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Safety information
About Photosensitive Seizures

A very small percentage of people may experience a seizure when exposed to certain visual images,
including flashing lights or patterns that may appear in video games. Even people who have no history of
seizures or epilepsy may have an undiagnosed condition that can cause these photosensitive epileptic
seizures while watching video games.

These seizures may have a variety of symptoms including: light-headedness, altered vision, eye or face
twitching, jerking or shaking of arms or legs, disorientation, confusion, or mo-mentary loss of awareness.
Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or
striking nearby objects. Immediately stop play-ing and consult a doctor if you experience any of these
symptoms. Parents should watch for or ask their children about the above symptoms. Children and
teenagers are more likely than adults to experience these seizures.

The risk of photosensitive epileptic seizures may be reduced by sitting farther from the tele-vision screen,
using a smaller television screen, playing in a well-lit room and not playing when you are drowsy or
fatigued.

If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing.

Silent Storm © 2003 JoWooD, Nival Interactive. All rights reserved. The Silent Storm logo is a trademarks
of Nival Interactive.

Prologue
By 1943 it became clear that Germany's plans for a Blitzkrieg (a lightning-quick war) on the Eastern front
have failed. The WW2 has turned into a protracted, bloody conflict. Accordingly, both sides — the Axis
countries and the Allies — began to pay much more attention to their intelligence-gathering and commando
units. Such units, capable of operating in various countries including deep behind the enemy lines, have
been formed at the beginning of the forties by many nations, in particular Great Britain and Germany.
Usually these troops were a part of military intelligence, reporting directly to the highest command. One of
their responsibilities was gathering intelligence on secret enemy operations, including development of new
weapons potentially capable of drastically changing the balance of forces and ultimately affect the outcome
of the war. To deal with these tasks, special agents proficient in intelligence-gathering and commando
techniques were recruited...

Falkmar Hagen

He was born in Munich, Germany, the only child of a well-placed diplomat. His father, Remmert, was an
old friend of President von Hindenburg. Having established contacts in a number of important countries,
Remmert kept his foreign posting after the death of the President in 1934. Unfortunately, Remmert died of
an apparent heart attack in London in 1937.

After completing high school, he was accepted to the prestigious Ecole Polytechnique in Paris, France.
Founded in 1794, it was originally established as a university of science and higher learning for public
Founded in 1794, it was originally established as a university of science and higher learning for public
workers. In 1804, Napoleon turned it into a military institution, and some of the best minds in battle have
since claimed it as their alma mater. While there, his scholastic achievements earned his photo a place of
prominence in the «foyer of honour.» It was a feat that would have made his father extremely proud.

He finished with the top marks in every class with only three exceptions; cooking 204, French 101 and
International Diplomacy, a discipline for which, even he admits, he doesn’t have the patience...

Richard «Duke» Davidson

He was born in Aberdeenshire, Scotland, the offspring of scandal that would never reach the surface. His
father, Cameron, was a Colonel in the Highlanders and went on to numerous diplomatic postings. He never
met his mother. All he knew was that she sent mail and money never seemed to be a problem. In 1937,
Cameron died twenty minutes after digesting his evening meal. The physician pronounced the cause of
death as acute digestion distress resulting in abdominal cramping, respiratory duress and an eventual
massive cardiac arrest.

After completing high school, his parents enrolled him in the prestigious Royal Military Academy in
Woolwich, England. Founded in 1741, it was originally established, according to the words of its first
charter, to produce «good officers of Artillery and perfect Engineers.» During the 20th century, it produced
«Gentleman Cadets,» so known because despite their exceptional military training, their parents had paid an
excessive tuition and the graduates weren’t indebted to the military. As a side note, the game of Snooker
was invented at the Academy. True to its name, it suckered (snookered) many new recruits into losing their
abundant canteen money.

He graduated at the head of his class, but failed to leave an impression on his instructors due to a strong
independent streak. He also received marginal marks in International Diplomacy, a discipline for which
even he admits, he didn’t have the patience...

System Requirements
Minimum configuration: Recommended configuration:

Windows 98/ME/2000/XP, DirectX 9.0 Windows 98/ME/2000/XP, DirectX 9.0

Pentium III / Athlon 600 MHz Pentium 4 / Athlon 1400 MHz

128 Mb RAM 512 Mb RAM

AGP 2x graphic 3D accelerator AGP 4x graphic 3D accelerator GeForce3 / Radeon


GeForce2 MX class, 32 Mb video memory class, 128 Mb video memory

Monitor supporting 800x600 resolution Monitor supporting 1024x768 resolution

4x CD drive 32x CD or DVD drive

DirectX-compatible sound adapter Dolby Surround 5.1 sound processor


Mouse Mouse

2 Gb free hard disk space 2 Gb free hard disk space

What's included
DVD box version:

2 CDs
User manual
DVD box
Registration card

Installation procedure
Please insert CD1 into your CD drive; installation screen with menu should appear automatically. Note:
Autorun function may be disabled on your computer. In that case double-click on Autorun.exe file in the
root directory of CD1 to call up the autorun program menu.

The right screen section offers a menu providing access to the game and various game resources:

Install Silent Storm — starts the game installation wizard (this menu item will change to «Play Silent
Storm» after the installation);
User Manual — link to the electronic game user manual;
View Readme — link to the text file with the latest information about the game and advice on
resolving technical problems;
Web resources... — links to web pages of the game's developer and publisher and the game's home
page;
Uninstall/Repair — launches the game installer program in the mode which allows to uninstall the
game or to add/remove various components (this menu item is disabled if the game is not installed
yet).
Quit — quits the autorun program.

To start installation wizard, select «Install Silent Storm» and follow on-screen instructions. The installer
will prompt you to select the game directory; its default setting is C:\Program Files\JoWooD
Productions\Silent Storm.

The installation program will check your DirectX version and prompt you to update it if it's lower than 9.0
(you can also install DirectX manually from \DirectX9 directory on CD1).

The installer will create «Silent Storm» program group in Windows Start menu. There you'll find shortcuts
to run and uninstall/repair the game, as well as links to Readme file with the latest information about the
game, JoWooD Productions and Nival Interactive web-sites and the «Silent Storm» home page.

Uninstalling the game


To completely uninstall the game, select «Uninstall (repair) game» shortcut in Silent Storm program group
in Windows Start menu or click on «Uninstall/Repair» in the autorun program.

Launching the game


Please insert CD1 into your CD drive. If autorun function is not disabled on your computer the autorun
program menu will appear. To launch the game, click on «Play Silent Storm».

You can also launch the game selecting shortcut «Play game» in «Silent Storm» program group in
Windows Start menu.

When you launch the program for the first time, it will analyse your system and make the necessary changes
to your graphics settings. To start the game, click on the first command in the menu — «Play». After the
Intro video clip you'll see the Main menu screen.

Please see below for more on the gameplay, the interface and the game's features.

Quick Start
This chapter describes the main features of the game. The interface and finer points of the gameplay are
described in detail in appropriate sections of this manual.

The plot and the objective of the game


In Silent Storm, you'll be commanding a small combat squad of professional commandos performing
special covert operations in various countries during the WW2. The game includes two campaigns: playing
for Axis countries (Germany, Italy and Japan) or for the Allies (Great Britain, the USSR and the USA).
Silent Storm's genre can be described as turn-based tactics with RPG elements.
Silent Storm's genre can be described as turn-based tactics with RPG elements.

At the beginning of the game you choose the main hero with whom you'll be trying to accomplish all
campaign missions. After a while you'll be able to put together a fighting squad using the Agents File
available at base. Apart from yourself (i.e. your main hero), the squad can include up to five people with
various military professions. While at base, you'll be able to fire any member of the group except the main
hero and hire a replacement. Also, base offers various weapons, ammunition, medical supplies and other
equipment needed to conduct special operations; you'll have to select what you need and distribute the stuff
between your people. Plus, base has hospital for treating the wounded. Initial instructions and orders from
the high command you'll also receive at base.

After you get orders to begin an operation or decide to take action on the basis of the clues you collected,
you and your group will be able to fly to the appropriate region of the world (in one of the countries
fighting the war). Then you'll have to reach the destination point on the region map. On the way you might
get involved in random encounters with various enemies — regular troops, guards or even gangs of armed
outlaws. On the one hand, these clashes can be dangerous; on the other, you shouldn't always try to avoid
them since they provide combat experience and occasionally bring valuable trophies, e.g. enemy weapons
unavailable at base.

Your main task will be obtaining clues enabling you and your command to reveal secret enemy operations.
Usually clues include various documents, letters, notes etc.; occasionally you'll have to meet and talk with
some people; sometimes you'll be ordered to get hold of a weapon prototype. You can receive missions to
bring people to base — e.g. rescue an agent or a valuable specialist hold by the enemy.

Game modes
You'll be completing missions (including both script missions and random encounters) playing in one of the
two game modes: real-time mode and turn-based mode.

Real-time mode

That's the regular mode used when your characters are not engaged in direct contact with the opposition —
either when there's no opposition at all, or when the enemy hasn't yet spotted any of your characters. In this
mode, you can freely manage your characters; all characters can take action simultaneously. The game
returns to this mode from the turn-based one after fighting is over and all enemies are killed, or if the
remaining enemies do not see you. In real-time mode you can leave the game zone at any time — providing
you found at least one clue, i.e. completed at least one objective in your list.

Turn-based mode

The game switches to this mode automatically as soon as you start fighting with the enemy, or the enemy
spots any of your characters. In the turn-based mode you take turns with the opposition to make your
moves. You'll only be able to leave the game zone during combat if all characters come to the border of the
zone.

During your turn the gameplay pauses (you have unlimited time to make your decisions). You can issue
commands to any of your characters or to several of them at once; however, characters can only perform a
limited number of actions during one turn. You can use various tactics. Usually you should attack the
limited number of actions during one turn. You can use various tactics. Usually you should attack the
discovered enemy to inflict maximum possible damage, and try to place your characters in positions
providing the best possible cover from enemy attacks. Apart from attacks, you'll need to take care of the
wounded members of your group and provide timely help to them. If for some reason you want to avoid a
direct clash, you can try to lead your characters spotted by the enemy outside of the opposition's field of
vision. After your characters cannot perform any more actions during the current turn, you pass the turn to
the opposition (controlled by the AI). Click on End of Turn button in the lower right screen section.

During enemy's turn your characters won't be able to take any action at all, including actively defending
themselves. The enemy will try to attack all discovered members of your squad using his own characters.
Visual contact between characters is not necessary to attack — both you and the enemy can spot targets by
the noise they make and fire «by ear». All you can do during the enemy's turn is to watch. When enemy
characters cannot take any further steps, the turn (and the control of the game) go back to you.

Actions and Vitality


To understand the principles of managing your characters in turn-based mode better, let's start with two
parameters describing characters' current state; these are Actions and Vitality. Both parameters are
measured in points, so in the game they are usually called Action Points (AP) and Vitality Points (VP).

Action Points (AP)

This parameter defines how many actions character can take during one turn in turn-based mode; it can be
compared with character's professional level. Each action costs a certain amount of APs; the more complex
the action, the more APs will have to be spent to take it. For example, crawling costs much more APs than
running the same distance; a pistol shot is many times cheaper than a shot fired from grenade launcher.
Reloading weapons also costs APs. At the beginning of turn characters have maximum AP value; taking
actions according to your commands, they spent their APs. You can view character's maximum AP value in
Parameters window; the current value is displayed in large figures to the right of the character's image on
the game panel (and on the tab with the character's name).

If a lot of APs is spent, the character won't be able to take complex actions during the current turn. If his
AP=0, he can't move at all and must wait until the next turn. Since APs cannot be replenished during the
turn, it's important to know the cost of various actions. This information is displayed next to the cursor or in
tooltips for control buttons on the game panel. The cost of moving to a map point is displayed in the circle
at the end of the mapped route. The colour of the route line provides additional information: green means
low AP cost; yellow means getting there would reduce the characters' APs so much it would limit their
ability to attack using current shooting mode of the selected weapons (or they won't be able to use the
weapons at all). The section of the mapped route the character cannot make during the current turn is
marked in red. Please note that in turn-based mode, AP costs of all actions performed by a single mouse
click (e.g. firing) are displayed next to the mouse cursor; «Move» command is issued by double-clicking.

Before instructing your characters to take various actions, try to figure out the best way to use their APs.
For example, if a character lying on the ground needs to take cover from enemy fire behind a stone wall
five metres away, telling him to Crawl there would cost much more APs than instructing him to Get Up,
Run and Lie Down. On the other hand, a running character can be intercepted by an enemy you haven't
noticed… Another example: one long-range sniper-rifle shot can be much more efficient than firing the
whole pistol clip — all pistol bullets can miss the target or simply not reach it. However, at close range
whole pistol clip — all pistol bullets can miss the target or simply not reach it. However, at close range
pistol shots could inflict much heavier damage to the enemy than a single rifle shot.

