Silent Storm Sentinels Walkthrough

Silent Storm Sentinels Walkthrough Average ratng: 3,6/5 9225 votes

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S2: Silent Storm Gold Edition. Line get rich game. Silent Storm and S3: Silent Storm - Sentinels add-on. Destructible environment opens up tactical options, whether it’s flushing an enemy out of a building via rocket launcher or knocking holes in a wall to make a field-expedient shortcut. .SPOILER. Silent Storm Whereis. Mary skelter nightmares. posted in Silent Storm: Locations of rare items/special random encounters. Lets start with. Katana/Shurikens - Special Random encounter in North Britain, usually near the 6 on map. All I have time for now, but post em, maybe a kind hearted mod/admin will be able to clean up the thread as it evolves and sticky it.

This message is awaiting moderator approval': All new users must pass through our moderation queue before they will be able to post normally. Until your account has 'passed' your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards. Just started with this game, I have my squad all at level two or more and I'm about to start the first main mission.

I read the manual and think I understand how everything works but there are already so many weapons though - does anybody know of any guides or walkthroughs which go through them all?Eg, should I take an MP40 or MP38 or M3A1 or Sten MkII as my close combat weapon? What kind of equipment should different types of troops have? Also the different character ability upgrades aren't that clear in how they will benefit me.

Should my generalist/soldier main character take things like 'free look' or just focus on one particular branch?I had a look on the internet and the only guide I can find is a badly written GameFAQs thing, which just describes the missions which isn't really what I want. Strategycore seems like the place that covers it the most but doesn't have much either.I am using a few mods, AP cost for inventory, Headshots kill, no PKs, improved grenade range and an ammo/renaming/flavor mod (which is strange since my British/American guns now use 9mm parabellums - aren't they German calibers?). Click to expand.Outfitting classes is pretty straight forward.

Give your sniper a sniper rifle. Give your scout weapons that allow him to attack and stay hidden.

Give your grenadier lots of grenades. Soldiers and grenadiers are typically rather tankish, so give them automatic weapons to blow away enemies who get close. Engineers are good with rocket launchers, but they're bulky (and expensive in Sentinels) so I don't bother, so medics and engineers can pretty much be given whatever.My setup tends to be like this:Everyone:PistolBandagesThose easy medic items that stop bleeding (forgot what they are called)A few light grenadesPlenty of ammoSoldier:Machine gunGrenadier:Submachine gunTons of grenades of all sizesScout:Silenced pistol/throwing weaponsMelee weaponMedic:Rifle then later an assault rifle (Assault rifles may be in Sentinels only)Forceps & bandagesSome misc. Medical itemsEngineer:Rifle then later an assault rifleLockpicksMine probesSniper:Sniper rifle (I prefer the SVT-40)You could always give everyone an MG/SMG and a rifle, but that seems pretty cheap and unrealistic so I always give them one main weapon and a sidearm. I played Silent Storm pretty long ago. But I remember that close-combat weapons are ridiculously underpowered at first - in other words until your guys get used to it - they are pretty much useless.however long range weapons (rifles) are always good throughout the game. OK I'm about mission 7 or so, 'Small English Town' and I'm finding this game way too easy.

Silent Storm Sentinels Walkthrough

I only has men go unconscious three times in missions or random encounters (one casualty each time) and I never need to reload - I hardly form a strategy and it's just not that challenging.Does it get more difficult later on?About close combat weapons, I find they are working pretty well now my guys are level 5-6. You just need to be close enough, five to ten squares away an SMG is obviously better than a rifle and I try to use buildings because sniping is boring. In my last mission I shot and killed a guy at full health from ten squares away on the other side of a wall. Grenades are pretty cool as well.

