Professional Documents
Culture Documents
C ontents
1. About the game
11. Keyhole
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2. New features
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3. Installation
13. Disguise
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4. Interface
Player profiles
Main menu
Difficulty levels
Briefing
Selecting equipment
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3
4
5
6
6
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5. Controls
Keyboard layout
Action menu
Movement
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27
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6. Weapons
Firearms
Pistols
Submachine guns
Rifles
Sniper Rifles
Knives
Garrote/Chloroform
Stunning and melee
fighting
Throwing grenades
and other items
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16. Enemies
Vision
Hearing
Awareness level
Enemy communication
Danger indicator
Icons
Guards
Alarm
7. Inventory
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17. Rating
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8. Transport
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9. Distracting enemies
Whistle
Smoke bombs
Stones and other objects
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20. Registration
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21. Credits
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2. NEW FEATURES
If you have played the original Death to Spies, then you already have a pretty
good sense of the presentation and game mechanics. However, this sequel
includes a number of additional features. You will notice many new things as
you play through the game, but here is a list of key features:
1. Visual design
1.1 . Improved graphics
1.2. Post-filters
1.3. Depth of field
1.4. Motion blur
1.5. New character animations
2. Interface and controls
2.1. Melee fighting
2.2. Throwing stones to distract enemies
2.3. Ability to hide in the shadows and in the grass
2.4. Ability to wear the uniform of an enemy killed
by a headshot (on Easy and Normal)
2.5. Ability to give orders while disguised as an officer
2.6. Many interactive items on each level
2.7. Poisoning and other alternative ways of eliminating enemies
2.8. An additional uniform can be carried in the backpack
3. Gameplay
3.1. New difficulty level Saboteur
3. INSTALLATION
Insert the Death to Spies: Moment of Truth CD/DVD into your CD/DVD drive. If
autorun is enabled on your computer, then you will see the installation menu.
Then select Install on the menu to proceed with the installation.
If autorun is disabled, open your My Computer folder on the desktop or open
it from the Start menu. Open the game disk, and double-click the setup.exe
file to proceed with the installation.
Once the game is installed, simply run the Death to Spies: Moment of Truth
file from Start menu. To run the game you need to have the original CD/DVD
game disk in the drive.
4. INTERFACE
PLAYER PROFILES
After you have started the game for the
very first time, a Create Profile window
will appear. To start the game, type in any
valid name into the entry field.
A profile stores all the necessary information about your options and preferences,
the current game progress and a list of
saved games. To load the required profile, simply select it in the main window
after the game starts. During the game all information on your progress is saved to
the directory <\My Documents\My Games\Smersh_MT\Profiles>.
MAIN MENU
After you have created and selected a profile, you reach the main game
menu.
NEW GAME start a new game
LOAD load a previously saved game
CHANGE PROFILE change the current profile
OPTIONS change the game options
CREDITS see the information about the games developers
EXIT quit to Windows
When you start a new game, a mission-selection dialog will open. After selecting your starting mission and your preferred difficulty level, the game will
commence.
To adjust the video and render options, choose Options/Video/Video and
Options/Video/Render. To change the volume, choose Options/Sound. You
can adjust the current keyboard layout in Options/Controls/Keyboard and the
mouse sensitivity in Options/Controls/Mouse configuration.
In the Game options you can set some additional parameters:
Throw force enables a player to select the force for throwing grenades and
other items during the game. This is disabled by default.
Show all radii shows the visibility zones for all enemies on the map regardless of their danger level.
Camera distance distance between the camera and the game character.
Aiming Sight Size this is for changing the type and size of the aiming sight.
You can change the majority of options during the course of the game.
DIFFICULTY LEVELS
The game has four difficulty levels.
EASY This is the best choice for
players new to the genre. Combat and
enemy response is simplified, and
enemy eyesight and hearing levels
are significantly lower. Enemies are
not particularly attentive. In some
missions, difficult sectors are simplified. All tips are available when you are playing this level. Alarms are cancelled
more quickly. Enemies will more easily relax after being surprised.
NORMAL This difficulty level is suitable for most players. All mission variations are available all scenarios are equivalent to HARD and SABOTEUR.
Enemies are watchful but not too dangerous in a combat. Some tips are not
available.
HARD This is designed for experienced players with a good understanding
of the games mechanics. This is a level of high difficulty. Many tips are not
available. Enemies respond quickly, and the combat system has no simplified
features. Enemies suspect the player when he is running. The other parameters (hearing, eyesight, speed of enemy communication, etc.) are heightened
as well. Once they are raised, alarms persist for a long time.
SABOTEUR This level of difficulty is for hardcore players only. You cannot
use disguises. Additional weapons with silencers are given (pistol, sniper rifle).
Additional rating points are awarded for skillful play.