When all your characters have carried out your commands or their AP value approaches zero, you must
pass the turn to the opposition. After opposition’s turn your characters restore the initial AP values (note
that the wounded characters may have less than maximum amount of APs). You can give them new tasks or
instruct to carry on with the actions not completed during the previous turn due to lack of APs.

Vitality Points (VP)

This parameter defines characters' current health. The higher this value, the more damage the character can
sustain. Wounded characters act less efficiently. Characters usually lose VPs when shot by enemy. Other
reasons include damage from explosions (grenades, land mines, booby-traps), stabs and falls from high
ground. Each character's current VP value is displayed as a coloured bar on the tab with his name (on the
game zone).

If total VP level significantly drops, the character starts losing vitality during each turn; if he's bleeding
heavily, he loses VPs much quicker. When VP value reaches zero, the character faints and cannot move.
After the mission is completed, the unconscious members of your group must be carried out of the game
zone; otherwise they'll die. Characters may also die if they suffer damage many times exceeding their VP
value (or if their VP falls below zero in an Impossible game). If your main hero dies or loses conscience,
the game is over.

Certain wounds may not simply reduce characters' VPs but affect some of their abilities. Such damage is
considered critical; it's indicated by special icons appearing next to the character's image. E.g. a character
with a damaged hand may not be able to hold weapons; a leg wound can make moving impossible; head
wounds may cause lost of eye-sight or hearing, and a blast wave can stun the character so he'll be unable to
do anything at all. Critical damage may be temporary or permanent (blue and red icons, respectively).
Temporary damage disappears after a while; permanent damage needs medical assistance. In some cases
such wounds can be treated only after you exit to region map, or in hospital at base.

During missions you can provide first aid to the wounded characters (stop the bleeding and dress the
wounds). Every member of your team has basic medical skills, but the best character for this job is medic.
«Dressed» wounds are indicated on the character's VP bar in pink. After the wounds are dressed, the
character's abilities partially restore and he won't be losing more VPs during each turn. The higher the
medic's skills, the more advance instruments he can use and the more serious wounds he can treat in the
field. Dressing wounds takes a lot of time, so if you have several critically wounded characters who need
help, you might consider finishing the mission as fast as possible and leaving the zone to heal them.

Hitting probability and damage


When you attack, there's a certain chance that the bullet hits the enemy, the grenade reaches the place where
the enemy character stands, and the stab doesn't go off target. The actual probability of these events depends
on many factors; e.g. for firearms it depends on the weapon's parameters (range and accuracy), the shooter's
position (lying characters usually shoot more accurately than standing ones), the firing mode (snap shots are
less accurate than aimed shots), zeroing in (each next shot is more accurate than the previous one), on the
character's Shooting skill, skills with the particular weapon class and familiarity with the actual weapon.
Also important is whether the target is moving (it's easier to hit a standing enemy than a running one), the
Also important is whether the target is moving (it's easier to hit a standing enemy than a running one), the
target's visibility (firing at targets the shooter can see is more efficient than firing «by ear»), the time of day
(it's more difficult to hit the target at night), presence and type of obstacles (firing through a glass pane is
more efficient than through a wooden wall), the shooter's state (a wounded soldier fires less accurately than
a healthy one) etc. Taken together, all these factors give an average chance of successfully attacking the
enemy; that's probability of hitting the target.

When you take aim, the probability of hitting the target with the selected weapon is displayed next to the
cursor (a figure with % symbol). The higher this value, the higher the chance the enemy will be damaged. If
the probability of hitting the target equals zero, there's no point to attack — either the range is too long for
the selected weapon or there's an obstacle between you and the enemy. In the first case try another weapon
(compare their ranges using tooltips); in the second case, try to move your character to another position so
the obstacle won't be in the way.

Probability close or equal to 100% means you have a good chance to hit the target. However, usually that
costs too much APs. Accordingly, the number of times you can attack the enemy during one turn (the
number of shots you can fire) drops. Note that one hit doesn't guarantee the enemy will be taken out: in
many cases it takes several good shots, and if you overspend your APs you will not be able to do that during
your turn. And then the enemy can get lucky...

To choose the weapon and the best firing mode, compare probability values for various modes and how
many shots your character can fire in each of them. For example, it's better to fire four times with 40%
probability of hitting the target than make a single 100% accurate shot, particularly since with several shots
each next is more accurate. For the same reason, bursts may be quite efficient even with low probability of
hitting the target.

When character is hit, his VP value drops by the amount of damage inflicted; it's displayed by «flying» red
digits. The amount of damage is affected by many factors; the most important are the weapon's parameters
including ammunition and presence of obstacles between you and the target. Weapons' parameters including
the damage they inflict are displayed in weapons' tooltips. Obstacles (walls, other objects, armour) absorb
part of the damage the bullet or the shell could inflict; if the obstacle is thick enough, it provides complete
protection. All other factors being equal, hitting «vulnerable» body parts, particularly the head, inflicts
heavier damage. A stab in the back also causes more damage. Tip: to reduce the damage the enemy causes
to your characters, try to take cover and use obstacles, or take positions which make hitting characters
harder (it's easier to hit a standing character than, say, a crouching one).

Interrupt
The strict sequence of taking turns in turn-based mode (your turn — the opposition's turn — your turn…)
may occasionally be interrupted. This happens when one of the sides suddenly spots the other side's
character they've been unaware of: either your character notices an enemy character during the opposition's
turn, or the enemy spots your character first, fires and misses. After that you get to make a move out of turn
(interrupt the turns' sequence). Interrupt makes the action in the game more dynamic and less predictable.

The main condition for interrupt is that the character who intercepts the turn must have a certain amount of
APs left from the previous turn. Only this character can act during interrupt; you cannot control other
characters. The interrupting character has a chance to strike the enemy first. After that the turn goes back to
the opposition and the game proceeds normally. For example, your character is standing behind a corner.
the opposition and the game proceeds normally. For example, your character is standing behind a corner.
It's the opposition's turn; an enemy character walks from around the corner and you spot him first. After
checking chances game determines that there is an interrupt, and the turn goes to you. You can attack the
enemy providing your character has enough APs. If the enemy character spots you first, interrupt doesn't
happen. However, it still may happen if the enemy fires and misses. When an enemy character stands
behind a corner and your character walks by, the exact opposite happens. Tip: it might be useful to leave
some APs at the end of each turn to be able to take action in case of interrupt.

A few tips

Watch your soldiers' ammunition supplies: reload their weapons in time, check the weapons between
combats.

Pick up trophy weapons which have better parameters than your own. If your side also uses such
weapons, you'll get ammunition at base; otherwise try to collect ammunition on the battlefield.

Don't be in a hurry to fire at targets you cannot see but can hear: it might be a neutral character or even
your mission objective!

Check all boxes, safes etc. you find in the game zones: they may contain valuable things.

OK, so now you're familiar with the main principles of Silent Storm game. It's time to launch the game and
put your knowledge to practice. Good luck!

Main menu
When you launch the game you see the Main menu screen. It has the following commands:
Tutorial

This command starts a special mission designed to help you grasp the basics of the game's interface: camera
controls, the game panel, ways to control your characters. During tutorial you'll be given a number of
training mission objectives with all the necessary explanations and tips. While playing the tutorial mission,
you'll be able to save your games and load them if necessary. Also, please refer to appropriate sections of
this manual describing the interface and the gameplay. Completing tutorial mission may take some while,
but after that you'll feel much more confident dealing with real mission objectives. We strongly recommend
to complete the tutorial mission before you start a campaign!

Campaign

Starts a new game playing for one of the two opposing sides in the WW2: the Axis countries or the Allies.

Load game

You can save your games while you play (regular and «quick» saves); before you start a new mission and
after the current mission is completed, the game is saved automatically. This command calls up the list of
saved games; you can load any of them.

Options

Here you can change your graphics settings (they significantly affect the game speed and the image
quality); also provides access to sound and gameplay options. Please refer to Interface section below for
more.
Tip: the Main menu screen allows you to check the speed of your video system. Note how quickly various
objects and the mouse cursor move on the screen. If you see jerky movements instead of smooth gliding, try
following recommendations on optimising your system settings (see Readme.txt).

Credits

Information about the authors of the game (see «Credits» section of this manual).

Quit

Quits the game and exits to Windows.

Custom game

This command allows to load the modifications of the game, that were created in the Silent Storm Editor —
either the changes to the scenario play or the additional missions. When you will enter the custom game
menu, the window with two lists will appear. The list on the right is the list of the available modifications
and the list on the left contains the modifications that can be applied to the game. The name of the
modification in the list is taken from the description.txt file that should be part of the modification
distribution package. For more information on the modifications of the game see the Mission Editor
manual.

So, now you're ready to start the game. Please click on Campaign command in the Main menu.

Choosing campaign and difficulty level

Use the menu commands in the lower screen section; the selected command is highlighted and displayed in
square brackets. Back and Next buttons take you back to the Main menu or forward to the Hero Selection
screen, respectively. First of all you need to choose the side to play for.
screen, respectively. First of all you need to choose the side to play for.

The Axis countries

Here you'll perform covert operations on behalf of the Axis countries (Germany, Italy and Japan), fighting
against the Allies.

The Allies

Fighting for the Allies (Great Britain, the USSR and the USA), you'll be conducting covert operations
against the Axis countries.

The choice depends on your personal preferences; the complexity of the game's plot and the number of
various missions in both campaigns are more or less the same.

Next you'll need to set the difficulty level of the game. The choice is made only once for the whole
campaign (to change the difficulty level, you'll have to start a new game).

Normal

If you choose Normal game, you'll know where the clues are immediately after you enter the game zone;
you'll have detailed briefings for and description of all mission objectives. You'll be able to save the game
at any moment. If your character's VPs drop below zero, he will faint and remain in that state alive for quite
a while. When the mission is completed, such characters will leave the game zone automatically. When
characters leave the game zone, some of their wounds will also heal automatically.

Hard

With Hard difficulty level, you won't know where the clues are until you find them; you'll know the total
number of mission objectives but won't have detailed description of them. You'll only be able to save the
game when it's not in turn-based mode (i.e. when you're not fighting the enemy). Characters whose VPs
drop below zero faint; when the mission is completed, you'll have to carry them out of the zone manually
using remaining characters. When characters leave the zone, all their wounds will be dressed and a small
proportion of them will be healed.

Impossible

With Impossible game you won't know where the clues are until you find them; you also will not know the
number of mission objectives or have any mission briefings (but you will know the main mission objective).
You'll be able to save the game only outside game zones, i.e. at base, on the global map or on region map.
Characters whose VP reaches zero faint; if VP drops below zero, the character dies. Unconscious characters
need to be carried from the game zone manually. When characters leave the zone, all their wounds will be
considered as dressed by the character with the highest medical skills; however, the characters will have to
go to hospital at base to recover completely.
If you don't have sufficient experience with games of this type, we recommend choosing Normal game.
After the choice is made, the Next command becomes available; it calls up the Main Hero Selection screen.

Choosing the hero

You see six people in this screen (two from each country); any one of them can be the main hero of your
game. Make your choice: the hero will lead a combat squad performing special operations and will have to
survive the whole campaign. Your hero's experience and skills will increase as he completes the missions;
he can be rewarded by the command for his efforts. On the other hand, if the hero dies the mission is failed.

Each of the people you see here has been trained to one of the following military professions (in addition to
basic training):

Scout

Very strong and dexterous; has Melee skills; can use throwing weapons, move stealthily and camouflage.
Most efficient in close-range encounters and hand-to-hand combat using cold melee weapons. Carries
pistol, ammunition and various of melee weapons.

Sniper

Very intelligent and dexterous, has Shooting and Snipe skills, good Spot skills. Very efficient at long-range
combat using sniper rifle. Skilled at precision fire from a sniper rifle (always hits the target after taking
careful aim). Carries sniper rifle and ammunition.

Grenadier

Very strong and intelligent, good Shooting and Throwing skills (especially good with grenades due to great
physical strength). Efficient at medium-range combat, handles heavy weapons well (e.g. grenade launcher).
physical strength). Efficient at medium-range combat, handles heavy weapons well (e.g. grenade launcher).
Exert in grenade throwing. Apart from grenades, carries submachine-gun and ammunition.

Soldier

Very dexterous and strong, good Shooting skills including firing in bursts. Expert with automatic firearms
like hand-held machine-guns and submachine-guns. Efficient at medium-range combat, best accuracy with
stationary machine-guns. Quite efficient with all other weapons as well. Carries submachine-gun and
ammunition.

