighters, it is difficult to get enough, but you will also be problematic to find a good point for the attack, so you have to rise. Not believing with losses, attack machine gunners. Another enemy sits on the roof - from his rifle!

By this time, reinforcements should come from the other edge. If your fighter passes a dextercy check, we throw the reptiles with grenades - it is important to kill in the first move more people. The remaining to make fighters from the bots.

It is important:in the already captured dotes, as if out of the air, milk fighters appear. Therefore, deep into our soldiers do not come in - prepare a grenade and throw in dot immediately after the roller with the advent of the truck.

Everyone, admire the final roller - evil terminators must be satisfied.

Before us is very interesting (albeit a bit strange, as usual and happens at Nivala) about the adventures of the modest Soviet hero in Germany, occupied by the allies. The authority of our hero in Jamesbonovsky is wide, and tasks are quite uncertain: as they say in the old joke, "they gave out the trunk - and twist as you know."

Those who played the Silent Storm series, almost everything is known about the rules of the game. It is assumed that the game of tactical has become role, but it is a light exaggeration. Although the screen of choosing the mission with us is no longer, the missions themselves are not going anywhere.

Those who are with Silent Storm on "You" can immediately move to the next chapter, and the rest I will briefly remind you with what we are dealing with.

So, before us is a tactful game. We create one hero themselves, the rest are joined in the process. Six character classes are available: Sniper - Master of combat at distant distances, Scout - Specialist on hidden movement and arms of melee, soldier - Heavy Weapon Amateur, Grenader - Pomegranate Merchant, Engineer - Special Technique and Medic - Healer of the Russian Academy of Sciences, and part-time " A little sniper.

The role-playing system is pretty simple: three basic characteristics, experience, the possibility with a new level to explore one new skill of the proposed "tree". Of course, the trees have their own classes. Characteristics are growing without direct player's participation.

The battle occurs in step-by-step mode, in which each hero has a stock of Action Points (AR) - points of action spent on everything: travel, shooting, recharging, change position, re-equipment, and so on. You can (and often you need) leave some points about the reserve: if, during an enemy run, someone from the opponents will move in the field of view of your fighter, it is likely to make interception, that is, to continue his move during the enemy's move (usually - Shot on a stunned soldier). But by the beginning of your next stroke, the unsighted AR burned.

The case occurs after the war, in 1949. Weapon selection - appropriate: machine guns, rifles, pistols, manual machine guns, grenades, for scouts - knives, machete, etc. Equipment can be found on the battlefield or buy; In general, with money in the game everything is not easy, and throwing trophies on the battlefield is not good. Inexistently. The reserve of cartridges is also finite, and the weapon regularly requires recharging. And the grenade and at all "always lacks everyone."

New

Tactics

Let's start with the combat system.

The most important, reprovant all the balance of the novelty: disguise works only at nightand then away from light sources. Even the Master Ninja does not hide the day.

It is rumored that this measure was invented "for realism." If so, then it is forced to notice that the authors of the presentation games are very peculiar. Anyone who happened in Golden Childhood to join Stealth-Action "Hyperships", knows that even an eight-year-old child who has not passed an eight-year-old child, who has not passed the course of studying in intelligence, is able to hide from eyes in high grass or a bush. T-shirt ...

Of course, this innovation is reproduced by the whole balance. The strongest Silent Storm classes were considered to be the "masking" - sniper and scout. Now the benefits of expirator steel far less noticeable. In the afternoon, strictly speaking, he generally remains little to do. Any calf sees it through polics ...

True, since time in the game is considered, you can try to ensure that key clashes take place at night. This earlier day of day for any mission was known in advance ... But you, I think, and you yourself understand how inconvenient to attribute time in this way.

Therefore, the scout, as it seems to me, is not with us. Its ability to use too hard. Here is a sniper - it works well and without disguise: his main trump card is a fight on distant distances, when the rest not only do not hold - they simply won't see him. And, of course, the first thing to pump Snayper is a range. Now it is even more important than it was before: if the opponent was on the firing distance - death. Health of extra sniper is usually not found.

Further: panzerklyane Not with us. See, extinct to the 49th year, like dinosaurs. The organization "Hammer Torah" is, and Panzerklynov - no. This means that the engineer becomes a very low-ohole creature. Do not think to take as the main character.

Now - O. characteristics Character. They added new meaning, which improved the balance.

So, the force now affects not only the hits and the distance of the pomegranates, but also for carrying capacity: it is worth overloading the hero - and the points of action (AR) are rapidly reduced. Therefore, the signature "layout" of a sniper - dexterity and intelligence at the maximum, the strength at a minimum - it works badly.