BRIEFING
After selecting the first mission, you
will enter a briefing window which
explains the background and scenario.
The mission objectives are listed at the
top right corner of the screen.
If you select an objective, you can read
its detailed description and consider
the mission-critical points on the strategic map. A cross on the map marks the
starting point. To start playing the mission, click Continue.
SELECTING EQUIPMENT
In preparing for the mission, your
choice of weapons and equipment
should depend on the tactics you
intend to pursue. At some difficulty
levels, a choice of weapons is not
available. In the top right corner of
the screen you will find the item-type
button. Switching between different
item types on the list will bring up different options for weapons, available
uniforms, and so on.
You can select a weapon either by double-clicking the mouse, or by dragging
the respective icon to the left part of the dialog window. Similarly, a double
click or dragging an image away from the inventory window removes an item.
Scales in the left part of the screen display acceptable weight and your backpacks carrying capacity. A player can carry up to 18 smaller items without
using a backpack. Use a backpack to carry larger items.
When you click the button RECOMMENDED CHOICE the system displays a
recommended starting set of items for the given mission.
Item types:
Pistols pistols and cartridges
Submachine guns SMGs and cartridges
Rifles rifles and cartridges
Sniper rifles sniper rifles and cartridges
Explosives grenades, mines and dynamite
Backpacks various backpacks
Miscellaneous accessories and weapons: knife, Garrote, chloroform,
binocular, lockpicks, first aid kit, smoke bombs, poison, and your starting
uniform.
5. CONTROLS
KEYBOARD LAYOUT
The following controls are used in the game by default:
W
S
A
D
Caps Lock
Esc
E
C
V
F
Space
Z
X
I
O
M
Tab
T
G
K
Q
Left mouse button
Right mouse button
Mouse wheel
Forward
Backward
Strafe left
Strafe right
Run/walk
Back to the main menu
Open the action menu
Crouch
Sneak
Crawl
Jump/climb
Look left
Look right
Inventory
Briefing
Map
Map mode
Whistle/horn (while in vehicle)
Throw an item
Plant explosive
Braking (while in vehicle)
Shoot (if the hero is holding a weapon in his
hands); strangle (if the hero is holding a garrote
in his hands); chloroform (if the hero is holding
a chloroformed handkerchief in his hands);
or melee fight
Precision mode while aiming
Change state Stand/Crouch/Crawl
1
2
3
4
5
6
B
L
0
Backspace
F5 or Ctrl+S
F8 or Ctrl+L
F11
Knife
Garrote and chloroform. Hold the key down until
a list appears, then choose between the garrote
and chloroform.
Pistol
Rifle or submachine gun
Grenades and other projectiles. To select an
item, hold down the key until a list appears.
Mines/dynamite. To choose an explosive, hold
down the key until a list appears.
Binoculars
First aid kit
Hide weapon
Get rid of the weapon that you are currently
carrying
Quicksave
Quickload
Screenshot
You can reassign the majority of the keys in the main menu or game menu.
Just select Options/Controls/Keyboard.
ACTION MENU
Use the Action menu to interact with items and other people. You can find it at
the bottom left corner of the screen. This menu is automatically updated during
the game, whenever the player approaches an interactive object or person.
To perform an action you need to enter the menu (E key by default). You can
leave this menu without committing any action by selecting CANCEL. To navigate the Action menu, use the mouse scroll wheel or the up/down or back/
forward (W/S by default) keys on the keyboard.
The Action menu enables you to perform the following standard operations:
Open/close a door
Stun an enemy (provided that he is standing with his back to you)
Strangle, chloroform or stab an enemy (provided that he is standing
with his back to you and you are holding an appropriate weapon
in your arms)
Change clothes
Pick up a weapon or another item
View the inventory of a neutralized enemy
Get into a vehicle
Pick a lock (if you have a set of lockpicks)
Cut through a metal fence (if you are carrying pliers)
Set a trap on a door or an enemys body
Take some documents
Give orders to other characters
Perform a number of other actions, which may vary by mission
MOVEMENT
The main character can use the following movement modes in the game:
Standing
Crouching
Crawling
You can switch between different modes with the use of the mouse scroll
wheel or the respective control keys.
Two types of movement, fast and
slow, are available in each mode. You
can switch between the movement
speed with the Caps Lock key or
by holding down the Shift key. For
instance, in the Stand mode, changing the speed will switch between running and walking.
Each mode effects the level of the
players visibility, as well as noise
produced by his movement, and con-
6. WEAPONS
In order to take out a weapon, simply press the corresponding key on the keyboard.
FIREARMS
Firearms include pistols, submachine guns and rifles.
Weapons differ in accuracy, range of fire, level of noise from fire, recoil, country of
manufacture, weight, type of cartridges and other parameters.