Medic

Very intelligent and dexterous, has Medicine skill. Very good at providing first aid to the wounded to
stabilise their condition for the duration of the mission. Favourite weapons include rifle or submachine-gun.
Carries a few first-aid kits and rifle.

Engineer

Very intelligent and dexterous, has Engineering skills. Main ability — setting up various mines and booby-
traps and detect and disarm mines and booby-traps set up by the enemy. Also he is good at picking up
locks. Carries submachine-gun and a set of mines.

Custom Character command calls up detailed parameters' screen where you can choose the character's
nationality, profession, change basic attributes and view secondary ones. Please refer to Interface section of
this manual for more. This feature is recommended to experienced players; we suggest you try one of the
available «ready-made»; characters first.

Choose the character who'll be your alter ego in the game. Your own military skills can help the main hero
act more efficiently and intelligently. If you prefer a wide range of skills and abilities, select a soldier. After
the choice is made, Next button becomes available; it calls up Character Appearance screen:
There're is a bar and tree buttons in the lower screen section: the bar allows to change your character's
appearance, buttons on the right allow you to choose his voice. Use triangular buttons at the bar ends to
change settings, or drag the coloured part of the bar left or right. Below there's Custom Head button; it calls
up character's Face Change screen (please see the next chapter of this manual for more). After you've
chosen the hero's appearance and voice, click on Play to start your first mission.

Game Screens, Options


There are many various screens in Silent Storm; some of them control the gameplay directly, others have
support functions. All screens can be divided into several groups:

Service screens (Main menu, Game menu, Options screens) allow to start, continue or save your game,
change interface settings etc;

Character screens (Character Parameters screen including attributes, biography, rewards, skills and
Equipment screen) display information about the selected character, allow to view his current parameters,
distribute experience and provide access to all available equipment. This group also includes screens which
allow you to create a new character at the beginning of the game;

Base screens, where your main hero receives missions, hires and fires members of his squad, selects
weapons, ammunition and equipment; after missions the group returns to base for new supplies and medical
treatment;

Campaign screens, including global campaign map and region map with available game zones; these
screens allow your squad to perform missions in any order you choose, and get back to base between the
missions;

Missions screen and Journal displaying current mission objectives and your progress, plus clues you find,
hints and tips;
hints and tips;

Main game screen (or Combat screen) showing the current game zone where your characters accomplish
their objectives; the same screen is used in case of random encounters with enemy and for setting camp.

Game zones

Game zone is a rectangular area with various structures and objects. Game zone is part of an region — a
district area in the country you squad comes to. Usually you'll have to face well-armed opposition in game
zones. In scenario zones whose location will be revealed to you by various documents, you'll need to find
clues (documents, things), locate certain characters or perform other tasks (specified in mission objectives).

Apart from script zones, your characters may come face to faces with enemy in other parts of the current
region (random encounters); these take place in special game zones. Such zones are usually smaller than
scenario ones; it's localities of the district where your squad operates. You might find yourself on a road, in
a town or village, in a field or deep in a forest… Finally, travelling around the region, your group might
make a stop in a safe place and set camp to swap various items and if necessary treat the wounded. All
game zones have identical interface; please refer to Combat Screen section of this manual for more.

Base is where your group stays between missions. At base you can meet characters who'll tell you about a
new mission, or receive orders from the command. You can use the Agents File to hire characters with
various professions and skills; Armoury with a wide choice of weapons and ammunition; and Hospital to
treat the wounded members of your squad. Please see Base Screens section of this manual for a detailed
description of these screens' interfaces.

Tips and hot keys

To make the gameplay more convenient, all screens have a lot of tooltips displayed automatically as you
place the mouse cursor over an object. For example, in Options screen you can see description of various
switches and sliders; Combat screen provides tips on all of the game panel buttons; Equipment and
Armoury screens offer detailed descriptions of weapons you place the cursor over, etc. Tips are displayed
against a semi-transparent background.

Though the game is mostly controlled by the mouse, you can perform many common tasks by pressing hot
keys. The appropriate keys are mentioned in the tips appearing when you place the mouse cursor over
interface elements. Using hot keys makes the gameplay much easier. Please see Appendix for full list of hot
keys.

Game menu
You can call up the Game menu at any moment by pressing <F10>
key.

It has the following commands:

Restart mission – play the current mission from the beginning.

Save game — saves the current game. Each saved game must be
given a name. You can also quick-save your game without calling up
given a name. You can also quick-save your game without calling up
the menu — just press <F5> key.

Load game — loads any of the saved games from the list. To load
the last quick-save without calling up the menu, press <F8> key.

Options — changes game options (this command calls up the same


screen as the identical command in the Main menu; see Options
Screens for more).

Exit to Main Menu — quits the game and calls up the Main menu.

Exit to Windows — quits the game and exits to Windows.

Return to Game — returns to the current game.

Before you exit to the Main menu or Windows, you'll be prompted to save your current game.

Save/Load screen
This screen allows you to save the current game situation to disk or load any of the previously saved games.
The left screen section displays a list of games on one of two tabs. To switch between saving/loading, click
on the appropriate tab. The lists on both tabs are identical except for the Game Name entry field (only
available on the Save tab, see picture). The left column of the list displays game names, the right — dates
when the games have been saved; the selected line is marked by pointer. Use the scroll-bar at the right or
the mouse wheel to scroll through the list. The right screen section displays a scaled-down image of the
current game situation (when you save it), or of the game selected for loading.

To call up Save Game screen press <F6>, Load Game — <F7> keys.

To load a game, select the appropriate line in the list and click on Load command in the lower screen
section. To save the game, type the name in the entry field and click on Save. Game names may include
any letter or digit or hyphen and underline symbols. You can choose an existing name for saving a new
game; in that case the previously saved game will be replaced. Quick-save and auto-save (see below)
names are assigned automatically, they cannot be used for manual saves.
Delete command deletes the selected saved game. When you click on this button, you'll be prompted to
confirm your action.

Close Screen button

Please note the yellow cross at the top right-hand corner of Save/Load screen: this button allows to close
the screen. When you click on it, you'll get back to the previous screen. Most of the other screens in the
game which look like journals or documents also have this button.

Quick-save and Auto-save

Quick-save feature allows you to save the current game situation without calling up Save Game screen.
Simply press <F5> key; while the game is being saved, «Saving...» message will be displayed in the centre
of the screen. To load the last quick-save, press <F8> key; «Loading» message will appear on the screen.
The game saved in this manner is saved under «quicksave» name. There are two quick-saves in Silent Storm
called quicksave(1) and quicksave(2); they are used in turn, one after the other. When you do quick load the
latest of the two will be loaded. If you want to load the second quick save you will have to enter the load
menu manually and choose the respective saved game.

Every time you enter or leave game zone, the game is saved automatically, as «auto-save (mission start)» or
«auto-save (mission end)». These names never change, each new auto-save replaces the previous.

Options screens
These screens which look like journals provide access to various game options. The left screen section
displays a menu listing various groups of options: Video, Audio, Gameplay, Controls and Profiles. The
right section depends on the selected group. To close this screen and return to the Main or Game menu,
click on the yellow cross at the top right-hand corner. When you exit Options screen, all unconfirmed
changes will be cancelled.
The lower screen section has Set Defaults command that restores default settings recommended for your
system.

There are three ways to change game options:

Switches have two states: «on» and «off»; just tick the box accordingly (click on it).

Sliders fine-tune appropriate parameters: drag the slider to the left to decrease the value and to the right to
increase it. Alternatively, click on buttons at the ends of the slider.

Pull-down menus allow to select appropriate settings from the list; they are marked with stars placed at the
end of the setting's name. Just click on the setting to pull down the appropriate list.

Video options

This screen includes options which can significantly affect the image quality and game speed. Most settings
are determined automatically the first time you launch the game. We do not recommend seriously changing
the default settings suggested for your system.

Gamma correction sets gamma-correction in the game, i.e. image brightness in «grey» areas between the
darkest and lightest sections. Allows to adjust the image according to your monitor parameters. Default
setting: 50.

Resolution sets video mode for the game. Available settings depend on your video controller and monitor
parameters. If your system meets the recommended requirements, we advise to set 1024x768 resolution (or
do not change the default setting). For slower systems a lower resolution can be used, but image quality
would suffer.

Quality sets general image quality. Very High value provides the best quality, High — good quality,
Medium — a compromise between quality and speed, Low gives top game speed.
Texture Quality sets quality of textures; this determines how surfaces would look in the game. Very High
value gives the best texture quality, High — good quality, Medium — a compromise between quality and
speed, Low gives top game speed.

Lighting Quality affects the game speed after you move the camera. Very High value immediately provides
best image quality but seriously reduces game speed and final image redrawing takes a while; High— good
quality but still final image redrawing takes a while; Medium is a compromise between quality and speed,
final image redrawing and drawing of bump takes a while; Low gives top game speed, but there is no delay
for final image redrawing.

Anisotropic Filtering affects appearance of surface textures positioned at a narrow angle to the camera. x8
value provides the best image quality but significantly reduces speed; x4 — very good quality; x2 — good
quality; None — top game speed.

Antialiasing affects image smoothing. Very High value provides the best smoothing, High — good quality,
Medium — a compromise between quality and speed, Low — image gets blurred but ensures top game
speed.

Show Tree Crown — displays trees' leaves (if switched off, only branches will be shown). Default setting is
«On». Switching tree crowns off noticeably increases game speed at slower systems but makes the image
less realistic. Note: this setting does not affect characters' field of vision or visibility.

Hardware Cursor allows to change the game's artistic colour cursors for simple icon-shaped cursors.
Switching this setting on speeds up cursor movement; it's recommended for slower systems (if the cursor
moves too slowly or jerkily). Default setting: «Off».

Audio options

This screen allows to change settings affecting sound effects in the game.

Sound volume sets general sound volume. Default setting: 100.


Music Volume sets volume of music played in the game. Default setting: 100.

Output Type sets the number and type of sound channels. Available values: Mono, Stereo, Headphones,
Quad, Surround, 5.1. If your system is sufficiently powerful, we recommend choosing the value best suited
to your sound processor and acoustic hardware. Default setting: Stereo.

Character Responses sets whether your characters would verbally acknowledge your commands, tell you
about what they see and make progress reports. Default setting: «On».

Character Responses Subtitles sets whether to display characters' lines' subtitles. Subtitles are displayed in
the left section of the Combat screen, above the game panel. Default setting: «On». Note: in dialogue mode
subtitles are always displayed regardless of this setting.

Gameplay options

This screen allows to change settings affecting the gameplay.

Show Blood sets whether to display blood and injuries when characters are wounded. Default setting: «On».

Show Icons sets whether to display special icons over enemy characters. Default setting: «On».

Show Hints sets whether to display icons above items containing hints and tips on the gameplay, and
whether to display those hints immediately. Default setting: «On».

Autosaves allows to save the game automatically every time you enter or leave game zone. Default setting:
«On».

Never Switch to Real-Time Mode doesn't allow the game to switch from turn-based to real-time mode when
your characters do not attack enemies or don't see them. Default setting: «Off» (i.e. allows real-time mode).

Double Click to Move in Real-Time Mode sets whether characters in real-time mode would start moving
only after you double-click on the destination point (like in turn-based mode). Default setting: «Off» (i.e.
only after you double-click on the destination point (like in turn-based mode). Default setting: «Off» (i.e.
characters start moving immediately after you set a destination point for them).

Show Path in Real-Time Mode sets whether characters' routes will be displayed as a dotted line in real-time
mode too (like in turn-based mode). Default setting: «On».

Tip Delay sets the period time after which context tooltips appear on the screen when you place the cursor
over a screen object. Default setting: 50.

Control options

This screen allows to set camera controls.

Camera Sensitivity — sets camera movement, rotation and incline speed when you control it using the
keyboard or the mouse.

Scroll Sensitivity — sets camera scroll speed in game zones.

Selection Frame Sensitivity — sets the distance to move the mouse while pressing and holding the left
button to begin frame selection.

Invert turn X, Invert turn Y, Invert scroll X, Invert scroll Y — for each of the two coordinates (X and Y),
sets relationship between the direction of mouse movement and camera movement; also, sets mouse wheel
rotation direction for zooming in/out.

Profile options

This screen allows to set the profiles’ options for one or several players.
(Current profile) — allows to select one of the existing profiles. Profiles include all the game settings and
saved games that were made by the player who owns this profile. The first time the game is launched, the
default profile is made, afterwards it is possible to add new profiles of choose one of the existing.

Delete current profile — allows to delete one of the existing profiles. The default profile can not be
deleted.

Profile name — the field where you enter the name of the new profile that is being created. After you enter
the name, click on the Add new profile button. New profile with this name will be placed into the folder
with the same name in the game directory.