Not only the range of review depends on the intellect, but also talk; Since they can soon depend on the course of the game, it is a natural solution. Melnons have more options for choosing, and their proposals are convincing. True, it's still not Fallout and not Arcanum, you won't pass the diplomat. And yet hero like a scout or soldier with a vacuum in a cranial box - not a very interesting choice. Medium mental abilities, in general, rather enough.

Dexterity was in Silent Storm the most important characteristic of most characters; It affects the accuracy and number of AP. Therefore, it did not "fit" it.

"NSD" appeared - guidelines for the use of a weapon. Further, for pointed and sweening realism, a restriction on the recharging of the weapons from the "non-standard" approach was introduced. Now, if you do it in step-by-step mode, a lot of AR is spent. Given that it constantly has to use "what God sent" is a guarantee restriction.

Strategy and the course of the game

Now that makes call "Sickle and Hammer" role-playing game.

The structure of missions has become really nonlinear (to some extent). There are no databases; With whom we agree, in those and live. Teammates are also produced within the framework of missions; They made friends with someone, so it became more. From time to time, these most comrades allow themselves to express an opinion on what is happening and even conflicted ... But this is not Baldur "s gate, often you will not face such a thing.

Some missions have more than one solution, some can only go through a long language.

The curious concept of the reputation of the group is introduced. Roughly speaking, if you shoot everything that moves, sooner or later you will start a real hunt, and it will not seem little.

The change of clothing options is actively involved. Let's say, it is more convenient to crawl in the maskhalate on the bushes, and in the city it is better to appear in a hat and jacket. Again, the shape helps to go there, where they are not allowed so. But the appearance in the city in enemy form is an action, extremely offending law enforcement agencies.

The economy is arranged plus-minus as well as in the "time": everything must be paid for everything, the source of the Trophies. Only here to find the place of supply - sometimes the problem.

This is gloomy:from the selected class, a set of starting items is almost independent. Grenades, nippers, first aid kit and automatic. Over this reconnaissance gives cold weapons, the grenade is added to the grenade ... But the snipers are not supplied with a sniper. Well, not a perversion, tell me?

The passage of "sickle and hammer" can not be written in series, the mission for the mission. Nonlinearity gives himself to know. Therefore, the structure here is the following: a big header is the line of the plot, the subtitle is a task or if you want, the mission in this branch. That is, if you are looking for a particular place, it is better to navigate the position in the text, but by headlines. In case of convergence of the further stroke, I broke his description in a specific branch and gave a link to another.

Introduction

Briefing

In the best traditions of the genre, the game begins with a briefing from the commander. The task at first glance seems very simple. Peel into a German town with the name of Hrendorf, tough for Russian ear, and get in touch with some Vaclav. However, according to the commander (and part-time the old combat comrade - the hero, ignoring any subordination, calls him Mikhalych), it may be much more difficult than it seems at the beginning.

It is interesting:phrases "I don't know anything else" (after a series of foggy hints), "What remained for me?" And their variations are the most common of all that you will hear throughout the game.

The border

The head of the head will make us become information that Soviet border guards do not know anything - it is impossible to fall on their eyes, will open fire for defeat.

On a note:do not even try to attack border guards - they are immortal. Interesting solders, as can be seen, issued to their defenders the Soviet government. If seriously, I am completely incomprehensible why it was impossible to tie the failure of the mission to the death of the border guard or the detection of the chief holder.

We go along the bottom edge of the card, come to the wire fence. The backpack is subject to the subject called "Cutting", which are not similar on the plugs at all, but rather, on the knife and a rectangular area. Well, this is me so by the way - how about the simple player to know how Soviet plug looked in the 49th year?

We take the engineering tool in hand and use on barbed wire. It is better to sit between the parties until the scripting video demonstrates the miracle of Soviet equipment. While the Americans admire on the tank, go to the exit zone - it is marked with a blue rectangle - along the very bottom edge of the card. Before pressing the "Exit" button, take a grenade into one hand, and in the second - automatic. It will be useful.

HRENDORF. "Meeting" with Vaclav

We will not be able to talk to Vaclav, at least in this life. It may seem that the group that meets us does not overcome, but it is not at all so - the pomegranate and the pair of queues will quickly decide the question.