An enemy can recognize you as a hostile soldier if he notices that youre carrying a
foreign weapon. For more details see the Discovery section.
When the main character is holding a weapon in his hands, two firing modes are
available: standard and aimed. The aimed mode offers greater firing accuracy, but
the player cannot run. By default, you can use the right mouse button to switch into
the aimed firing mode.
The aiming sight becomes red when the target is at a distance suitable for shooting. However, this is no guarantee of a direct hit, as every weapon has a different
accuracy.
The sight icon will also indicate when the chances for hitting the target are almost
zero.
You cannot change into uniform of an enemy killed with firearms, with the exception
of enemies killed by headshots. (You can use their uniforms as disguise if you are
playing on Easy or Normal difficulty.)
A hit in the head kills an enemy in almost every case.
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PISTOLS
A pistol can be placed into a special slot or a backpack. To take a pistol into
your hands, press the respective key (3 by default). The pistol is a reliable
weapon if fired at short range. A pistol with a silencer is absolutely noiseless.
Enemies will not notice a pistol unless the game character is holding it in his
hands.
SUBMACHINE GUNS
A submachine gun is a noisy and inaccurate weapon, capable of delivering
punishing fire in bursts. Submachine guns have a high shot grouping and
a significant recoil. For efficient shooting, it is recommended that you fire
single shots or short bursts. If submachine guns are fired at a distance, their
efficiency drops.
RIFLES
Rifles are standard precision arms. They fire single shots, and reloading takes
a long time. However, they have an extended range.
SNIPER RIFLES
Use a sniper rifle to neutralize the
enemy from a great distance. The precision of these rifles is extremely high.
When the main character is holding
a sniper rifle in his hands, the aimed
mode of firing changes automatically
to sniper mode.
Holding your breath decreases aiming
sway, further increasing accuracy for a
short time. To hold your breath, use the right mouse-button.
A sniper rifle without a silencer produces a great deal of noise.
A silenced sniper rifle is completely noiseless.
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KNIVES
You can place a knife in your backpack, or in a slot for carrying cartridges. You can
bring several knives when setting off for a mission. To take a knife in your hands
press a respective key (1 by default).
A knife may be used either as a melee weapon or as a throwing weapon. When a
knife is your active weapon, you can throw it by pressing the Fire key.
If you approach your enemy from behind, then you can kill him quickly and quietly.
Apart from the Fire key you can use the Kill action from the Action menu.
You cannot use the uniform of an enemy who was killed with a knife.
GARROTE/CHLOROFORM
To use a garrote or chloroform, you need to approach the enemy from behind with
the garrote or chloroform in your hands (using the Garrote/Chloroform key by
default). Then press Fire key or select the appropriate action on Action menu.
If you neutralize an enemy with either a garrote or chloroform, you can disguise
yourself by changing into the victims uniform.
You can use a garrote an unlimited number of times, but you can quickly run out of
chloroform. To see how much chloroform you have left, enter the inventory mode
and hover the mouse pointer over it.
When you use chloroform, your victim is not killed but put to sleep for a long period
of time. A chloroformed enemy will not recover until the mission end.
Neutralizing enemies with chloroform has a positive effect on your aggression
value at the end of the mission (for more details see Rating section). Also, in some
operations killing a big number of civilians or allies may cause complications or
even lead to a defeat.
An enemy does not recognize your hero when he is holding chloroform in his hands,
but a garrote may result in recognition. For more details see the Discovery section.
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You can use a grenade as a mine trap on dead bodies or doors (SET A TRAP).
NOTE! If the main character picks up a body with a trap set on it or opens a
mined door, he will be caught in the explosion to follow. The main character
can remove a trap set on a door or on a dead body. In this case, the grenade
returns to his inventory.
Be careful when using explosives. They can attract a great deal of attention
and are likely to cause an alarm.
Small items include plates, mugs, forks, screw-drivers etc. Many such items
may be found in various locations.
If Throwing power mode is on, the process of throwing a grenade or other
items becomes more difficult, but the potential accuracy is increased. Instead
of quickly pressing the Fire key, hold it down until the power scale increases to
the desired level. The throw occurs when you release the key. You can cancel
a throw by clicking the right mouse button.
7. INVENTORY
To enter Inventory mode, press the
Inventory key (I by default) or click
the respective Action menu item after
approaching the body of a neutralized
enemy. In Inventory mode you can
remove or otherwise manipulate items.
Also, Inventory mode enables you to
remove your backpack.
To remove an item, drag it from the
inventory window and drop it in any
free location on the screen.
You cannot move your backpack to or from the inventory of an enemy.
Beware that a Soviet backpack can give away the player (for more details see
Discovery section). In some missions, a German backpack is available. In
such case, you can choose your backpack in the Equipment selection window.