Game cursors
Cursor shape in Silent Storm is context-dependent: when you place it over an object, the cursor changes
shape to indicate what the selected character will do when you click on it. Some commands change the
cursor shape until the command is carried out or cancelled. The right mouse button on the Combat screen
controls camera rotation and angle (please refer to Combat Screen, Camera Controls section).

When you consider issuing command to a character in Combat screen in turn-based mode, you'll usually
see numbers displayed to the right of the cursor. These show the probability of successfully carrying out the
command (if appropriate) indicated by the cursor shape (in percentage points), and the number of APs this
action will cost. In real-time mode, or if the command does not involve spending APs, only the probability
will be displayed. On the other hand, for actions which will be carried out anyway (e.g. opening doors or
setting up mines) only the AP cost is displayed.

Now let's have a closer look at the game cursors and the actions they indicate.

General cursors

This group of cursors allow to control the game interface and provide information about the current game
situation.
«Pointer» hand-shaped cursor — the standard cursor for using
menus, buttons and other interface elements in service screens,
windows and control panels. In Combat screen is used for selecting
characters and setting destination points for them.

«Marker» pencil-shaped cursor is used in Options screens to change


game options. On global and region maps allows to choose the
region for your squad to go to.

«Wait» cursor indicates you'll have to wait until the game completes
internal operations. For example, the cursor stays in this shape
during the opposition's turn or while the game is being
saved/loaded. When the cursor looks like this, the game panel
buttons remain inactive.

«Unavailable» cursor is displayed when a certain action cannot be


taken for some reason (for example, character doesn't have enough
APs to carry out your command). In that case wait until the next
turn, or issue a different command.

Action cursors

Cursors of this group appear mostly on Combat screen; they are used to issue commands to your characters
(to use things or interact with other characters.

«Action» cursor appears when placed over an item with a default


action associated. The nature of the action is usually obvious; it
depends on the situation and the item. Most common actions
include:

Human body — pick up to carry;


Stationary gun — get ready to fire;
Panzerklein — come and put on the armoured suit.

To perform the action, simply click on the item.


«Take» cursor shaped as a hand holding something, appears when
placed over an item the character can pick up and take with him. If
you need to pick several items at once, press and hold <Alt> key;
after that items' names will be displayed above them (please see
Combat Screen, Using Items section of this manual). To take the
item, click on its name.

«Open» door-shaped cursor appears when placed over a door, a box


lid etc. which can be opened without a special tool. In turn-based
mode, the total amount of APs needed to come and open the door
will be displayed to the right of the cursor.
«Tool» cursor appears when placed over an item which needs a
special tool and/or skill to be handled. For example, to open a
locked door a key or a lock-pick is needed; to disarm mines,
characters will need a probing rod or a mine-detector. In both cases
they'll also need Engineering skill. The tool becomes active as soon
as the character takes it.
«Load» cursor appears when placed over an enemy character if the
active weapon is out of ammunition. Click to reload it (alternatively,
take another loaded weapon).

«Unload» cursor appears when you click on «Unload» button in the


Character's Items interface. Click on the weapon in the character's
hands or in a slot; the weapon will be unloaded and the ammunition
will appear in the slot as available for other use. Unloading weapons
doesn't cost any APs. To cancel this mode, click on «Unload»
button again.
«Set mine» cursor is used to show the character where to place a
mine. It appears after you click on «Set mine» command on the
game panel and doesn't change shape when you place it over screen
objects. To place a mine, click on the appropriate point. Mines and
booby-traps are highlighted with white contour. Active mines can
be disarmed providing your characters have appropriate skill and
tools; after that the mine can be used again.

«Dialogue» cursor appears when placed over an NPC with whom


you can talk. Usually these characters are friendly (highlighted with
green contour) or neutral (blue contour). To start a conversation,
click on the character.
«Look» cursor is used to tell characters the direction they should
turn and look at. The cursor appears on Combat screen after you
select «Look» command; it doesn't change shape when you place it
over screen objects. Every time a character turns it costs 2 APs, so
no numbers are displayed next to this cursor. To issue the
command, point in the direction you need or click on an object; it
doesn't matter whether it's within the character's range of vision or
not.
«Heal» cursor appears after you choose «Heal» command on the
game panel or place the cursor over any member of your squad,
providing the character holds a medical item in hands. In turn-based
mode the total AP cost is displayed to the right of the cursor,
including the cost of walking to the wounded and beginning the
treatment. To start healing, click on the wounded character or the
tab with his name and VP bar on the game panel.
Attack cursors

Cursors of this group appear only in Combat screen and indicate commands you need to issue to your
characters to attack the opposition. The cursor shape corresponds to the attack type; it's determined by the
weapon the selected character holds. The cursor takes appropriate shape when placed over enemy characters
or their icons. Also, these cursors allow to attack any object in the area; use «Attack» command on the
game panel. To the right of the cursor, the probability of hitting the target and the AP cost of the attack are
displayed. To begin the attack, click on the enemy character or his icon, or on the object (a target or an
area).

You can use several characters to attack the target simultaneously, providing all of them use weapons of the
same class (e.g. firearms or grenades). In that case there will be two figures displayed to the right of the
cursor — minimum and maximum probability of hitting the target and AP cost to all of the selected
characters.

«Aim/Fire» cursor means attack with firearms; it's used under


various circumstances. First, it indicates the enemy character or the
object you need to attack. To fire, your character must hold a
loaded weapon. Second, this cursor is used to take aim in sniper
shooting mode (the character taking aim will not fire until you issue
specific command). Please refer to Sniper Shooting section for
more.

«Grenade Attack» cursor appears when you issue «Attack»


command if the character holds a grenade. Usually grenades can be
thrown at enemy character or point on the ground (the centre of the
explosion). To the right of the cursor is displayed the probability of
hitting the target (for enemy characters — probability to throw the
grenade at his feet) and the AP cost. Another way to use grenades is
to set up a booby-trap (e.g. at a door or a window). Choose this
mode on the game panel and click on the object to set the booby-
trap.
«Melee Attack» cursor appears when placed over an enemy or after
you click on «Attack» command, providing the character is holding
a melee weapon (knife, club, throwing weapon etc.).

«Unarmed Attack» cursor appears when placed over an enemy or


after you choose «Attack» command, providing your character is
unarmed.
«Hit Location» cursor appears instead of other attack cursors if you
press a key corresponding to a specific body part when placing the
cursor over an enemy character or his icon. To the right of the
cursor is displayed the probability of hitting the selected body part
and the AP cost. Only people can be attacked in this mode. Please
refer to «Precision Attack» section of this manual for more.
At base, where your squad go between missions, they can get new weapons or replace the old ones,
replenish their ammunition or medicines supplies or equipment and treat the wounded if they were unable
to do that in camp (or the medic didn't have sufficient skills). Also, at base you can fire your squad
members and hire new ones.

The Allied base has personnel ready to help you. Before taking an action, try to talk to some people at base
via your main hero. In the Axis campaign base has no staff; the only way to communicate with the
command is via the speakerphone. To take actions, use items you'll find in various rooms (in filing cabinets,
weapon safes, medical cabinets).

All members of your group move around base together, so you only have to control the main hero. To move
between various rooms at base, use doors. You cannot move the camera or zoom in/out while at base.
Attacking with any kind of weapons or testing weapons at base is forbidden; you may do that during
missions or in camp.

Lobby
The first screen you see when your hero enters base is lobby. Its appearance depends on the campaign.

That's how the lobby at the Allied base looks. At the Axis base the lobby has two sections (H1 and H2); the
first gives access to File Room, the second — to all other rooms. The door signs will help you to find rooms
you need:

The side's logo File Room


(star or eagle)
(star or eagle)
Bullet Armoury
(P) Panzerklein hangar (becomes available after you find such a suit
in a mission)
Cross Hospital (Medical Room)
Door with no sign Exit to global map

Agents File
File Room gives access to agents you can hire as your squad members. At the Allied base, talk to the clerk
in the room; at the Axis base open the filing cabinet.

You'll see Agents File screen consisting of two sections. The left one displays pictures of available agents,
the right — current properties of the selected agent. A cross-shaped button at the top right-hand corner
closes the screen and takes you back to File Room. File Room's door leads back to the lobby.

You have a choice of 20 agents, each of them has some military specialization — profession. You can hire
up to five people as your group members. You can fire any of them and take a new person as replacement,
or replace people who died during mission. The pictures of agents you hire are marked with a rectangular
stamp at the bottom part. The pictures of agents who died as members of your group are stamped with a
large stamp in the middle; their properties and circumstances of demise remain in the file. To view an
agent's properties, click on the picture; it will be selected by green frame. Use the buttons at the right screen
section to view agents' parameters, hire and fire them.

Button modes

Please note how buttons' current mode is indicated on the screen:


Currently active button is highlighted with yellow frame;

Inactive buttons don't have colour frames;

Switch button (on/off states) is marked with squares at the corners;

Unavailable buttons are grey and dimmed.

The same button modes are used in many other screens. If you place the cursor over any button, its function
and the appropriate hot key (if any) will be described in the context tooltip.

Agents' properties

The left button allows to hire/fire the selected agent: it has a tick or a cross depending on the currently
available action. When you view properties of dead agents, this button is unavailable. Using other buttons,
you can view the following information:

Agent's personal file with biography and picture (use the scroll bar on the right or the mouse wheel to
scroll through the text);

Agent's rewards;

Agent's military profession, level and attributes (please see RPG System section for more on agents'
attributes);

Weapons, ammunition and other items the agent carries (use the scroll bar or the mouse wheel to scroll
through the text);

Agent's abilities.

Agents' military professions are indicated by special icons (also, you can tell the character's profession by
the way they look):

Scout Japanese Katana sword


Sniper Sniper rifle with optical sights
Grenadier Grenade
Soldier Pistol
Medic Medical bag
Engineer Mine shovel

At the beginning of campaign all agents are at the first (basic) level and have more or less the same
attributes. Development of your group members' attributes depends on their actions during missions. Level
of agents remaining at base also gradually increases, but somewhat slower than that of the characters under
your control.
Armoury
In Armoury you can get new equipment from the store and replenish your ammunition supplies. Talk to the
clerk at the Allied base or use the safe at the Axis base. The door marked (H) leads back to the lobby;
through the door marked (P) you can enter the Panzerklein armoured suits hangar. In the hangar you can
also talk to the clerk or use the safe. To equip one of your characters with a Panzerklein, select the character
and click on the armoured suit; to take Panzerklein off, click on the special yellow button on the game
panel.

When you're in Armoury, you'll see a screen consisting of two sections. The left one has a panel listing
items currently available in Armoury (Store panel); the right displays the selected character's Inventory
panel. Let's take a closer look at the panels' interface.

Armoury items panel

The panel of items available from Armoury store has a vertical line of buttons for choosing a weapon and
item class, item fields and two buttons in the lower section: «Close»; (on the left) and «Arrange» (on the
right).

Weapon and items class selection buttons allow you to choose the group of items to be displayed in the
field. The item's class can be easily recognised by the button image (see Combat System section for more
on weapon classes).

Pistol Hand-held firearms: revolvers, pistols (including pneumatic and silent


combat weapons) and ammunition for them.
Rifle Regular, automatic and sniper rifles, clips and magazines for them.
Submachine-gun Submachine-guns of various designs and magazines for them.
Grenade launcher Heavy firearms: hand-held machine-guns, grenade launchers, other
heavy weapons and ammunition for them.
Knife Clubs, common and throwing knives, daggers, machete, throwing
disks, stars (shurikens), other melee weapons.
Grenade Various hand grenades.
Bag Medical and engineering supplies: bandages, plasters, first-aid kits,
medicines, medical tools; also mines, mine detectors, wire, wire
cutters and other equipment.
Large disk A special heavy weapon used while in Panzerklein armoured suit, and
ammunition for it.

After you select item class, the appropriate items appear in the large Items field. The field is divided into
squares; each item takes one or more squares depending on the size. Usually ammunition for particular
weapons are displayed to the right of the weapon. Use the vertical scroll-bar on the right to view all items.

Items' parameters

When you place the cursor over an item, a tooltip with the item's properties appears on the screen. Weapons'
parameters depend on the weapon's class. Usually parameters include the amount of damage the weapon
can inflict. For firearms, you'll see what kind of shots the weapon can fire, how many APs a single shot
costs and maximum range a novice and an experienced character can use the weapon at. Also, the
Familiarity parameter is displayed plus ammunition type and the number of bullets in the clip (magazine).
Weapons of other classes also have similar parameters. Some weapons can increase characters' attack skills
using this weapon class. Comparing various parameters will help you to choose the best weapons for each
character.

