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I gave everyone Black Jacks (BJ), throwing weapons, and made sure to bring various silenced SMG and pistols; I also had a Stun Pistol and Stun Rifle. Shade was my best Scout, but I had Carm too, along with two Soldiers and two Snipers (one is my hero). Squad: My hero, Tadas, Shade, Carm, Gator, Paco.
As it turns out, all I needed were the BJs, throwers, one Stun Dart (convenience), and the Silenced SMG for demolition. Everyone snuck around and hid inside the pine trees (even soldiers were basically invisible in the foliage). When possible, I'd let patrols walk past, activate turn based mode, run up behind and one-shot KO (BJ ability on unaware enemies). Each pair of mercs could triangulate LOS and spot for each other.
A night run, seemed appropriate for the less than Toki stealthers. Bodies were hidden inside pine trees, and I had the squad kill them, so they wouldn't bleed out later and activate turn based mode at in appropriate times. One person attacked, the other carried the body, to decrease odds of being seen. Plan B: Both might attack if someone fumbled.
Order was imporatnt, because some enemies seemed scripted to react when others were attacked; if a mercs stealth is too low, expensive Stun Darts could be substituted:
Two solo patrols in field, but I think they might circumnavigate mansion (BJ).
Two solo patrols on side of garage, one comes from front, one from rear of mansion (BJ).
Single patrol at far side, then sneak the long way back to front gate while spotting bogies.
Mercs can perch on wall for great LOS, even 2nd floor rooms (spot or asssination teams).
Single in front of guard shack (BJ).
Single inside guard shack (BJ, but beware of sniper's LOS).
Pair outside main gate (BJ one, throwers for other).
Long walking patrol in front of mansion (BJ).
Single lazy enemy in front of mansion (BJ).
Sniper on balcony (throwing weapons, recovered after objectives complete).
Pair at front door (BJ in same turn; 4 mercs used just incase of fumbles).
Single at bottom of stairs (many methods worked: Stun Rifle was safest, but expensive).
Shade snuck around with silenced SMG for demoliton, as needed.
Shade broke all the locked doors & crates, exposing loot for debrief screen (Locks = 65).
Oops, forgot: Shade had to disarm two mines on crates.
Main hero approached study door, cutscene ensued.
After cutscene, hero broke the floor open with silenced SMG, dropped down undetected.
Squad E&E'd to extraction for the $4k bonus. Zero detections before & after cutscene!
Before clicking on "Leave" button, the Scouts went back to mansion to kill bathroom man.
First floor bathroom: Open window to exterior in adjacent room, hide Shade by armour, Carm swings and misses bathroom door, then runs out window to hide; enemy automatically pursues Carm, Shade gets interupt and bonks him on the head from behind. They both return to extraction point. This is easier after the cutscene, since it may cause a 2nd floor enemy to investigate; but he won't be on map after cutscene.
I was unable to kill any enemies on the second floor of manison. If one was attacked, even if stealth was never broken, the squad would be considered as "detected" and fail stealth objectives. Other than that, 100% of hostiles pacified.
Epic Blunder:
I tried a tricky ambush in front of mansion and took out 4 enemies in one turn; however, this caused the inside enemies to storm the front yard; epic phail, since they never stop pursuit and always know where the squad is located. Attacking any of them that came from upstairs would result in failed objective. This was true, even if no enemies became curious, in one case, they didn't start investigating until after a bit of real-time, but they eventually came none the less.
I agree with you mathematicansPlayStrategyGames, killing those 5 enemies upstairs means getting more loot, especially a silenced M3A1 from the Allies Officer! I just had a fantastic B&C on the last two rooms with snipers supporting from the outside wall, fun!
add- I just realized the Billy Club has one-shot KO on unaware enemies. I am exremely happy in the second mission (Test of Loyalty), since stealing the rifle is much easier than last game, when I used damage dealing melees.
I tried your solo method (ubber-stealther, high level, katana); it worked fantastic, much easier than my low level squad, thanks! I added some throwing weapons, which were convenient for the sniper. It was safer to use two mercs for the pairs of guards at front door and gate. Everyone eliminated, except the five inside mansion on second floor (automatic failure issues).
The best place to kill the sniper on balcony: When he is looking toward the garage, while standing next to the window closest to garage. Otherwise, people inside may notice. If they do, the stealth run is a bust, since killiing them will fail the objective.
The guard outside the guardhouse, may vary in location and facing. This is problematic at times:
1) If crouched at the bumber, no problems, no witnesses, just monitor sniper and patrollers.
2) If standing, verify that no one insdie the second floor can see him or assassin. In fact, it is better to lure him away.
3) If the guard outside is facing the guardhouse and it is impossible to sneak inside, break a hole in the rear wall (melee) and kill inside man with silent non-penetrating attacks, such as throwing weapons. Shade at high level is great, he starts throwing for 2 AP and 100% hits along with Ambush crits (Impossible mode, +3 enemy levels, level 14 farming randoms).
In this game, there are times when enemies seem associated by script, killing one will make his partner curious. The associations are reasonable at times, like proximity and or LOS; however, sometimes, they make no sense due to extreme range and no LOS. The associations are sporadic and random between map loads. Unfortunately, it may require restarting this mission, whenever a second floor enemy from inside the mansion gets curious.
I've never been able to kill the bathroom man until after the cutscene. Each game, someone on the second floor seems associated to him, so killing him causes them to investigate and if they are killed, the stealth objecive fails.