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If you open the Inventory using the Action menu after you approach an
enemys body, then you can move items between your inventory and that of
the neutralized enemy.
8. TRANSPORT
Throughout the game, the main character can use various means of transport.
These include several trucks, passenger cars, and motorcycles. Some passenger
cars cannot be used at certain missions.
To use a vehicle, you must approach the vehicle from the drivers side and use
Action menu. After you enter the vehicle (it takes some time) you can start the
engine (W by default), then drive the vehicle using the movement keys (forward,
back, left, right).
You can come to a stop by using the brake key (Q by default) or reducing the
speed with the reverse gear key (or the forward key if you are already moving in
reverse). To exit a vehicle, you have to bring the vehicle to a halt, stop the engine
(E key by default) and leave the transport (by default, the E key again, or the right
mouse button).
While in motion, a transport produces much noise and is well visible to enemies.
To clear the road of pedestrians, you can use the horn (T by default).
A truck with a rear canopy enables you to hide an enemys body. Just carry the body
close to the rear of the vehicle and use Action menu.
In an open transport (some models of passenger cars and the motorcycle) you can
transport bodies on the seats (or in the sidecar of the motorcycle) but in this case,
the bodies will be visible to any enemies you pass.
If you are driving in a closed vehicle (such as a truck), your enemies will not notice
if you are carrying a foreign weapon or a backpack.
The vehicles movement speed depends on its driving characteristics and the terrain.
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9. DISTRACTING ENEMIES
There are a number of standard techniques for distracting enemies and diverting their attention.
WHISTLE
By giving a whistle (T key by default) the player can draw the attention of
enemies. If an enemy knows where the whistle is coming from, he is likely to
simply ignore the sound. But if the enemy has no idea as to the source of the
whistle, he may have a look around or go to examine a strange place. Sometimes
a whistle may bring the enemy to a watchful state (for more details on this see
the Enemies section). Whistling is the safe and easy option for distracting the
enemy.
If the vector map is enabled, the player can see a sound-dispersion radius. (For
more details see the Vector map and Sound sections).
Several enemies can respond to a whistle at one time.
SMOKE BOMBS
A smoke bomb can be used to attract the attention of just one enemy. To use a
smoke bomb you need to have it available in your inventory and throw it using one
of the throwing methods (for more details see the section on throwing grenades
and other items).
The effect of a smoke bomb lasts for a short period of time (about one minute). In
the air and after landing it produces much smoke and may attract the attention
of an enemy. Having noticed it an enemy will likely run up to the smoke bomb,
alarmed by the prospect of fire.
A smoke bomb once thrown cannot be used again.
Two or more enemies will not respond to a thrown smoke bomb at the same time.
Throwing a smoke bomb may lead to the discovery of the main character if any
of the enemies notice him handling it. (For more details see Discovery section.)
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11. KEYHOLE
You can examine the situation inside a
room behind a door by looking through
a keyhole (most of doors have one). To
switch to this mode you need to approach
a door and use the Action menu.
If an enemy character notices the main
character peeping through keyholes, he
may be discovered. For more information,
see the Discovery section.
13. DISGUISE
You can change into the uniform of an enemy that you have stunned, chloroformed or strangled with a garrote. In rare cases, you can change into the
uniform of enemies who were poisoned or killed in similar ways.
You cannot change into the uniform of enemies killed with firearms, explosives,
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knives or who were run over by a vehicle. (However, on EASY and NORMAL difficulty levels, you can use the uniforms of enemies who were killed by headshots.)
You can only change into a uniform of male characters, having the same general body shape as the main character. It is not possible to change into the
uniform of certain mission-critical enemies.
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To view the scene through your binoculars, simply press the respective key
(B by default).
Using a set of binoculars does not lead to your disclosure. For more details see
the Discovery section.
PLIERS
Some game objects (like metal fencing) may be cut through with pliers. The
pliers can be carried only inside a backpack.
To cut a fence, you need to get as close to it as possible. If cutting is an available action, the respective item will appear on the Action menu. After selecting it, the main character will cut a hole through the fence. He can then switch
to the Crawl movement mode to pass through the fence into a previously
inaccessible area.
FIRST AID KIT
The first aid kit is used to restore the health of the main character up to 100%.
You do not necessarily need to keep it in your backpack. To use the first aid
kit, you need to hold down the First aid kit key (L by default). Remember to
hold it down until the healing scale reaches its maximum. When first-aid treatment is finished, the first aid kit will disappear from your inventory.
If you release the First aid kit key before the treatment has finished, then
the healing is canceled. In that case the health of the main character remains
unchanged, and the first aid kit remains in your inventory for later use.
Naturally, enemies will find it rather suspicious if someone is field dressing
himself. For more information, see the Discovery section.