Other items' parameters are determined by the item's usage. E.g. bandages and first-aid kits can only be
used a certain number of times; to use medical tools and engineering equipment, the character must have
appropriate skills — you might want to remember that and view appropriate parameters before taking an
item. Many medicines have serious adverse effects; you should view this information before using them. All
this data is available in tooltips. Similar tips appear when you place the cursor over any item on the game
panel or the character's Inventory panel.

Arrange button

This button is present on both panels — Store panel and character's Inventory panel. The button allows to
arrange the items in the appropriate field in a more compact way, so there'll be no wasted space. Also, it
places larger items above smaller ones. However, the button doesn't work in a completely identical way in
both panels.

In Armoury Store panel, Arrange button replenishes ammunition supplies for all weapons adopted by your
side. You can take the ammunition and then replenish the supplies again. In character's Inventory panel,
when you click on this button the items will be arranged to free the maximum possible number of horizontal
when you click on this button the items will be arranged to free the maximum possible number of horizontal
lines (or cells). Please note that you can click on the Arrange button even when the mouse cursor is
«holding» an item.

Tip: if you have a weapon unavailable from the Store and need ammunition for it, it will be available in a
separate string of the respective panel of the Store.

Character's Inventory panel

The panel displaying the items owned by the character consists of Items field, the character's picture to the
right and three buttons in the lower section: Unload, Arrange and Close. This panel opens automatically
when you enter Armoury screen. Otherwise click on Items button above the game panel and to the right to
call it up, or press <I> key.

You can turn the character's image around: press and hold the left mouse button and move the mouse left or
right. Also, you can drag the items you want the character to use to his image. The number of items
characters can carry is limited by the size of the field (plus two more items in the game panel slots).

Unload button unloads the selected weapon; when you press it, the cursor takes appropriate shape. You can
unload weapons in any panel. Unloaded weapons remain where they were, while the ammunition goes to a
character's quick slot. Close button closes Inventory panel. When you're in Armoury screen, each Close
button will close both panels and return you to the room.

Moving items

To pick up an item, click on it. The item will be «attached» to the cursor, and will stay there until you place
it where you want it to be. To place an item, there must be space of sufficient size in character's Inventory
panel or a free slot on the game panel (see Arrange button description above). If the place you want to put
an item to is taken by another item, a swap will happen: the new item will take the space and the old one
will be «attached» to the mouse cursor. If the space is taken by more than one item (e.g. two clips are lying
in the space where you want to put a rifle), you cannot put the new item there; you'll have to free the space
first. In Store panel, space for new items is made automatically. Please note that you cannot put ammunition
in the game panel (i.e. you cannot give it to the character to hold in hands).

When you pick a weapon (ammo clip) with the mouse the ammo clips (weapons) that are compatible with
this item will highlight with green background. This allows to see the present amount or absence of the
required ammunition.

You don't necessarily have to place items manually into your character's panel spaces; you can simply drag
them on the character's image. If there's enough free space in the character's field, the items will be arranged
automatically. Another alternative is to simply double-click on the item in Store panel; Also you can
perform this operation by Shift+Clicking the item. In all cases the item will go to character's Inventory
panel providing there's enough free space there. These are the convenient ways to replenish ammunition
supplies. If an item was moved from the character to the Store, the panel button where it went will be
highlighted for some time.

To switch between characters, click on the tab with the appropriate name on the game panel (please see
Combat Screen section of this manual for more about the game panel).
Combat Screen section of this manual for more about the game panel).

Hospital
In Hospital (Medical Room) you can completely heal the wounded members of your group, including those
who lost conscience during the mission and had to be carried away. At the Allied base talk to the doctor
(you'll find him in this room); at the Axis base, open the cabinet with medical supplies. After the treatment
is completed go back to the lobby.

Character's Parameters panel


To call up the panel with information about the current character, click on Information button above the
game panel on the left. Depending on the selected mode, the panel will display the character's Attributes and
Skills, Abilities, Biography or Rewards. To switch between modes, use the buttons in the lower section of
the panel. To open/close the panel via the keyboard, press <U> key.

Attributes and Skills

This panel is displayed immediately after you click on


Information button. It shows your character's current
attributes and skills; you cannot change any of these
parameters.

The upper window shows the character's level and displays


the profession icon. Next window (Conditions) contains
icons indicating critical damage suffered by the character.

The central window displays the character's main attributes


(Strength, Dexterity, Intelligence) and their derivatives —
Vitality Points, Action Points and Evasion.

Each parameter is displayed in a separate field. The left


section shows the parameter's name and coloured progress
bar; the right section displays the parameter's current value.
All parameters gradually increase as the character
accumulates experience and develops skills; however, only
the integer part of the parameter (displayed on the right) actually affects the character's properties. The
coloured bar shows the parameter's growth in fractions of whole number; as soon as the field is filled, the
current value increases by one. The only exception is the top Level field displaying accumulation of
experience needed to move on to the next level: any increase of experience immediately affects all other
character's parameters.

On the left side of each parameter name there is a square field where might be the arrow icons. Blue one
pointing upwards (increase), or the red one pointing downwards (decrease). The arrows indicate the changes
to the parameters that happened since the last time the screen was opened. The same coloring may be
applied to the parameter values themselves. Blue means that the parameter value has increased and red –
that parameter value has decreased. Please note that the value of VPs and APs show the maximum values,
not the current values. Current values are shown in the unit panel.
not the current values. Current values are shown in the unit panel.

Parameters describing various character's skills are listed in the panel's bottom window. Place the cursor
over a line to view the tip describing it. Please refer to RPG and Combat Systems section of this manual for
more on parameters.

At the bottom of the panel there are the following buttons:

Close — closes the panel;

Abilities — calls up the window with Abilities tree;

Biography — calls up Biography window;

Rewards — calls up the window displaying the character's rewards.

Abilities

Abilities tree shows the character's professional development. It clearly illustrates the sequence of and the
connections between abilities the character needs to acquire to reach the top of his profession. The current
number of abilities the character has depends on his level. Moving on to the next level, the character can get
one more ability (the choice is yours).

At the top left-hand corner of the panel you can see the
number of free points, i.e. the number of new abilities the
character can get; at the bottom left-hand corner there's
Close button. In the bottom right-hand corner there are
Character attributes, Character biography and Medals
buttons that allow access to the respective panels.

The rest of the panel is taken up by Abilities tree. Each


military profession has its own set of abilities, so the tree
looks differently depending on the profession. Identical
icons indicate a group of similar abilities; e.g. heart-shaped
icon shows a group of abilities which involve spending
APs; icon with bandaged hand indicates medical abilities;
face-shaped icon means abilities connected to characters'
perception. Place the cursor over an icon to view the
ability's name and description; that will help you decide
which of them to choose. The selected abilities are indicated
by coloured icons, others — by dimmed grey icons. Currently available abilities are frame-selected; they're
button-shaped. To select an ability, click on the button. Note that the character acquires abilities once and
for all; you cannot cancel the ability and get the free points back.

The abilities groups, that belong to the same area of character development, are denoted with similar icons.
The icons of the abilities of the different level within the same group slightly differ in size and appearance

Abilities that affect character’s Abilities that affect


Abilities that affect character’s Abilities that affect
actions (APs) character’s experience
growth and skill
improvement.
Abilities that affect character’s Abilities that affect
chance to inflict critical hits. character’s medical
knowledge.
Abilities that affect the amount Abilities that affect
of damage that characters inflict character’s skills of using
to the enemies. Panzerklein armoured suits.
Abilities that affect the defense Abilities that affect
of the characters character’s perception.

Abilities that affect character‘s Abilities that affect


engineering knowledge. character’s accuracy (ToHit).

The tree illustrates the character's development, from top to bottom. At the beginning of his career only the
abilities at the top of the tree are available. The abilities at the bottom part of the tree are the most advanced
ones; to get them, the character must develop gradually. Arrows on the tree show how the abilities are
connected to each other: to acquire an ability, the character must have all of the appropriate lower-level
abilities which have arrows pointing to the target one. In turn, the new ability may open way to one or more
of the higher ones.

Biography and Rewards

In these modes the screen displays information about the character's biography and rewards:

Biography is an abstract from the character's personal file; you might have read it in Agents File (note that
the main hero's biography can be viewed only here). Members of your squad may be rewarded with orders
the main hero's biography can be viewed only here). Members of your squad may be rewarded with orders
and medals for their distinguished service in special missions. In that case you'll receive an official
document from the High Command noting the rewarded character's accomplishments; usually that happens
after a mission is successfully completed. To view the image of the reward, click on the line with its name.

Use the scroll bar on the right to scroll up and down the lists or texts. Use the buttons below to close the
panel or switch it to another mode.

Custom character
At the beginning of campaign, instead of choosing one of the available characters you can make your own
with a custom set of parameters. To do that, click on Custom Character in Character Selection screen (see
Quick Start, Choosing the Hero). This command calls up Custom Character screen.

Adjusting character's parameters

Creating a new character involves choosing appropriate parameters at several successive stages.

First you need to specify the gender, nationality and military profession (use three sets of buttons at the left
screen section). Note that the character must be a national of one of the countries of the appropriate
coalition, so the country buttons vary depending on the campaign you chose. Professions are represented by
buttons with appropriate icons; place the cursor over them to view tooltips. All of the above parameters
affect the character's appearance (see the image on the left). Also, you can choose one of the models for the
character; use the arrows under the image. You can rotate the image: press and hold the left mouse button
and move the mouse left or right.

After that you'll need to enter the character' name for official documents, and his «work name» for use in
the game interface.
The last stage of creating a new character is selecting his basic attributes: Strength, Dexterity and
Intelligence. Changing each of these attributes involves changing secondary attributes — AP, VP and
Evasion and character's skills. List of attributes and skills and their current values are displayed in the right-
hand screen section. You can redistribute default basic attribute values (increase some of them at the cost of
the others). Use the six arrows at the top of the screen.

To change the basic attributes, you'll need to obtain a certain amount of free points first, by decreasing one
or more attributes. The number is displayed in Available Points line under the arrows. You may distribute
the obtained points any way you like. You'll see how the character's secondary attributes and skills change
according to the adjustments you make. Please note that you must use all of the available points (the value
must equal zero), otherwise the process of custom character generation will be considered incomplete and
you won't be able to move on to the next screen. Default button allows to reset all parameters to default
values. Reset button sets all parameter values to minimum (2); this gives you the maximum number of
points for redistribution. Please see RPG and Combat Systems, Character's Parameters for more on
distributing attributes for various professions.

Back button at the bottom of the screen returns you to Character Selection screen; Next button calls up the
screen for adjusting the character's face and voice.

Changing character's face

This screen gives you much more freedom in deciding how your character would look like than simply
selecting one of the available faces. Click on Custom Face command in Character's Appearance and Voice
screen.

The central screen section displays image of the character dressed according to the profession you selected.
Bars on the left and right allow to change the character's facial features, complexion and other appearance
parameters:
parameters:

Gender Men's hair


General gender-related features Hair colour, type and hair-cut for men
Nationality Women's hair
Race and ethnicity Hair colour, type and hair-cut for women
Age Eye colour
Age-related features Eye colour
Eye-brows Facial hair
Eye-brows shape Moustache, beard, stubble
Nose
Nose shape
Cheeks
Cheeks shape
Lips Face damage
Lips shape Facial imperfections
Chin Eye-glasses
Chin shape Type of spectacles (if any)

At lower part of screen there are three buttons, allowing to choose the character’s voice. Back button returns
you to Character's Appearance screen, Play button on the right begins the campaign.

Campaign Screens
This chapter describes the map screens using which your squad will be travelling between various
locations, and informational screens displaying your progress, the clues you find and some other useful
information.

Global map
Global map shows territories in Europe and Asia where your group can go. You get on the global map
directly from base or after exiting a region map. This map allows your squad to travel to one of the regions
of the world to perform a mission, or return back to base.
On the geographical map, the regions currently available to you are filled with colour and marked
appropriately. The number of available regions depends on the information you currently have, suggesting
enemy activity somewhere (in a country, area, district). At the beginning of the game you know only about
the single region; then the number increases. You can fly to any of the available regions regardless whether
you have an active mission there or not. However, you should go to the region the clues you have point at,
and if there're several regions meeting that criteria we suggest you start with the highest-priority mission
(such an region flickers on the map). But the final decision where to take your squad is yours.

To go the selected region, simply click on it with the marker cursor. To return to base, click on the flag at
the top left screen corner. Buttons on the top panel allow to call up the game menu and view Journal (useful
when selecting a mission).