And here is the hero granted himself. We select trophies (a sniper can change the rifle, but not a sniper, and the cartridges to her, to put it mildly, is not enough), and then approach the corpses. All dead, except for a female soldier. We boar the poor man on the shoulder and enter the house. A doctor should dwell in the right room, although at times he goes to the second smoke and sit in the chair. We begin the dialogue to simplify the Doctor to cure the victim, you need to keep it on the shoulder during the dialogue. Recalling the medicine worker about the oath of the hippocrates, we remove the ravois.

It is important:you can do anything and not to do, but then you will lose a valuable teamwork assistant. By the way, after reflection of the second wave, it will be impossible to cure it. For the course of the game, the presence / absence of Sanders (this is the name of the victim) in the team practically does not affect, but one of the endings will not receive without it.

We explore the city, for the subject of scene characters and various kinds of weapons. From the dialogue with one of the local it turns out that new forces will soon come to the city - it is necessary to prepare for defense. Enemies will appear from the left edge of the card (relative to the initial position of the camera), an abandoned house is perfectly suitable for defense directly under this place. Good positions for defense are shown in the screenshots. Also, it is not bad to get out sometimes through the side windows - the random solitary fighters of the enemy can endure, eliminate their long queues.

Defense Hrejdorf.

Upon completion of the battle among the trees, the radio will be revealed - transfer to the house. From the command, we are interested in important information: in connection with force majeure circumstances, our brave captain is forced to stay in place and act in terms of the situation.

We speak with a conva with a workshop - he is ready to provide us with free accommodation. Resting, we return to Dr. - Sanders should already be in combat readiness. It cannot provide any valuable information, but it is possible to attach it to your group ... for $ 150. Such a gratitude for the saved life. What did she spend them going? Not otherwise, on cosmetics.

On a note:the doctor who cured Sanders can now treat your group fighters and sell medicines to them. All this, of course, for money.

Our new partner is a soldier. Sanders shoot good, and you can grow a good field fighter from it.

It is important:the mother-in-law Conrad, March, is a very useful character. She will be useful to you in the future. Woman lives on the second floor of the house. She sometimes happens seizures, and there is a danger that it will suddenly pounce. Sleep out of the room and stop the battle.

The new dialogue with Conrad will supply you before choosing - this is the first major fork in the game.

Forester

Open this branch is very simple: you need to refuse to execute its task. By God, I do not understand why, a little, just need to grab the weapon? This is not a post-identical America, in the end! Even in Fallout, he did not meet with such unmotivated aggression.

After the death of Konrad in Hrendorf, we have nothing to do - we go to the global card and ...

Forest. Mysterious forester

We watch the movie. Peaceful gatherings by the fire ends with the appearance of a mysterious stranger with, judging by the execution of a model glued with a beard. After listening to the old man, go after him.

In the housekeeper houses the militant view of the Jew named Moshe. The history of his life is very interesting and full of sad events. How, you ask, the poor fellow is in Germany? He did not have anything else to do.

In the course of the extensive dialogue with the old man, you agree to his offer - get housing.

On a note:to eliminate the character from the group, you need to use the bed. To return to the group "Talk" with the hero.

It also turns out that in these places the old friend of our captain Fidel appeared, and the group needs to meet him in the nearby town of Zacenburg.

As a conductor, Moshe joins us, a rather valuable fighter class sniper, however, unfortunately, for some reason without a rifle. However, in the next location, weapons still do not need.

It is necessary to go to civilian clothes and without weapons. Clothing for Sanders will be found in the house itself, Moshe is already cooked, and the costume for Cap is there on the second floor of the house of Conrad.

On a note:to "disguise" Elizabeth, the hero needs to be checked for intelligence. Load if that, or leave it in the house.

Zaizenburg. Meeting with Fidel

If we came incorrectly dressed, the police will certainly arouse attention. If the characters are not with a rifle, but simply, say, you are not dressed in form, then you will be offered to surrender, pay off or attack. The first option will lead you to the chamber - you can escape, but without money and things, the second will transfer to the global card, the third, in the absence of weapons, does not make sense.

Fidel rushed at one of the extreme tables in the local bar. This type is extremely unlucky, in a word, not destiny to us to extract something from this situation - vain just dragged. But what is it? At the exit from the Pitean Institute, Fidel is arrested by the authorities ... you have to die ...

If your team has Sanders, she willingly tell you where the nearest prison is located, otherwise you will have to ask the forester.

This is gloomy:for the sake of the five-minute dialogue, we shared all from the inventory and suffered two downloads. But still need to remember, taking things back things that it was. The original find designer levels!

Let us leave the "Prison" mission on time - we will return to her, but as long as we consider alternative branches.