DYNAMITE
Dynamite is the most powerful weapon in the game. You can use it for the
neutralization of enemy units, or use it to destroy their equipment for the purposes of sabotage. You can carry dynamite in your backpack only. To use the
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15. GAME
BRIEFING
At any time during the game you can bring up the mission briefing window, which
will provide you with a detailed description of the mission. To do this, simply press
the Briefing key (O by default).
You will find your objectives listed in the
window on the left side of the screen.
Tasks to be accomplished are marked
with a red inscription NOT COMPLETED,
and accomplished tasks are marked as
COMPLETED. In the same window,
below the objectives readout, you will
find a detailed description of the mission and careful instructions for the
completion of each objective.
Optional tasks are set off from the mission-critical objectives.
The window on the right displays a strategic map of the game level. It displays
mission-critical points mentioned in the objectives description, and marks the current location of the player.
You can zoom the strategic map in and out (+ and - keys on the keyboard, or use
the buttons pictured onscreen, below the map), and if you are playing a multi-level
map, you can switch between different floors (using the up/down buttons located
under the map).
During the mission, objectives may change, and new ones may be added to the list,
depending on the story and the main characters current progress.
VECTOR MAP
In every mission, a highly detailed vector map is available for the player. To
bring up the map you need to press the appropriate key (tab or M by default).
The map may be positioned in the center of the screen or in the bottom-left
corner; this you can switch this by pressing the map mode key (again, M
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by default). You can zoom the vector map in and out with the + and - keys.
The map displays several pieces of information:
All major obstacles (buildings, fences, meshes, big vehicles).
Strategic objects or landmarks required for travel (railroad lines,
stairs, doors)
The floor-plans inside large buildings
All enemies and other NPCs
Visibility zones for all potentially dangerous enemies standing outside
of buildings (which you can adjust to show non-dangerous enemies
as well, using the game settings)
Color-coded awareness levels of dangerous enemies (for more
details see Awareness level)
Danger zones (indicated by a colored cone) for all potentially
dangerous
enemies standing outside of buildings
Neutralized enemies
Enemies that suspect or notice the main character (indicated
by blinking)
Highlighted mission targets
Highlighted allies
Radii for distribution of some
sounds (whistle, explosion, thrown items, combat, etc.)
All characters in the game are shown
on the vector map as colored triangles.
The sharp angle of a triangle indicates
the direction that the enemy is facing.
The main character is marked in blue.
Enemies who will certainly recognize
the player in his current uniform are
marked in red.
Enemies who will be suspicious the player in his current uniform are marked
in yellow.
Enemies who know that the player is their enemy are marked in dark-red.
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Visibility zones indicate the area wherein an enemy can spot the player. The colored
part of the visibility zone is the area of immediate danger. If the main character
enters this area, he runs the risk of being immediately recognized and attacked. In
the grey area the player may be noticed or recognized, but only after a certain period
of time. Visibility zones are not displayed inside buildings.
Visibility zones and zones of immediate danger may vary depending on the
players actions and the enemys awareness level.
You will not be detected unless you enter
the visibility zone of an enemy character,
and even then you might not be noticed.
If, for example, the hero is standing
behind a tree or any other obstacle
even one not marked on the map then
the enemy will not notice him.
Grey-colored characters are neutral and under no conditions pose any danger to
the main character.
The color of the enemys visibility cone indicates the enemys level of awareness.
For more details see Awareness level.
Neutralized bodies are marked with black circles.
Enemies you need to kill or kidnap
are normally marked with a red circle.
Numbered circles mark mission-critical
points, and the numeral corresponds
with the task number in the mission briefing. A circle with an exclamation mark
is a tip about an interesting place that
may be of use in completing the mission;
these are recommended, but not critical
to the mission.
Some sounds are represented on the map as circles. The radius of the circle shows
how far the sound travels. Below is the list of sounds shown on the vector map:
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whistle
creaking of doors
small items being thrown
breaking glass
melee combat
The sounds of main characters movement as well as sounds of firing are not
represented on the map, but they can nevertheless be heard by attentive enemies.
UNIFORM
The main character usually starts a mission in the camouflage of a Soviet soldier. In
some missions the players receives civilian clothes at the beginning.
In his original uniform (a saboteur uniform) the player is highly vulnerable. If an
enemy notices the player he will become alerted at once. When the player is wearing this saboteur uniform, all enemies on the map are marked in red, as they all
pose a danger to him.
Once a player is recognized, his current uniform becomes unusable, as knowledge
about his disguise is spread among all enemies.
If an enemy discovers a body without a uniform, that disguise also becomes compromised, for the same reason. If the enemy who discovered the body, or those who
he has had contact with, happen to see the player disguised in the missing uniform,
they will immediately switch to a combat state.
Enemies that know the players current uniform are marked in red on the map, and
when they are positioned outside a building, their field of view is indicated with a
large red-colored visibility cone.