Region map
This map shows the region of the country where your group is currently operating. You go to a region by
selecting it on the global map. Within the region, the group moves around by themselves. You can arrive to
the area where you current mission must be accomplished, get involved into a random encounter with the
enemy or set up camp and stay there for a while. Exiting any game zone — scenario zone, random
encounter zone or camp — brings you back to the region map. To return to the global map, you must get
back to your starting point.
Your squad's current position on the region map is marked by a round icon. When the squad is not moving
around, the icon displays a tent symbol. If you are located above a script zone or an entry/exit zone (a circle
with an aircraft), the group icon has an arrow meaning you can move on to that zone. Buttons on the top
panel allow to call up the game menu or view Journal records. To get to a point on the map, click on it with
marker cursor; note that travelling takes some time.

Temporary exit to global map

You can view the global map without having to move the whole group up to that level. Simply click on the
half-globe at the top left-hand screen corner. To return to the region map, use its scaled-down image at the
top right-hand corner of the global map (the flag providing access to base is not displayed in this mode).

Scenario zones

The light square icons in dark frames indicate script zones. Question mark on the icon means the zone is
unexplored (you haven't yet been there); the «i» symbol means the zone is known to you: you've been there
and completed one or more missions. To get information about a zone, place the cursor over it; a large
window will appear on the screen. It displays names of objects in the zone, the mission associated with this
zone and other useful things. For zones where you've already been, this window also displays the list of
clues you found.

If there're several new zones on the region map, one of the icons would flicker — that's the zone associated
with the highest-priority mission. You can go to any of the available zones; the choice is yours. To get
there, simply click on the zone. After a while your squad will reach it and an arrow will appear on the icon;
click on the squad's icon to enter the zone.

Along the way your squad may encounter enemies. Also, you can set up camp and stay there any time while
you're on the region map.
you're on the region map.

Random encounters

Moving around a region or even staying put somewhere, you may encounter armed enemies. Usually it's
small groups of regular military or local residents (armed patrols); in some places you might stumble upon
members of illegal organisations. On the region map such groups are indicated by icons with a helmeted
head, in red frames. The routes these groups take and their comings and goings are mostly random.

Conflict with such a group begins immediately after you encounter it, i.e. as soon as your icons cross. If
your group is not ready for a clash, try to map a route bypassing the enemy groups marked on the map. If
you do get into a random encounter zone, theoretically you may be able to leave it in the usual way via the
zone border (see Combat Screen section). If you're returning after a mission carrying the wounded and have
spent most of the ammunition, you probably won't be too keen on a random clash with the enemy.
However, random encounters shouldn't always be avoided: usually these groups are not as strong as the
opposition in the script zones, while your characters would still get combat experience and possibly get
hold of some rare weapons unavailable at base.

Camp

If need be, your squad can stop and set camp anywhere on the map where you see an icon with tent. You
can stay in camp for any period of time. There your characters can swap things (e.g. weapons and
ammunition); reload their weapons and treat the wounds (at hard or impossible game difficulty). To set
camp, click on your squad's icon. Note that despite the fact camp always looks more or less the same, it's
always set in a different place; so if your characters leave something there, the items will be irretrievably
lost.

Returning to global map

You can only get back to the global map from the region map at the entry point. Click on the icon with
aircraft and wait until your squad gets there; then click on the squad's icon.

Objectives screen
Objectives screen (it looks like a notebook) displays the list of objectives for your current script mission,
and your progress. To call up this screen, click on Objectives button on the top panel of the Combat screen
(while you're performing a scenario mission). Alternatively you can use <O> shortcut. This button is
inactive during random encounters or in camp.
Entering a script zone, you must have at least one main objective logically arrived at on the basis of the
clues you found or received directly from your command. How detailed the objectives are, depends on the
difficulty level of the game. If you're playing Normal game, you get the full list of objectives. With Hard
game, some of the objectives will be marked as «Undiscovered»; but you'll still know the total number of
clues to be found in the zone. With Impossible game, the number of clues remains unknown.

Primary and secondary objectives

Completing an objective usually takes more than one action; frequently you'll have to take several
sequential actions and deal with certain intermediate tasks, or secondary objectives. Secondary mission
objectives are included in the list to make your life easier and suggest a more efficient course of actions to
you. If you accomplish an objective, regardless of how you managed to do that, it will be credited to you.

Primary and secondary objectives are listed separately. If you haven't yet started to work on an objective or
if it remains unknown, there's a question mark displayed to the left of the objective's line in the list; if the
objective is known and you're working on it, it's marked with «i» symbol. To the right of the objective's line
there's a check-box to indicate whether it's accomplished. Secondary objectives are listed below the primary
ones. Completed objectives are ticked in the right field and marked with a green marker; failed objectives
(i.e. the ones which cannot be completed any longer) are marked with a cross and a red marker. Use the
vertical scroll-bar on the right to scroll through the list as may be necessary.

Failed objectives

When you can't possibly accomplish an objective any longer, it's considered failed. For example, you
received an objective to rescue your agent and bring him to base, but the enemy killed him; or you killed an
agent you were ordered to capture alive and interrogate. Another possibility: a blast destroyed documents
agent you were ordered to capture alive and interrogate. Another possibility: a blast destroyed documents
you were supposed to obtain. Finally, some objectives have deadlines; if you don't meet them, you fail.

If you do fail some of the objectives in the list, it doesn't necessarily mean you fail the whole mission; in
many cases finding a single clue in the zone is enough. The mission will be definitely failed if you fail all
its objectives which would provide clues needed to move on to next missions. If you find yourself in such a
situation and no unexplored zones remain on the map, that's a dead end and the game is over.

Journal

Journal stores all information you collect during the campaign, plus clues and hints. You can call it up at
any moment by clicking on Journal button on the top panel. Alternatively you can press <J> button as a
shortcut.

Journal's left side has the Headings field and four buttons for switching modes. Use the vertical scroll bar
on the right to scroll through long lists. The right side displays information under the selected heading.

The mode buttons have the following functions:

Clock Calls up the Clues list arranged chronologically;


Map Calls up the Clues list arranged by the place where they've been
found;
Magnifying glass Calls up the Clues list arranged by the zone they point at (i.e.
makes logical conclusions on the basis of the discovered clues);
Lamp Calls up hints.
Collecting clues and hints

Clues and hints are indicated on the game zone by special


icons — exclamation marks and «lamps» (see Combat
Screen section for more). When one of your characters picks
up a document marked by such an icon, its contents is
displayed in a separate window which looks like a notebook
page.

Use the vertical scroll-bar on the right to scroll through the


text as may be necessary. Click on the yellow button at the
top right-hand corner to close the window.

Occasionally you may not be able to examine the clue or hint


you find carefully straight away; don't worry, it will be stored
in Journal and you'll be able to take a good look at it later on.

If you view Journal every now and then as you collect more
evidence, gradually the isolated clues would reveal a more or less full picture of what the opposition is up
to. However, to make this process more efficient and get a better idea of what's happening, try to collect all
available clues (in a Impossible game it's quite a task, since you don't know how many clues there are in the
zone).

Combat Screen
Most actions in Silent Storm are taken in Combat screen. Here your characters accomplish objectives,
collect clues, encounter enemies and fight them; the outcome of the combat is usually unpredictable… Your
squad gets into one of the game zones from the region map when you select a scenario zone, encounter a
random enemy or set up camp.
The Combat screen has three main sections: control panel at the top, game field at the centre (the main
screen section) and the game panel at the bottom.

Control panel
The upper screen section displays control panel with 4 buttons and the current turn indicator in the middle.
The buttons have the following functions:

Menu Calls up the game menu (alternatively, press <F10> key)s


Exit Leaves the zone for the region map; this button only works in
real-time mode, and then only under certain conditions (for
detailed descriptions of these conditions and the
corresponding look of the button, please refer to Exiting
Zones section)
Objectives Calls up Objectives screen (in script missions only)
Journal Calls up Journal containing all found clues and hints

The indicator in the middle of the panel shows the current state of the game (by its colour and a message in
the centre). In real-time mode the panel is green and displays no messages. In turn-based mode the panel
changes:

Player's turn «Player's Turn» message against green background


Ally's and Neutrals «Allies' Turn»» message against blue background
turn
Opponent's turn «Enemy's Turn» message against red background

Plus, during the opposition's turn this indicator works as progress indicator: the extra-bright bar moves from
left to right showing the amount of APs spent by the AI-controlled characters.

When any character spots a new enemy and the turn is interrupted, the panel temporarily turns bright
yellow.

Game field
The game field displays the section of the current zone where you are. By controlling the camera, you can
view any part of the area and all objects located there — plants, roads, buildings etc.; view various floors of
the buildings, zoom in and out. Note that you can only see enemy and neutral characters, weapons and
ammunition lying on the ground if your own or allied characters can see them.

Clues' and hints' icons

Clues (specified in your objectives) and hints have special icons which
are always displayed above them when the appropriate object becomes
visible to any of your characters:

Yellow circle with exclamation mark — clue (document, item or


character);

Brown circle with lamp — hint on the gameplay.

If these items are outside your characters' field of vision, their icons
are displayed differently, depending on the game's difficulty. In Normal game, the icons are always
displayed. In Hard or Impossible game, they only become visible after one of your characters spots them.

Enemies and their icons

An icon with a helmeted head (coloured against red background, or


grey) is always displayed above the enemy characters visible to any of
your own or allied characters. Characters who are not your opponents
do not have such icons. The icon's colour depends on who can see the
enemy character:

Coloured — if the enemy is spotted by the current character or


somebody from the selected group;

Grey — if the enemy is spotted by an unselected character or an ally.

If the enemy character is also a clue (one of your objectives), a clue icon will be displayed above him as a
higher priority one.
People detected by your squad members by ear but not yet visible to them, are indicated by an ear-shaped
icon. Such icons usually indicate an enemy, but that's by no means certain: your characters cannot tell
enemies from neutrals by ear.

Mines and booby-traps icons.

Some places of the mission zones may be planted with mines and booby-
traps, set on the doors, windows and usable any usable objects. If the
location of such dangerous items is known to the members of your squad,
they are marked with the certain symbol – red circle with “M” letter in it.
Your characters will automatically avoid setting them off. The mines and
booby-traps are known if they are planted by your characters, or discovered
by your characters using Engineering or Spot skills.

When a clue, a hint, a spotted enemy or a character detected by ear are outside the area displayed on the
screen, their icons will be placed at the edge of the game field indicating the direction to move the camera
to to view the item or the character. Also, such icons take tear-shaped form; the sharp end points in the
right direction.

Default actions with icons

If you click on an item's icon, that means the current character must go and pick the item up (the character
must have enough free space in Inventory panel). Clicking on enemy character's icon or on the icon of a
character detected by ear means issuing command to attack the character — e.g. fire at him. Exception: you
cannot attack an enemy character who is one of your objectives (a clue) in this way. To attack such a
character, place the cursor over him.

Right-clicking on any item's or character's icon centres the camera on the item or the character.

Damage and Vitality

When any character in the current zone suffers damage, red digits «fly away» from them indicating the
amount of damage. If you place the cursor over a character, tooltip appears describing the character's type
and approximate level of his VPs (ranging from Healthy to Critically Wounded). If your medic can visually
assess enemies' Vitality (a special ability is needed for that), the tooltip will display the exact VP value, not
the approximate estimate. The damage figures and the tooltips allow to assess various characters' state and
select the best target for attack.

When a character is wearing Panzerklein, the damage inflicted to the armour is shown by the blue digits
“flying away” from it.

Contour selection

When you place the mouse cursor over multiple items and visible characters, they are selected with a colour
contour (interactive selection). The colour depends on the character's status or the item's properties:

Green Your squad member or an item you can safely use


Blue Friendly character (ally)
Cyan Neutral character
Red Enemy character
White Dangerous item (mine or booby-trap)

Camera controls
When you start a mission, the camera is usually in default position behind the characters' back. In the
Options screen you can adjust the camera controls sensitivity (for the mouse movements or the appropriate
keys).

To move the camera, move the mouse cursor to the screen edge or corner. Alternatively, use <left>, <right>,
<up> and <down> arrow keys. To move camera diagonally press two keys for that diagonal simultaneously
– for example pressing <right>+<up> keys simultaneously will move the camera towards the top right-hand
corner of the screen.

Clicking on a character's image on the game panel centres the camera on the character. Alternatively, press
<Home> key.

Moving the camera with stationary cursor allows to move the camera using the mouse without changing the
cursor position on the screen Move the mouse in the desired direction while pressing and holding the right
button and <Ctrl> key, or while pressing and holding the middle button (the mouse wheel).

To zoom in/out, use the mouse wheel or <Page Up> and <Page Down> keys. Usually the camera stays at a
«fixed» distance from the ground; this distance can be changed within a certain range — press and hold
<Page Up> or <Page Down> key. This feature may come useful if you need to take a good look at small
objects or characters, or on the contrary see a panoramic view of the scene. When you release the key, the
camera will smoothly return to the nearest «fixed» position.