Offer Konrad.

This branch contains two: for the conrad and for his competitor Sigmund. However, the difference is minimal here. Nevertheless, I would recommend Sigmund - in this case we will get to the Larry team. He, unfortunately, an engineer, and a useless class come up with difficult, but "give - take." Shooting Larry is not bad. And in the case of the Conrad, no one will be given. True, his choice is better.

The branch becomes accessible to consent to the proposal of the Conrad. He wishes to get rid of a competitor and get a lot of explosives. A farmer appears on the map, where Sigmund lives - there and go.

Farm. Sigmund offer

You can, of course, to teach a massor on the farm, but my song is not about that, especially since the explosives in this case do not see how their ears. Therefore, it is better to talk first with the bandit at the entrance, and then proceed to the courtyard, pre-getting rid of weapons. You need to go one major hero.

Sigmund on face is terrible, and inside, by and large, too. But he is not a maniac and he does not order from the threshold, instead offering work: to intercept the convoy with a valuable explosive. In case of failure, the battle begins, but in this way it is better not to tie it. But much more convenient to settle with rifles in the distance between the trees and calmly shoot in the gradually arriving people.

We believe that you took the task.

Meeting in the forest

We turn out to be at the meadow, surrounded by suspicious types. After listening to a very busy dialogue, we come to one of the three options: slaughter, spooky or hiring of these strange comrades to help in the upcoming mission. The latter is most acceptable, in my opinion, although assistants can provide you with a bear service, accidentally shooting a box with explosives. Single types of special problems will not be - they cost enough so that the pair of garnet and queues solve the question.

In the maroutine nearby Lesnik lives, about which you could already read above. The old man can be shot and cleansed (from the already unnecessary things) basement, but it is better not to do - the grandfather will be useful for us.

Convoy

The task has a time limit - after a while the map disappears. At the entrance to it, it is randomly determined that someone from your partners (Larry or Sanders) will run on the other side of the house (he will have harder). If Sanders in the team is not, naturally, on the other side will be Larry.

The remaining two fighters caught closer to the road and squatting. This is where the scripting roller will find us.

The convoy goes to the bridge, one machine explodes, and the convoy turns out to be divided into two parts. Those who are closer to our fighters on the side with the Glavgery, throwing grenades and finish a pair of queues, those far from the rifle. Single on the second side can work sniper, but this is due to a certain risk - the position is quite open. Therefore, you can go deep into the building, and then wait until the rest of the group cope with its and suitable to the edge of the bridge to help our unfortunate single.

It is important:if Claus fighters helped you when performing a mission, talk before leaving the zone with one of them - pass money. Otherwise, fights can not be avoided.

Perekrestok

The map is available only as a random meeting - it will not work back to return. Do we become witnesses of the outlines of Russian people by the fighters of American (?) Intelligence - is clearly a secret operation. And the witnesses are not needed here.

Middle to us two soldiers eliminate a pair of grenades. Your fighters should remain enough AP to save the world from one American scout. After that, I stayed one on one (or rather, three per) with a sniper on the roof - one move, and one corpse is more. Then remove the people as they appear. It is not excluded that then you will have to carry out an extra sweep.

Now you can hide the traces of the attack, in order to remove the charges from your country. To do this, use the board next to the construction - using it, the character will put the board so that it will very easily drag the corpses in the body. After the third body is secured in the body, the remaining corpses will be placed there automatically.

You need to hurry with the export of corpses and care from the card - shortly after the end of the battle to the scene, American soldiers will sing.

If you stay on the map, you will have to reflect a small wave of American soldiers. The position for defense is shown in the screenshot. In addition, Sanders will refuse to shoot on its own and leave the card. It can be found in Hrendorf in the doctor's office. Having spent an educational conversation, you can return the woman to the team. Some characters here on Divo Supreme ...

On a note:in the mined drawer lies the Thompson machine.

Farm or Hrendorf. We rent explosives

We rent a quest. Please note that a conducer also needs a competitor's head. Plus - Larry will become our enemy. However, if he died in one of the previous missions, it is better to really go to the side of the conrad.

We communicate with the waters in Hrendorf with the authorities and get foggy instructions.

Of course, the authorities are concerned if they come to the city in full uniforms - you need to get a citizen or the form of English soldiers. We mined civilian clothes in the branch of the Lesnik, here we will look for a form. It must be collected on the map "Convoy".

Convoy. Arrest Fidel

Certificate will be very useful to us.