Enemies wont react to an abandoned uniform.
One uniform can be carried in the backpack.
While wearing an officers uniform, you can give orders to privates.
Usually you can tell an officers uniform by special insignias and a peaked cap.
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DISCOVERY
Although the discovery of a body without uniform can compromise your disguise,
an enemy must otherwise see the main character in order to uncover his identity
as a Soviet agent.
Whether the player is wearing civilian clothes, a soldiers, or an officers uniform, his
secret identity may be compromised by any one of the following:
Staying close to a potentially dangerous enemy (that is, enemies marked in
red on the map)
Moving with a weapon belonging to an enemy force (like carrying
a Soviet SMG among Germans)
Carrying bodies
Moving with a knife or throwing a knife
Taking photos of secret objects
Throwing grenades or smoke bombs
Changing clothes
Shooting
Stunning enemies
Carrying any sort of weapon while dressed as a civilian
Being spotted in a restricted area
Being spotted while engaged in sniper activity or other covert shooting
Running people over with a vehicle
Being spotted nearby a dead body
Crawling, sneaking (and even running, at higher difficulty levels)
Throwing items at people
Handling a garrote (although walking around with chloroform
is not dangerous)
Using a first aid kit
Entering a guarded building without authorization from the guard
Carrying a foreign-made backpack
Aiming or drawing a weapon
Planting a mine or dynamite
Cutting through a fence
Picking a lock
Engaging in any other sabotage activities
In each of the above circumstances, recognition occurs within a certain radius
depending on players actions and the enemys state of awareness. The maximum
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16. ENEMIES
VISION
Enemies whose view is unobstructed in the game can see the player (even when
the latter is inside a vehicle), as well as bodies and other items (like knives, grenades, etc.).
The basic principle of the visibility system is partial noticeablility, which means
that the visibility zone of enemies is divided into two areas: one where the player
is noticed at once, and another where he is noticed only after a certain period of
time. This time depends on the difficulty level, the distance from the enemy, and
the main characters camouflage. The visibility zone is not static, but varies depending on the enemys alertness, the actions of the main character, and the difficulty
level. For example, if the main character is crawling he is far less visible than when
he is crouching. However, if he starts shooting, then the alertness of enemies will
increase at once.
The visibility zone is shown on the vector map as a grey area. The radius of immediate detection is about two times smaller than the larger visibility zone. If you play
at Saboteur difficulty level, the visibility zone coincides with the colored area on
the vector map.
As mentioned previously, you will not be detected unless you enter the visibility zone
of an enemy character, and even then you might not be noticed if the visibility path
is blocked. If, for example, the hero is standing behind a tree or any other obstacle
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even one not marked on the map then the enemy will not notice him.
The radius of detection for bodies or other items is more or less the same as for
detection of the player when the player is in a prone position. It depends on the
enemys awareness level.
If at least one enemy can see the main
character, an eye icon appears at the
top of the screen. A transparent icon indicates partial noticeability. If the eye icon
becomes red, it means that an enemy
has figured out that the player is up to no
good. The enemy has become hostile and
will open fire and disclose the players
identity to other characters.
If the player is wearing his original uniform,
or if the player is engaged in compromising activity, and the enemy begins to notice
him, then the danger scale will begin to grow.
If the main character is not disguised, then partial noticeability of the player may
alert an enemy, or encourage him to examine a suspicious place.
The player is less noticeable if he is hidden by grass or shadows, or at night while
he is wearing darker clothes.
The reaction of enemies to a visible smoke bomb is described in Smoke bomb
section.
If an enemy finds a body lying on the ground, he may decide to examine it, and as
a result of the examination he may raise an alarm.
HEARING
Enemies can hear the following types of sounds:
1) Sound of the players movement Noises made by the player can raise the
awareness level of an enemy. After hearing unknown noises, the enemy may go to
have a look around or examine a strange place. The response varies by situation.
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If an enemy hears the main character, and this enemy poses a potential danger,
the danger scale begins to grow. Slow and careful movements make less noise.
Sneaking is absolutely noiseless.
2) Sound of melee combat Punching is rather loud and normally encourages
enemies to examine the source of a sound.
3) Whistling This often makes enemies watchful, and encourages them to
examine any strange places.
4) Sound of breaking fragile items (including glass)
5) Sound of an object hitting a surface
6) Sound of a stone striking something
7) Doors creaking open and closed
8) Sound of a falling body This normally makes an enemy want to look around.
9) Sound of shooting
10) Sound of explosions. This puts enemies on heightened alert. Many of them
will decide to examine the area of a gunshot or an explosion.
11) Sound of sirens etc. The number of dangerous enemies grows.
Enemies can become more easily alerted. For more details see the Alarm section.