Turning and inclining the camera allows to find the best angle to view your own or enemy characters. Press
<left>, <right>, <up> and <down> arrow keys while pressing and holding <Ctrl> key. Alternatively, move
the mouse in the appropriate direction while pressing and holding the right button. The camera sensitivity to
mouse movements can be adjusted in Options screen.

Game panel
The game panel at the bottom of the screen allows you to control your characters. Above the panel and to
the right there's Items button which calls up the selected character's Inventory panel; to the left there's
Information button; click on it to call up the Informational panel.
The game panel has the following elements: characters' tabs; character's image and the current state
window; two quick slots; floor selection bar; and Command Card with a number of buttons.

Characters' tabs

These tabs allow you to view the current state of all your characters quickly. Each tab displays the
character's name and a coloured bar indicating their vitality and available APs. Use the tabs to select
characters, distribute equipment and heal the wounded. Double-clicking on the tab selects the character and
centres the camera on him.

If character is wearing the Panzerklein armoured suit, there will be two bars on the tab. Top one shows the
vitality of the character and the bottom (blue one) shows the state of the armoured suit taking the damage
sustained by the suit into account.

Selecting characters and groups

One of your characters is always selected during the game; his image is displayed on the game panel. On
the game field the selected character is marked with green contour. To select a character (make him active),
click on his tab. Alternatively, click on the character directly on the game field. <Tab> key allows to select
the next squad member (going through the tabs from left to right, in circle). Double-clicking on the active
character's image centres the camera on him.

To select several characters, press and hold <Ctrl> or <Shift> key and click on the tabs of the characters
you want to include in the group. Alternatively, use a «rubber frame» on the game field. Imagine a
rectangle covering all the characters you want to select; place the cursor over one of the rectangle's vertexes,
press and hold the left mouse button and move the mouse diagonally to the opposite vertex. The selected
area will be darkened; after you release the left mouse button, all characters within the rectangle will be
selected. When you select a group, the game panel displays images of all your characters; the selected ones
will be looking at you. To remove character from the selection, click on her or her portrait while holding
<Ctrl> or <Shift> button.

You can issue commands to selected characters (if you selected a group, the commands will be carried out
by all group members). To disband a group, click on any group member's tab.

Character's Current State window

Character's Current State window has two sections. The top one displays the current AP value, the bottom
one has 6 slots and shows critical damage icons (critical damage affects characters' abilities, see Quick Start
section of this manual for more). If you place the cursor over one of these items, a detailed tooltip will be
displayed. The icon's colour indicates temporary (blue) or permanent (red) damage.

The table contains the different icons of the character critical conditions (for more information on the
critical conditions and healing them see “RPG and Combat systems”, “Critical damage”)

Note that icons with temporary effect may have twin icons for the same critical condition with permanent
effect. Temporary conditions have blue background and permanent – a red one.
Critical bleeding (always permanent).

Temporary stun

Permanent VP reduction

Temporary AP reduction

Permanent accuracy reduction.

Temporary blindness.

Permanent inability to use arms

Temporary inability to move.

Permanent deafness

Character is being healed.

Quick slots

At the centre of the game panel there're two slots for items owned by the active character. One of the items
the character holds in hands; that's primary item displayed in the slot in normal colour. The item in the other
slot is secondary (dimmed). You can easily make the secondary item the primary one (i.e. make the
character take it in hands instead of the other), and vice versa: simply click on the appropriate slot. This
action does not cost any APs. Characters can hold any of the items they own except ammunition. However,
if an item which uses ammunition (e.g. firearms) is in the slot, next to it is displayed Reload button with
ammunition symbol. The button's colour indicates whether it's possible to reload the weapon now: if the
character doesn't have enough APs, the button becomes bluish (inactive).

To replace an item in the slot, open the character's Inventory panel (click on the button above the game
panel and to the right, or press <I> key), then click on the item you want (to «attach» it to the cursor) and
drag it to the slot. Then return the old item to the panel (it must have enough free space; click on Arrange
button if need be). Swapping or switching items doesn't involve spending APs.

Viewing various floors

Vertical bar allowing to view various floors is located between Item slots and Commands Card. Switching
between floors doesn't change the camera position; part of the building is simply «removed» to provide a
better view of the inside. You can view floors below the ground (e.g. to enable your characters to explore
basements). Click on the arrow buttons at the bar ends to display various floors; an easier alternative is to
press <Num +> (grey plus) and <Num –> (grey minus) keys on the Numbers pad. The «+» symbol displays
higher floors all the way up to the roof; the «–» symbol, on the contrary, «removes» floors and lowers the
view all the way down to underground levels.
view all the way down to underground levels.

Command Card

The right section of the game panel displays Command Card with eight command buttons plus End of Turn
button. Some of the buttons work as top level menus: clicking on them displays more buttons for issuing
varieties of the selected command. To cancel and return to the regular commands set, click on Ä button.
Please see the next section of this manual for more on controlling your characters.

End of Turn button is mostly used in turn-based mode to pass the turn to the opposition. In real-time mode
this button allows to Start Combat, switching the game to turn-based mode at the same time. It's useful if
you want to attack your enemy without having to wait until the game switches to turn-based mode
automatically. When you click on Start Combat button, the program processes the current game situation
taking into account each side's priorities and decides who will have the first turn. If the enemy didn't spot
your character, you will probably get to move first.

Controlling characters
The most common commands can be issued to characters directly on the map: just click on the destination
point or on the item with associated default action (e.g. Attack the enemy). The set of buttons at the right-
hand section of the game panel give access to all available commands; many commands can be issued via
the keyboard. The following buttons are displayed in the regular mode:

Act Move Look Cancel


(A) (M) (L) (Esc)

Change Change Strafe Hide


attack movement Mode Mode
mode mode

Action (Attack, Heal, Set Mine etc.) — this button's appearance depends on the item held by the character.
Clicking on it displays one of the Action or Attack cursors to choose the target or the object for the
character's action. The AP cost is displayed next to the cursor. Alternatively, press <A> key.

Snap Aimed Careful Snipe


(Q) (W) (E) (T)

Short Long Cancel


Burst (F) Burst (Esc)
Burst (F) Burst (Esc)
(G)

Move — clicking on this button allows to set a destination point for the character; if game is in real-time
mode he'll start moving there immediately. If you mapped the route in advance, there will be a yellow arrow
on the button. In that case clicking on the button tells the character to move on to the destination. The same
arrow appears if the character didn't make the whole way during the turn and had to stop; clicking on this
button during the next turn continues the movement. The AP cost is displayed in a circle at the destination
point. Alternatively, press <M> key.

Run Walk Crouch Prone


(Z) (X) (C) (V)

Look — tells the character to look at the specified direction. When you click on this button, Look cursor
appears allowing to set the direction the character should look at. This action costs 2 APs. Alternatively,
press <L> key.

Cancel — cancels the previous command providing it hasn't been carried out; doesn't cost any APs.
Alternatively, press <Esc> key.

Change Shooting Mode (Fire, Grenade) — clicking on this button calls up next-level menu allowing to
choose one of the available attack modes for the active weapon. For firearms, available modes depend on
the weapon type; for grenades there are two possible actions: Throw or Set Booby-Trap. After attack mode
is selected, appropriate button is displayed on the panel. The mode is remembered for all weapons and
restored when you switch weapons or move them from Inventory panel to the active slot. Switching modes
doesn't cost any APs. Alternatively, press the following keys: <[> — previous mode; <]> — next mode;
<Q>, <W>, <E> — Snap Shot, Aimed Shot, Careful Shot; <F>, <G> — Short Burst, Long Burst; <T> —
Snipe mode.

Change Movement Mode — this button calls up next-level menu allowing to choose one of the available
movement modes: Run, Walk, Crouch or Prone (with three corresponding stances: Stand, Crouch or Prone).
The current movement mode is indicated by the image on the mode switch button. Switching movement
modes costs APs; the cost is displayed in the tooltip next to the cursor. Alternatively, press the following
keys: <Z>, <X>, <C>, <V> — Run, Walk, Crouch, Prone.

Strafe Mode — this button switches on/off the movement mode when the character restores orientation (the
direction he looks at) at the destination point. When this mode is activated, the button is selected with a
yellow frame. Switching this mode doesn't cost any APs. Alternatively, press <D> key.

Hide — clicking on this button tells the character to hide to become less visible to the enemy. A dark halo
appears on the screen around hiding characters. When this mode is activated, the button is selected with a
yellow frame. Hiding costs APs; the cost is displayed in the tooltip next to the cursor. Cancelling hiding is
free. Please note that you can only hide your characters until they are detected by the opposition; after that
this command becomes unavailable. Alternatively, press <H> key.
Hide mode becomes inactive after any noisy action — shooting firearm without silencer, throwing grenades.

Movement modes

To get your characters moving, you must set destination points for them. In real-time mode it's sufficient to
click on a point on the map; in turn-based mode clicking on the destination point maps the route; to start
movement, either double-click or click on Move button.

If character is in “walking mode”, double-click on the destination in Real-Time mode will switch the
character to run mode. Let's take a look at various movement modes and their features.

Running is the most efficient mode for covering large distances; it has minimum AP cost. However, running
makes the character easier to spot. When the character stops running, he has fewer chances to hit the target
during the same turn. On the other hand, the character who has moved a lot during the current turn is more
difficult to hit. The command's hot key: <Z>.

Walking — the most commonly used movement mode; average AP cost. The only movement mode
allowing to carry another character (AP cost for such movement is greatly increased, so movement will be
slower). The command's hot key: <X>.

If you need to move stealthily, use Crouching mode. That's an easier way to approach the enemy from
behind to catch him unawares and hit with a melee weapon, or fire at point-blank range. Crouching
character is a more difficult target for enemy attack than a standing one. The speed is slower than walking,
AP cost is higher. The command's hot key: <C>.

Prone is the slowest movement mode, and the one which makes the character the hardest to detect since he
makes almost no noise at all. However, crawling involves the highest AP cost. The character must have
sufficient space around him to be able to lie down. The command's hot key: <V>.

Note: characters in Panzerklein armoured suits can only walk, and with a slower speed than normally (the
same as when carrying another character). AP cost is much higher.

Mapping routes

When you click on a part of a landscape with the cursor, a possible route is displayed as a coloured dotted
line; the destination point is marked with a coloured circle. In real-time mode this line is always green. In
turn-based mode various sections of the route may have different colours; the AP cost of getting to the
destination point is displayed in the circle. The section of the route where the AP cost will not affect the
character's Attack ability is displayed in green. The section of the route where the character will have to
spend some APs needed to attack is displayed in yellow. The section the character will not be able to make
during the current turn is displayed in red. Note: if the character has been switched to Attack mode
demanding all available APs (Careful Shot or Long Burst), the mapped route will always begin with a
yellow line.

If different movement modes have been specified to characters, when you issue Move command they'll start
moving each in their own mode. To switch all characters to the same movement mode, click on the
appropriate button on the Command Card or press the appropriate key.
Visibility and hearing range

All characters can see the area at 180 degrees around them; they can't see behind their backs. The range the
characters can see the enemy at depends on the time of day, the enemy's position and whether enemy hiding
or not. Some abilities allow characters to see better at night or detect hidden enemies at a large distance.

Characters can hear steps around them, including from behind buildings' walls, and steps on the floor above
or below them. Characters can hear sounds all around them regardless of the time of day. Enemy's stance
cannot be told by the sounds, so all characters detected by ear are displayed as standing semi-transparent
figures surrounded by a halo, with an ear-shaped icon above them. The halo stays still until the sound
source reveals itself by some other means. In some cases this leads to appearance of «ghosts», though in
reality the character may be unconscious or dead. To make the halo disappear, some of your or allied
characters must take a look at the place.

Stationary or hidden characters cannot be detected by ear until they reveal themselves in some way — e.g.
become visible or start firing.

Using items

When you see an item lying around, place the cursor over it; the cursor
will change shape to a clenched hand with AP cost of picking the item
up displayed next to it. The item will be highlighted with green
contour. To take the item, click on it. Characters can pick up items
providing their Inventory panel has enough free space; otherwise the
action is impossible. In that case try to arrange the items on the panel:
open it and click on Arrange button. Alternatively, give one of the
items to another character or throw an unwanted item away.

If the character's Inventory panel is opened when you're picking up an


item, the item will not go to the panel automatically but remain «attached» to the cursor. You can place it
on the panel or in one of the character's two quick slots. If the space is already taken, the new item replaces
the old one.

Some items are too small and difficult to see or to pick up using the cursor. To view items' positions and
names, press and hold <Alt> key. A message with the item's name will be displayed above each item any of
your characters can see. To pick up the item, simply click on the name; after that you can release <Alt>
key. This way you can pick up all items; it's particularly handy for handling things inside boxes.