On the arrival on the map we demonstrate a roller on the engine. An old friend of our brave cape is arrested. You have to die. In addition to all the rubble on Earth, a certificate is found - in his pocket. We collect the form and go ... no, not in Zahinburg. In Hrendorf. The location of the prison can be found in Sanders or any of the main friendly characters: Lesnik, Conrad or Sigmund.

On a note:Fidel can not be saved, but immediately learn from Barmen on the Englishman (see further), but then you will not get a valuable fighter and you will not be able to open the second safe in the dwelling of this Englishman.

HRENDORF. Fake documents

It's time to talk to March - you should have $ 600 in your pocket, consider, no one will offer twice. Another 400 will be needed later. Therefore, think about whether it is worth spending a fake of documents when you can bother break into prison.

It turns out that helping you can Güntter in the city of Zaizhenburg - there.

Zaizenburg. Fake documents-2

Günther is a trader books, therefore, it is necessary to search for it near two book racks. Everything is simple: come together, start the dialogue. When the documents are ready, we go to the "Prison" card.

So, the plot lines came together again. However, some variations will still remain, I will mention them separately.

Jail. Fidel's liberation

If you have a fake certificate in your pocket, there should be no problems: go to the house near the start point and speak with the commandant, show the certificate. Fidel will give us without any shooting. Interesting views from the authors of the dialogue about the work of the intelligence ...

This is a bug:everything is good, but getting Fidel without a fight is not always possible. The fact is that after the end of the dialogue, the script may not work - the dialog is over, but only the black screen is only before your eyes. We will have to load and resolve the issue of force.

On our disk:a semi-official patch that corrects this and many other bugs.

The power solution to the issue is much more complicated - the enemies on the map abound. It seems to me that it is best to go to prison through the back entrance, a couple of grenades will save you from the guard with the guard - occupy defense. Fidel will learn the riot, better to rise to him and help - God forbid, will kill.

If you have an English form, you can sit on the second floor right near the Fidel's camera and start fighting straight from there, killing enemies as they arrive. To talk with our future partner than before, the better - there is nothing to wander around the map! The second point for defense is the staircase of the same floor.

It is important:do not forget to take the form of an English officer - it will be useful for you for Fidel, if you come to the card later, you will have to go into battle again. Do not put things in Fidel's inventory - everything will disappear, including the form.

SECOND PAGE

Forest. Hiring Fidel

We meet in the forest with Fidel in the guardhouse of the forester. The demolitioner joins the group, and the forester, if he is alive, tells about Antiquary, which is not a completely legitimate business in Zaizhenburg, selling things confiscated by his brother-gestapovets from the Jews sent to the camp. According to Karl (so the name of the forester), if you press the antiquary, it will be possible to earn good money.

If the forester is dead ... well, no, there is no court ... leaving the card, do not forget to buy engineering accessories at the forester. We will need them.

Zaizenburg. Antique

The house of Antiquar is located close to the police department. We go inside, begin the dialogue. Alas, so easy money from the reptile is not shaky. We remove the weapon in the inventory and ... Baking the scum in the face! All, daily income is guaranteed.

When we come to Antikvaru for the second time, I will find Moshe there (if it is not with you). If you go on an inspection on intelligence, you can convince Moshe not to kill the antiquary and even attach to the group.

Zaizenburg. Englishman

You can get this quest at Barmen. We approach him, say, order beer (it is the beer!). As it turns out, a certain mysterious Englishman Mr. Smith, who collaborates with the local administration and disappearing at night is unknown to the Bar. Interesting.

In the first hour of the night, they declare "to visit". Do not forget to supply your engineer to the lard (this role can play both Larry and Fidel) and suphers. We wake the door and go to the house - there are two locked safes.

The main thing is to do everything quickly, and then the police will come and confuse all our plans. If your team has both above-mentioned comrades, it is better to open safes in parallel. Note that the safe in the far room can open only Fidel.

We select forms, allied shapes and documents, we go to the global map.

I will not stop in detail at this moment, but it is possible to solve this mission, as a prison, to solve peacefully. To do this, you need to take forms, and then talk to Günther, then you need to go on the train (otherwise you will most likely not have time).

Wenzburg. Water intake

This task has a time limit, we will not have time - we get a "terminator" ending (see below). If we are all right with documents and shape of clothing, nothing to worry about. If not, you have to break through the fight (I do not recommend).

On the water intake, we will expect a group of saboteurs from the thorah hammer. In general, the initial position, again, is quite successful. Unless after the elimination of the starting group of enemies, it is necessary to shift slightly to the left and closer to the car, and then they can also throw pomegranates.