12) Sound of talking
Actions that do not make any noise:
1) Choking
2) Using chloroform
3) Killing an enemy with a knife during melee
4) Putting a body down carefully
5) Shooting with a silenced weapon
6) Sneaking
On open terrain, sound disperses without barriers. Inside buildings, however, the
walls and doors greatly muffle the noise level. A closed door reduces a minor noise
by 50% or more.
If a player is wearing his original uniform (or for any other reason an enemy considers him hostile), and an enemy hears him moving or otherwise making noise, the
danger scale begins to grow.
If an enemy knows what object is the source of a noise, he will ignore it in most
cases, unless the sound is combat-related.
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The dispersion of many sounds is represented on the vector map as a semi-transparent circle. The circles size corresponds with the maximal radius inside which an
enemy can hear the sound. Inside buildings (and especially behind closed doors),
even if an enemy is inside the sound circle, it is not guaranteed that the sound will
be heard.
AWARENESS LEVEL
Enemies can have one of three awareness levels:
1) Relaxed
In this state enemies are engaged in their regular activities and are not worried.
They will take a long time to react if anything unexpected happens, and they are not
watchful. In addition, their visibility zone is the shortest. Their weapons are usually
holstered. Characters may communicate, engage in their regular activities, have
rest, and so on. On the vector map this state is indicated by a green visibility zone.
2) Watchful
An enemy has noticed that something which made him concerned. He will often
take out a weapon under these circumstances, and sometimes he will examine
the area. Enemies who are on duty (patrolmen, enemies in ambush) are always
in this state. On the vector map this state is marked as a yellow visibility zone. After
becoming excited, a normal enemy will, over time, return to their relaxed state. The
time required for an enemy to become relaxed again depends on the difficulty level.
3) Alerted
An alerted enemy is ready to fight. His eyesight and hearing are as sensitive as possible. He keeps his weapon drawn and ready. The enemy will engage in a fight, chase
the player, and actively search if he doesnt know where the player is. An enemy
normally gets into such a state after hearing shots or explosions. On the vector map
this state is marked by a red visibility zone. Usually, the enemy will gradually return
to a watchful state. The time required for an enemy to calm down depends by the
difficulty level.
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ENEMY COMMUNICATION
During the game, enemies exchange information with each other. Such information
includes:
That the main character is hostile
The whereabouts of the main character, or the place where he was last
seen
The uniforms of fallen companions
Dangerous points and areas
Examined bodies, or bodies which have been found but not yet examined
Information about grenades and other explosions
Places where the player has not been found during a search
That the player was noticed in a restricted area
That the player may have been in a restricted area, but escaped
Information on any other suspicious or dangerous objects
Information is communicated only when enemies are close to one another. So you
have a chance to kill an enemy before he spreads word about the main character,
or a discovered body.
Distance and speed of information communication depends on the games difficulty level.
DANGER INDICATOR
The scale at the top part of the screen
displays the total suspicion value of your
actions from the point of view any onlooking enemies. The higher the danger level,
the greater the risk that your identity will
be compromised. If you enter into the visibility zone of an enemy who is potentially
dangerous for the main character, or who
considers your actions suspicious, the
danger scale will begin to grow.
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ICONS
The Eye icon shows that at least one enemy can see you at the moment.
Be careful: avoid doing anything suspicious! If the enemy begins to suspect you the danger scale will start to grow.
The Exclamation sign icon means that your current actions may make
others recognize that you are an enemy agent.
The Megaphone icon shows that guards are about to raise alarm.
GUARDS
During the game you may be authorized to access some strategic locations and
items, but only if you are carrying special documents and wearing an appropriate uniform. Such places are usually well guarded. If the main character is
trying to penetrate a guarded area, the guard will warn you with a gesture and
a message describing the reasons why he is not letting you pass.
Staying close to a guard for a long time may give rise to suspicion, and the
danger scale will start to increase.
If you managed to access a prohibited area, passing by the guard, his marker
on the vector map becomes red, and if he notices you there he will start firing
at you, or will raise alarm straight away.
ALARM
In some situations, an enemy may wish to raise the alarm. For that he needs to
communicate about danger using any internal communication channels (radio
rooms, intercom systems, and so on) or explain the reason for the alarm to the
sentries who guard busy areas.
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Raising an alarm usually increases the number of enemies potentially dangerous to the player (and they become marked in red on the vector map).
Quite often it is followed by a special alarm sound and an increased number
of patrols. In some missions an alarm may lead to serious complications or
even failing the mission entirely. The potential danger of an alarm is normally
described in the mission briefing.
Reasons for raising an alarm may include:
1) The main character was spotted (particularly if you have chosen the
Saboteur level of difficulty) or was in any case recognized.
2) The sounds of explosion were heard.
3) An enemy was wounded.