The fixed machine guns have been useless every time I've tried to use them.The camera is a fucking pain, so is the elevation cut-off thing, which sometimes changes for no reason while you're moving along a flat surface. The destructible environment are pretty cool but I could do without the ragdolls which just slow the game down for no reason after you've seen them the first few times.The missions are totally inadequately explained, you just learn of a new location turn up having no idea what's going to happen (how often will you arrive just when a fight is starting out?) and have to look at mission objectives which tell you things your characters shouldn't know yet.It's fun but I don't see how it's the X-COM of the 2000's.

Click to expand.I've got a multi-cultural team of:A Scottish soldier (me)An Afro-American grenadierA French medicAn American female engineerA Swedish sniperA Korean scoutStrangely, the engineer and medic have been the most impressive in combat so far, the sniper just can't get enough shots off (to be able to have 2, you can't move or do anything else in a turn), the grenadier seems to attract most of the enemy fire and the scout can do pretty well but has to get really close (didn't give him a rifle) but as soon as he gives away his position has to be rescued before he's shot to pieces. You should definitely use the 'watchdog' script.From a practical standpoint, you might as well give everyone one SMG (or MG if they're soldiers), one scoped rifle and one rocket launcher, they can carry all that and still have plenty of room for loot.

I think we can all agree that that's pretty silly, so I generally limit everyone to one long-arm save that I'll let a Grenadier have an SMG and a rocket launcher because otherwise I'd never use a rocket launcher.I would also generally avoid using silenced weapons and the sniper class. They both exploit the same huge hole in the AI, if it's hit by something that it can't see, it just plain has no idea what to do. So standing back with a scoped rifle, you can just pick them off one by one because they'll never think to sweep the area and a scout with a silenced pistol can just sit in the same bush shooting people about 10 ft away from him and they never think to check the bush.edit.

You're probably having an easy time of the first missions because you've made a decent party (most especially, given them long range weapons) but it will get tougher. Weapon range matters quite a bit in this game, though.Don't forget you can aim for body parts with the keypad, either. It makes for instant kills with most sniper shots even before the always critical thing.Grenadiers and medics completely suck ass unless you play on a brutally hard mode with permanent death in which case you won't get far without one.Engineers are pretty questionable, too. The smart thing is to let one sit back at the base then pick him up later.

For some reason they level their skills immensely fast in the base and otherwise they won't be able to do jack shit.Give your snipers heavy machineguns to use in addition to the sniper rifles when you ahve enough to go around - with their shooting perks these give them immense power to mow down waves and waves of enemies. You're axing half of the fun the game has if you take out Panzerkleins. Anyways.I always went for a party equipped with rifles, starting with Lee-Enfields, ending with SVTs or G40s. One weapon you'll definitely love for your sniper will be the silenced Mauser Kar. 96k you can procure from an enemy sniper in a certain German mansion (you'll know what it is when you find it). It will allow you to snipe enemies while remaining stealthed.I'm biased when I say you should take the Polish soldier.

Apart from having great stats, give him an MG-42 and a supply of ammunition and you have yourself a literal plow. Give him as much ammo as he can carry and a few bandages and send him in with a medic to cover his back and you'll have little problems taking the enemy out. Or deconstructing the building.The grenadier is an useful guy when it comes to demolishing buildings. Give him some high explosive grenades with a big area of effect and make your own doorways. It's actually quite important to do, since close quarters combat is never safe.

With a grenadier, you can simply blow half of the building up and have your snipers pick off the enemy inside.Damn, I'll have to replay it now. Calling bullshit on that one, my first play through i forgot to mount my squad into Panzerklien after the german factory mission, just marched out of the facility without them, as a result i didn't have them for the later missions. I did alright up until the german munitions factory with the panzerklien squad in the sub-basement.It is borderline impossible to take on panserklein with conventional weaponry, the only thing that did even the slightest amount of damage was my heavy machine guns, and that was only in the 1s and 2s, most rocket launchers just bounced off as well, i finally managed to take one out by constantly dodging in and out of a doorway and then when it chased me blowing away the floor and dropping it down a level, which causes some nasty damage to them. But its hardly a strategy you can employ repeatedly, because the later panzerklien stages are single level bunker complexes. It's perfectly true the only the heaviest non-laser weapons can penetrate the armor of the mech, but for whatever stupid reason, the stupid mechs leave the head pretty much exposed.