When the sacrament is interrupted, the speed becomes the defining factor for us - the Americans will come here, and we better do not arrange conflicts, and then the "Terminator" ending is shining. It would be nice, for the same reason, to carry a canister with Soviet markings from the card.

This is gloomy:i do not know how you, but I think that in the case of sabotage, the Soviet special services could hardly be used by the canes with their markings. And, it seems, the tsrushniks just thought about provocations. Well, okay, maybe I quit.

Exit from the card - the hatch in the basement (see picture).

Sewerage

Completely stupid, tightened and straight mission. Dungeons, sising monsters, straight Baldur "S GATE Some! The only difficult moment is to kill the Molotovs behind the machine gunner. There is a mined boxes, we shoot the rifle on it - the simplest solution; Although, if you really want this box to reveal ...

Please note that there are two more soldiers sit near the corner, opposite each other. Be ready.

Exit from the card is only one - the rest of the stairs break, it is worth touching them.

Gallery

At the exit, we are waiting for the watch ... in the sense, Molotov, standing on the clock. We can take it in captivity. And we can not take. Further events are developing in accordance with this.

Short branch

It becomes affordable if Ziegfried in the galley did not capture. It would seem, nothing can help us - all lines are trimmed. And it will help here, as is customary, accident.

Forest. Shootout

What is this happening? Two familiar groups of militants met and arranged a shootout. To whom to help them? Immediately I will say that the choice made by you will not put on the plot nic Influence, so it is better to choose the sentries (left) - their group is stronger.

From the dialogue after the battle, we learn that it would be nice to visit the abandoned mine.

On a note:look at the weapon that fell out of enemies - a lot may come in handy.

Mine

This card consists of three parts: the bridge, the entrance to the mine and the dungeon.

So, the bridge. We throw a couple of grenades in the group of Molotov, the left, two more attached to the right of the group - initially they are not visible. If the first move will be able to get rid of at least three, the case is almost done.

In the second go, the bridge will rise - do not be afraid. After the battle, we will be able to raise it on their own: we get a rifle and shoot on the control panel of the bridge in the booth. Here it is, a miracle of technology - a lifting bridge! Lancelotov Sovistovka and did not dream!

In the next part of the enemies, the enemies crawl into our grace gradually, forward to go out - they will come.

Similarly, we behave at the entrance to the mine: we kill everyone who is at the entrance and wait. And then there are again solid straight corridors. We do not need anything in this hole, except for the bag with documents on the lower floor. We take and promptly move to the exit.

Outside, we are already waiting - we will not disappoint our friends, make themselves with a pair-troika grenade and queue.

Take language

So, the poor fellow Siegfried is pulled out by us from water intake on the shoulders. What will be next?

Any card. Hiring Siegfried

After a short conversation, it turns out that Siegfries know the location of the nearest base of the hammer. It is here that we should go.

On a note:do not try to treat "Hand injury" at Siegfried. Just our hands knitted him until they were sure that the former (now) Molotovatsu can be trusted. In the next mission with his hands, he will be fine.

Base of hammer Torah

At the assault, comrades! Kidding. Carefully, crossed, we move to the highway. The first thing is to remove the sniper at the corner of the house, afterwards it can very much. To move the reptile, you need not only to stand on the edge of the road, but also turn to it. The main thing is quick, and then it can intercept.

Further enemies begin to slowly crawl out of dark corners to the joy of our rifles. On the right will go large enough group, try to eliminate them on the approach. If some sacrup shoots for you, but you do not see it, slide your fighter to a small step in the side, in accordance with where the enemy can be. Usually helps, but in case of failure, try at least leave the fire line.

When the stream of enemies runs out, the time will come to start searching at home. Moving on squatting and for short distances. Before opening the door, sometimes it is useful to go to step-by-step mode. It is not bad to carry out stripping in one, the most dexterous, the character, so that the enemies in the case of which did not intercepted the move.

Documents, however, will not be found in the house. It seems that the headquarters of the hammer moved. Only here is where?

Hrenodorf / Forest / Farm. Ambush

To begin with, we demonstrate a small roller on the engine. Judging by him, the top of the hammer Torah is seriously concerned about our activities and submits sabotage groups to our place of possible deployment: Farm, Forest and Hrendorf. We fundamentally get only to Hrendorf - there is a radio, and, as recorded in the diary, it is necessary to contact the authorities urgently. Nevertheless, I will describe approximate tactics for all locations.