4) There is some information about killed companions. If an enemy has
just found a body, he must first examine it (unless his fellow died in
his presence). Bodies of neutral characters are usually no reason
for raising an alarm.
5) Killing allies in some missions can also raise the alarm.
If the enemy decides to raise an alarm, an appropriate text message will be
displayed on the screen. One or several enemies will start to flash on the vector
map, and a megaphone icon appears at the top part of the screen.
If an enemy discovers a body and decides to examine it, an appropriate warning will appear on the screen.
After an alarm has been raised, the screen will display information about the
type of the alarm.
The alarm will be canceled after a certain amount of time. This time depends
on the difficulty level and the mission type. At the Saboteur difficulty level, an
alarm lasts until the end of the mission.
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17. RATING
After finishing a level, the player is awarded with points and a rating. Your rating
first of all shows the quality of the mission completion, i.e. how quietly and
professionally the player performs his
task. You can receive the highest rating
value whether you kill nobody or you wipe
off half the people on the level. The main
thing is that you need to act quietly and
with professional precision. Your rating is
based on a combination of three parameters below:
Noise
This increases greatly when alarms are raised. It also increases when information about the player is passed on from one enemy to another, in case the
player has been disclosed or has not changed clothes. In case of a discovered
body, the noise level increases if the body has been examined.
Aggression
This varies based on the number of enemies killed. It increases if civilians and
especially women are killed. It decreases if you use chloroform. Killing hostile
military men does not increase ones aggression very much.
Precision
When you hit an enemy in the head or use cold weapons, your precision
remains at 100%. It drops down if you miss your target.
The final result is calculated on the basis of the three above parameters.
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20. REGISTRATION
21. CREDITS
Haggard games
Project Lead
Alexey Agamalov
Lead Programmer
Alexey Agamalov
Lead Artist
Andrey Kharchenko
Lead Animator
Konstantin Maslyuk
Programming
Alexey Agamalov
Sergey Gvozdev
Artificial Intelligence
Sergey Gvozdev
Game Design
Alexey Agamalov
Sergey Gvozdev
Scripters
Sergey Gvozdev
Alexey Agamalov
Sound Supervisor
Grigory Klimenko
3D Artists
Arman Avakyan
Alexander Bocharov
Roman Yendovitsky
Alexey Kolesnikov
Konstantin Maslyuk
Alexey Chentsov
Andrey Kharchenko
2D Artists
Dmitry Bocharov
Characters
Roman Yendovitsky
Arman Avakyan
Konstantin Maslyuk
Alexey Chentsov
Alexey Kolesnikov
Lightining
Alexey Agamalov
Level Design
Andrey Kharchenko
Grigory Klimenko
Dmirty Voloshko
Writers
Alexey Agamalov
Sergey Gvozdev
Grigory Klimenko
History Consultant
Nikolay Plugin
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Testing
Alexey Chentsov
Alexey Kolesnikov
Dmirty Voloshko
Aspyr Publishing
Music
Sergey Fomin
Alexander Machugovky / the SandS
Valery Whitelake Belozertsev
Ivan Sidoruk / the SandS
Khariton Kantiyev / the SandS
Associate Producer
Randall Davis
1C Company
Producers
Sergey Gerasev
Dmitry Nozhnin
Marketing and PR
Nikolay Baryshnikov
Svetlana Tarasova
Alexey Pastushenko
VO recording supervisor
Oleg Mironov
Executive Producer
Jay Gordon
Localization
Oleg Mironov
Ilya Salamatov
Director of QA
Andy Brazell
QA Manager
Bard Alexander
Testing
Dmitry Savin
Dmitry Pautov
Sergey Kiyatin
QA Lead
Daniel Becker
Additional localization
Steve Breslin
QA Testers
Will OBrien
Ian Romero
Lucy Fernandez
Michael Vera
Gregg Bennett
CRG Manager
Steve Amacker
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CRG Lead
Michael Cardona
Compatibility Technician
Michael Greene
CRG Testers
Holly Muhs
Adam Webber
David Marshall Jr.
Compatibility Testers
David Whitefield
Rene Ogando
Dustin Tolbert
Compatibility Supervisor
Dustan Coleman
CQC Tester
Nathan Mrvichin
Technical Support
Mickey Ogando
Jonah Hardenbergh
John Vitrano
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2009 1C Company. Developed by Haggard Games. All rights reserved. Published and distributed by Aspyr Media.
Aspyr and the Aspyr star logo are federally registered trademarks of Aspyr Media, Inc., and may not be used or
reproduced without the prior express written permission of Aspyr Media, Inc. All rights reserved. The ESRB ratings
icon is a registered trademark of the Entertainment Software Association. Software platform logo (TM and ) EMA
2006. Aspyr Media, Inc. PO Box 5861 Austin, Texas 78763. 12201-1MNA