This leads to easy non-laser / super-heavy weaponry solutions:Headshots with a sniperBlows to the head with a katana (or lesser melee weapon)A high level scout is basically invisible once he gets like 5 squares away, so I'd have mine run up to a mech, take 1-2 slashes to the head and then run away.Naturally lasers are a lot more practical. In the final mission for my first playthrough (in subsequent playthroughs I just played all the non-mech missions and then quit) I used three mechs with laser cannons, two infantry with laser cannons and one scout with a katana (he may have had a laser cannon too, I don't remember). The lasers are so good that it made more sense to have those two guys on foot with laser cannons than in mechs without them.

So there I am in the mines having killed the Hammer Engineer and taken his coded message. That level now clear of Hammer agents my team proceeds to the end of the level where there is a ladder up. I click the ladder, 'Hero' puts away his rifle and makes to climb the ladder, same way as they can climb the ladder back to the first mine level at the start of this level, and nothing happens. No crash, but no ladder climbing either. I have the message so I don't know what could keep me from progressing here.Also, at the start of the second level a NPC called Hunter got shot by a Hammer soldier - looks like there might be a chance to pick him up for my party but he gets killed every time in a cut scene that I can't influence. I have Shade the Ninja in my team already, from the special Swizterland encounter.

Is it the presence of Shade that means I can't get this guy? I agree with everything Circuitbreaker said, and just did that very mission a few days ago. If you killed the enemy engineer, taken his message, and taken the 'Penemunde Archive' from the box in the well-lit room, you should be able to exit from the ladder at the end of that path. If that isn't the case, I would suggest just doing the mission again, as it was pretty short and easy, and what you describe just sounds like some odd sort of bug (assuming you did get all the needed items). Something similar had happened to me in a different mission, so the mission scripting isn't fool-proof.My one piece of advice I wish I'd been given through all of S2 and S3 is to keep the coded message. Near the very end of S3 you'll get a second item (hopefully) which will unlock some sort of secret mission. I seem to have lost the coded message, so that ended it for me.

Please report back if you can decode the massage. Just make sure to accept the mission 'The Firm.'

BTW, Shade kicks ass. By the end of the game, he had over 80 AP, and I managed to beat several entire missions (including The Firm.it was beautiful) using just Shade and a Ka-Bar. There wasn't a single Hammer soldier with a head left. View image here. I have never enjoyed sneaking up on enemies with a melee weapon, it seems like they sometimes just randomly discover my guy and cut him in half with a SMG.As long as you close on them in real-time rather than during a turn, you are almost guaranteed at least one swing, which will be a backstab if you got behind the target without being detected (which you do). With the right skill picks, it can take only 5 AP per attack, and with a 95% to hit for a head-stab (Shade love ), assuming close grouping, expect a possible 2-3 kills per turn.I know exactly what you mean though, as I've had then randomly see me sometimes too.

I end my turn, hiding behind an unaware guard, end the turn, and he sees me. Quickload, end turn, again he sees me.The London bomb mission (you're probably there by now) is particularly bad in this regard, because while all Hammer troops are set at different levels, the Hammer troops in the sewers are goddam ninjas (very high sneak and spot abilities) compared to the rest of the game. One specific sidehall near the very start is rediculous.three to four enemies in there which you won't see, even if standing directly in front of them. (You'll know exactly what I mean when you try it.) This all makes me think that perhaps you've just been unlucky in the few times you've tried melee sneak attacks.Regardless of how often they spot you early on, keep in mind that your luck will greatly change once your sneak skill gets in the hundreds. View image here: -Just know that it can be very rewarding. Anyways, I'm done now. Enjoy the rest of the game!