HRENDORF. We are thrown immediately in the bake. A large group of enemies in a house on the left of the group. We kill whom we can, and then slightly move and attach. ATTENTION: Once the right home is sitting another Molotov. At this very home and can be equipped with a defensive position. Consider, there are two more, and they are taking place near the windows.

After all, it remains only to clean the house of the Conrad, the old algorithm.

Forest.It is worth coming up to the house, as a motorcycle will appear with Molotolov, and one, especially arrogant, will assign and step up to shoot on our fighters from the pistol.

Tip:in case of obtaining critical states, I recommend to replay the moment - they are determined randomly.

Kill the height and equip the defense. Option - basement at home, although you can sit down and right in place, then it will be a little more difficult.

Farm.What position is suitable here? More or less safe - behind the right house. Active position - in the houses, only to arrange your character, it is necessary so that the enemy shot can get into any obstacle. In no case are not sitting opposite windows. I warn you immediately: the front of the buildings will be blown up.

Sewer Zaneventburg. Skron.

If in the Siegfried group, in the course of the roller, he will tell us about Skron. In any case, our path lies in Zahinburg. Once there, approach the nearest hatch and - yes - yes - we climb inside. The entrance to Schron is littered with garbage, we throw there three grenades in more info, and the path is free. Now you need to choose the code to the lock. Do not be afraid, I inform: "401201". If you search for paper, you can find a certificate of the CC member belonging to Siegfried. If in the Moshe group, he will try to kill the former SSEEC, and he does not resist, on the contrary, arises on his knees and asks mercy. If you allow execution to happen, Larry can leave the group . If not, leaves Moshe . Think who is more important to you. The conflict will occur in the case if Moshe is not in the group. At Siegfried, the captain will undertake, but here everything is just in your hands.

So, the group now has access to radio communications. Sin does not take advantage.

Wenzburg. A meeting

In the glorious city of Witzburg, we are prompted by an agent, which must inform us important information. To meet, as we reported, you need to come alone. True, if you take someone else with me, the agent will simply drive us out of his house.

Information at the agent really interesting: the hammer is preparing to export documents from the lack of a built airport nearby. We certainly need to be present!

For especially evil terminators:after killing the agent and not receiving information, I opened another ending. We find yourself in ruins and beat the attack of American troops. The fire is very dense, the defense is difficult. Although in the end, in any case, they will destroy artillery fire. Well, and then, as usual, the nuclear war.

You can wait for the agent after he leaves, but then you will be forced to beat the attack of Molotov. Then the agent will join the group. However, because of one offensive bug, I would not advise it to attach it (see below).

The airport

We start from here and slowly moving to the bag.

This mission has a time limit for passage. In the end, the airport is bombed. Therefore, with each move, at least a few steps, you need to approach the aircraft and, therefore, documents.

It is better to move from the corner of the map, as shown in the screenshot, slowly shooting into enemies. Back - the same way, but already a rapid move. As soon as you can stop the battle, leaving the card immediately.

Ruin

So, we find out in some ruins, we study documents. As it turns out, the hammer conceived a nuclear bomb in the USSR. Undoubtedly, such an action will inevitably provoke war.

If there are Sanders in the group, we will get up before choosing: to give it some of the documents or not. This is exactly the factor that separates a good ending from the middle. Give it - get good, no - you know ...

The choice is made, it's time to do a bomb.

This is a bug:if in the group there is an agent from Witzburg (Paul), then you may not be able to transfer documents to the Elise, even if it is in the group.

This is a bug:after this roller, your hero can stay in proud loneliness on the remaining time. Your comrades will not be found on the main base.

Lorovo. "Veschak"

Pretty light mission for the penultimate, especially since under certain conditions, it may be the last. Long straight corridors. In small braces at the edges of the paths are sitting machine gunners. Plus, there are lattices on the map that can very closely close.

Therefore, the first thing is to penetrate the room to the right of the bomb. To do this, you need to get into one of the boysnitis. Unfortunately, they also have a property to close. A good moment is to raise the second on account (counting the start) vertical lattice. We climb inside (although it would be nice to make it difficult for boys, in order to reduce future resistance), inside, in addition to the group of Molotolovites, lattice control levers are found.

"Merry" you need to simply undermine the grenade, after taking to the exit (it is not there, where the input). Note that it is possible to do this, only getting on the side of the bomb, one of the lateral raises. Moreover, after the destruction of the bomb, all those standing near her fell into someone. Therefore, the option is the main part of the group to lead in advance to the exit, and the bomb leave one suicide with a grenade.

Tip:clean the card before neutralize "merry".

The bomb is spoiled - run into a pre-punched window.

If you really want to remove it, then break the wooden partition in advance in the right part of the room and, in the same way that you will undermine the "merry", get out through the hole formed. Due to the radiation, all of our fighters will slowly decrease health. Therefore, you need to act quickly.

It is interesting:if you do not destruct a bomb and just leave the card, this mission will become the last; Start, who would have thought, war between the USSR and the USA.

Highway. The final

Strange map for the final battle. On the highway cars, nearby Russian officers accompanied. Left and on top are the Molotovtsy in the state form.

For getting rightthe ending must not allow to kill officers.

Soldiers of escorts are armed with Kalashnikov machine guns, which makes them very useful in battle. My tactic was carefully sitting on the sideline and quietly snapsy, the benefit of the allies distracted all the fire on themselves.

After the fight, we speak with Mikhalev or if he was killed, with another officer.

The captain is already holding a week locked up, without submitting a final decision. However, the shooting does not threaten him. Despite some inconsistency, its actions are considered necessary and the only possible situation in the current situation. The main character receives the Order and the next title, and then goes to the Urals. Congratulations. Watch the final video.

If you failed to perform a quest with a water intake, and in general you did not behave like a scout, but as a terminator, killing everything around, then this ending is shining. In addition to the mission itself, I give here a description of the battle tactics in Zaizhenburg and Ventsburg, in case of conflict with the police.

Why did it come here? Because your unlawful action in the city is just the same and lead to the deplorable results, which are stated below.

For evil terminators

Zaizenburg. Slaughter

So, you have a conflict with the police. Not good. Much depends on what point of the city you are. If you were waiting for a failure in the mission with the Englishman, sitting near the entrance to his apartment - each shot his plot: vertical to home Street and building angles. It is not bad to just sit down in the house.

Another good point is the police station itself directly, there are enough bottlenecks for the organization of the position.

It is important:you can get out of the card only through the railway station - you can get there, putting onto a blue rectangle on the edge of the card. You can penetrate the station through the sewer, there are several inputs in the city - respectively, within a few outputs. The most recent hatch leads to the train.

In the second part of the city is still easier. The starting position is quite successful to win a sniper duel from allied soldiers. Running from the corner of the police cut off the queues.

Wenzburg. Slaughter

You will have to fight with the Americans if you "crushed" the mission of the water intake or simply in the absence of documents. Starting position, again, is good for using rifles and long-range weapons. The initial supports are easy to cut off a pair of queues.

However, I did not endure all representatives of the law enforcement, but limited himself only to the rectangle on the way, aisle to the next part of the city: Vodokanal. There, the balance was not at all at all - the enemies with the Gicanim climb under the bullets.

Tomorrow war!

Information was received from the center that the situation develops in such a way that the conflict cannot be avoided. It is necessary to meet with a group of Soviet soldiers and help them carry out some operation.

It's time to check the partners for the stitchiness. I recommend, if that, boot and save traitors in advance from things. With any scenario, Fidel and Moshe will not change, but with Sanders we will be forced to say goodbye.

It is important:if you release Sanders to all four sides, then an unpleasant surprise in the face of a large group of American soldiers will be expected at a meeting with the Skvorta group. So better tie or kill the traitor.

The last fight

He is difficult. Honestly, a strange mission. It seems that she slept for half an hour, "Shob Bulo", as Ukrainians say. I wanted to developers alternatives. Moreover, all holes are clogged with this alternative - the deviation from the main plot leads here. There is an alternative, but is it worthy?

The soldier in Dota has a limited viewing angle - we go to the edge, go back, pomegranate removes all the questions. In their place, we put in concrete facilities in our concrete facilities, and right near the road, we leave a fighter with high dexterity and several grenades, we move the rest to the other side. To do this, we get clinging near the edge of the gorge to the stairs, and then quickly, run down down. At the bottom of the bridge of your fighters, it is difficult to get enough, but you will also be problematic to find a good point for the attack, so you have to rise. Not believing with losses, attack machine gunners. Another enemy sits on the roof - from his rifle!

By this time, reinforcements should come from the other edge. If your fighter passes a dextercy check, we throw the reptiles with grenades - it is important to kill in the first move more people. The remaining to make fighters from the bots.

It is important:in the already captured dotes, as if out of the air, milk fighters appear. Therefore, deep into our soldiers do not come in - prepare a grenade and throw in dot immediately after the roller with the advent of the truck.

Everyone, admire the final roller - evil terminators must be satisfied.