To pass an item to another character, pick it up with the cursor and drag to the appropriate character's tab. If
the characters are standing next to each other, it costs no APs; otherwise you'll have to spend the amount of
APs needed to walk to the recipient character. To perform this action, click on the character's tab or directly
on the character. Note that the cursor with an item attached is bigger; you must click on the tab with the
cursor's active section, i.e. the index finger. The action will be performed providing the recipient character
has sufficient free space on his Inventory panel. You can only pass items to your squad members.

To throw an item away, pick it up with the mouse cursor and click on any part of landscape. The character
will throw the item in the specified direction. You can pick up discarded items again later on if need be.
Bodies of unconscious or dead characters can be picked up and carried. Place the cursor over a body; it will
change shape to Action and the AP cost will be displayed next to it. To pick up the body, click on it. To
pick up your own character, you can click on his tab. While the body is being carried, the character cannot
use weapons or other things, change position etc. The speed is slower than normal walking. The character
who carries a body cannot pull himself up, jump down, climb up or down vertical ladders. If necessary the
body can be dropped — click on the appropriate button on Command Card. Dropping a body costs no APs.

Note: characters in Panzerklein armoured suits cannot carry bodies.

Healing

You should treat the wounded members of your squad in time; this way you'll avoid further waste of VPs
due to bleeding and partially restore the abilities affected by the wounds. The efficiency of medical
assistance depends on the medic's skills.

To provide help to a group member, the character who's going to heal him (usually it's medic) must take the
appropriate medical item (dressing material, a tool or a medicine). The cursor will change shape to Heal
when placed over a wounded squad member or his tab; in turn-based mode the AP cost will be displayed
next to it. After medic starts healing, he will not be able to take any other action during the whole process
which can take several turns (note that you can stop the healing at any moment). The wounded character
can take certain actions while being treated: he cannot move but can fire from stationary position.

Note: characters wearing Panzerklein armoured suits cannot be treated by medic; some suit models may
have in-built first-aid kits.

Dialogues

At base and in some missions the main hero will need to talk to other characters (allied or neutral). When
the cursor is placed over a character with whom you need to talk, it changes shape to Dialogue. To start
talking, the main hero must approach the character. The dialogue is displayed in the window appearing on
the screen instead of the game panel. It shows the pictures of both characters; the speaking character's
picture is highlighted with a brighter colour. Under sub-titles to the left and right there're two buttons: Back
and Next. The first returns you to the previous line, the second moves on to the next one. At the end of
dialogue Next button changes to End Dialog button. When the dialogue is completed the window closes,
and the most important information appears as a mission objective or is recorded in Journal. To skip the
current line and move on to the next one, press <Space> bar or click with a mouse. You can also skip the
entire dialogue — press <Esc> key.

Attack
This section describes how to use firearms which are very important in the game. Use of other weapons is
described at the end of the section.

Firing modes

All firearms are designed for particular firing modes; some weapons can be used in more ways than others.
Most weapons can fire single shots; some can fire in bursts; certain makes of submachine-guns are designed
to fire only in bursts. Firing modes the weapon is designed for, and AP costs of each mode are described in
to fire only in bursts. Firing modes the weapon is designed for, and AP costs of each mode are described in
weapons' tooltips.

There are three kinds of single shots in the game: Snap Shot, Aimed Shot and Careful Shot. They have
different AP costs and probabilities of hitting the target.

Snap Shots are fired almost without taking aim. On the plus side, the AP costs are low which makes this
mode quite efficient when firing at a very close range (when probability of hitting the target is high
anyway). During one turn a character can fire several snap shots and get additional chances of hitting the
enemy.

Aimed shots cost more APs but they're much more efficient in terms of probability of hitting the target.
Usually a character can fire one or two aimed shots during the turn; but that leaves some APs for other
actions — e.g. to take a better position or take cover.

Careful shot takes all character's APs; the minimum AP cost is higher than that of an aimed shot. The
probability of hitting the target with a careful shot is about the same as when firing sniper shots. This mode
is efficient for long-range firing, when the objective is to hit the enemy while the need to take cover against
return fire is not very strong.

Firing in bursts has two varieties: short bursts and long bursts. Short bursts have average AP costs but the
number of rounds fired is not too high. Long bursts take all the character's APs; as soon as the APs or
bullets run out (or the character noticed he hit the enemy), the firing stops. Firing in bursts is efficient at
small and medium range despite the low probability of hitting the target with each individual round
(displayed next to the cursor).

To select a firing mode, click on Change Shooting Mode button on the Command Card and then choose the
appropriate button. Alternatively, press one of the following keys: <Q>, <W> , <E> — Snap Shot, Aimed
Shot, Careful Shot; <F>, <G> — Short Burst, Long Burst, respectively.

Note: characters wearing Panzerklein armoured suits can only use specially designed weapons; their firing
modes are similar but each weapon can be used according to its own specifications.

Sniper shooting

A sniper rifle with optical sights is needed for this firing mode. Efficiency of sniper shooting very much
depends on the appropriate skill; the highest level is achieved by professional snipers. Sniper shooting is
only possible at targets visible to sniper (any other shots can be made by ear or at the targets visible by
other members of the squad or your allies); if you fire a sniper shot at a target detected by ear, the accuracy
will be the same as with a snap shot. Sniper shooting requires taking careful aim which can take longer than
one turn but ensures very high probability of hitting the target, including hitting a specific body part. This
allows to disable the target with a single shot. The main drawback is the need for both the sniper and the
target to remain stationary, which is difficult to ensure in close combat.

Sniper shooting has a number of specific features. First, the shot is not fired immediately but after taking
aim: when you click on the target, you issue command to start taking aim which involves a certain AP cost.
Second, unlike with other firing modes the actual AP costs for taking aim can significantly vary. Third, in
many cases you can «pass» the aim-taking over to the next turn, which allows to continue the process with
many cases you can «pass» the aim-taking over to the next turn, which allows to continue the process with
the rifle already pointed at the target and a high probability of hitting it.

Note that postponing the sniper's taking aim for the next turn can be wasted due to a number of reasons:
first, if the target disappears from the sniper's field of vision or moves out of the angle of sight (about 45
degrees); second, if during the opposition's turn the sniper suffers any critical damage or loses a lot of VPs
because of a wound; finally, if the sniper moves due to a blast wave or the weapon is knocked out of his
hands.

To switch to Sniper Shooting mode, click on the appropriate button on Command Card or press <T> key.
To start aiming, place the cursor over the target and click on it. The sniper will raise the rifle and point it at
the target; after that you'll be able to control the aiming using the four buttons on Command Card:

Add all APs — use all available APs for aiming and pass it over to the next turn.

Add and Reserve — use all available APs for aiming except the amount needed to fire.

Add 10 APs — use 10 APs for aiming.

Add 1 AP — use 1 AP for aiming.

The two buttons at the bottom of Command Card allow to fire the shot (alternatively, press <A> key) or
cancel sniper shooting (alternatively, press <Esc> key).

To use your APs efficiently, try checking the probability of hitting the target often, and stop allocating more
APs for aiming when the probability becomes sufficiently high. Sniper needs less APs to fire a shot with the
same efficiency as firing a careful shot in regular mode. If you don't hit the target with the first shot, you
might want to consider investing the remaining APs in aiming and passing the firing over to the next turn.

Firing at body parts

If the target is visible you can aim not simply at the character but at a specific body part. Despite a lower
probability of hitting the target, occasionally this might give you an advantage since you can critically
damage the enemy and radically limit his abilities. To select a specific body part to aim at, press and hold
one of the following keys on the Numbers pad.

<8> — aim at the head;

<4> — aim at the left hand;

<5> — aim at the body;

<6> — aim at the right hand;

<1> — aim at the left leg;

<3> — aim at the right leg.

When one of the above keys is pressed a special cursor appears, with the appropriate body part marked in
red.
red.

Firing at invisible targets

Your characters can fire not only at the enemies they see but at the enemies spotted by other members of
your squad (marked by grey icons), and also at invisible targets detected by ear (semi-transparent figures
with ear-shaped icons above them).

If the character cannot see the target because of an obstacle, the chance of
hitting it depends on the bullet's (shell's) ability to pierce the obstacle. For
example, bush leaves allow to get close to the enemy undetected and fire an
efficient shot at the figure visible to other squad members positioned
elsewhere. If the character cannot see the target because the range exceeds
his range of vision, the ability to hit it depends on the weapon's range.

Sniper shooting or aiming at specific body parts of a target detected by ear is


impossible. Firing at such targets always involves certain risks. First, you can shoot a neutral character or
even a clue character instead of an enemy, and occasionally that may cause failure of the whole mission.
Second, when you only hear noises made by somebody, the target's exact stance and location remain
unknown so it's much more difficult to hit it. Finally, you definitely won't always be able to tell if you
actually hit the target due to the «ghosts» on the screen.

Reloading

All firearms need to be reloaded after a while. The character can only reload the weapon he holds; click on
Reload button in the weapons slots on the game panel or press <R> key. In regular firing modes, when a
weapon runs out of ammunition the cursor changes shape to Reload when you place it over a target; click
on the target to reload the weapon. Reloading costs APs, quite a lot for certain weapons. You can reduce the
cost if you have a special skill, or skip reloading altogether by swapping an empty weapon for a loaded one
during combat.

When you reload, you use exactly as many shells as it takes to fill the clip or magazine. If the clip or
magazine is not completely empty, some shells will be taken from loaded magazines. You don't have to use
exactly identical magazines to reload — as long as you have the right type of ammunition.

If character does not have the ammunition, necessary to reload the weapon or reloading is for some reason
impossible at the moment, the reload button becomes unavailable and a red cross is displayed above the
ammunition image.

Stationary guns

In some game zones you'll see guns installed on stationary platforms. You can't pick them up and take with
you, but your characters can fire them. Usually stationary guns have certain limitations; e.g. mostly they
cannot be turned, so you'll have to wait until the enemy happens to be within the arc of fire. These guns
need special ammunition like cartridge belts or clips (ammunition form hand-held weapons will not do).
Often you'll be able to find the right kind of ammunition nearby.
When you place the cursor over a stationary gun, it changes shape to Action. Usually getting in position and
ready to fire costs a lot of APs. The gun type and the current amount of ammunition will be displayed in the
window popping up on the game panel instead of the two character's slot windows. Stationary guns usually
don't have many firing modes, but if they do you can switch between them in the usual way.

When you're finished firing, click on the stationary gun again or click on Cancel button; the character will
move away and carry on with his tasks in the regular mode.

Other weapon types

In addition to firearms, your characters can use melee and throwing weapons, grenades and mines. Using
these weapon types is most efficient if the character has appropriate profession and skills.

Melee weapons don't have different attack modes. On the plus side, they're silent and don't attract enemy
characters' attention. On the minus side, you must get close to the enemy undetected, and it's not an easy
task for anybody but scout.

Grenades can be used in two different ways: throwing them or setting up booby-traps at doors, windows or
gates. Switching between these modes is the same as with firearms. To cause damage to an enemy, throw
the grenade under his feet; precision attack is impossible. Also, grenades can be used to smash doors, blow
holes in walls etc. The range of throwing grenades depends on their weight and the character's Strength;
grenadier can do it best. Grenades can be thrown from behind cover, so the character will not be damaged
by the fragments (you'll need to take cover throwing fragmentation grenades, otherwise the fragments will
damage the character who threw it). Any character can set up a booby-trap, but a high Engineering skill
allows to set a trap the enemy will find harder to detect.

Mines can be set up on roads where enemy patrols move, or used to blow holes in fences, walls etc. Any
character can set up a mine, but again a higher Engineering skill makes it more difficult to detect. Mines
and booby-traps are marked with white contour; your characters will walk around them. Engineering skill
or very high Spot skill is needed to detect enemies’ mines and traps; to disarm them, the character must
have Engineering skill. Disarmed mines and grenades can be reused.

Engineering and medical equipment

Engineering equipment is divided into two groups: tools used for disarming mines and lock-picks. The tools
are used exclusively to disarm dangerous explosives; they don't help you to detect them. To use a tool,
character must take it in hand. Mines cannot be disarmed without such tools. Some tools require high
Engineering skills, but at the same time they increase the skill level as you use them. Each tool can only be
used a limited number of times.

Lock-picks and keys allow to open locks. Lock-picks are multi-purpose tools, i.e. you can try to open any
lock with them; however, they can only be used a limited number of times. Every attempt to open a lock
using a pick costs 30 APs; the chances of success depend on Engineering skill level. Keys can be used any
number of times and do not require Engineering skill (any character can use them). However, each key only
opens certain locks. Usually keys can be found on game zones or taken from dead bodies of enemies. Your
characters don't have to hold a key in hand; it's sufficient to have it among the character's items.
Medical equipment is divided into three main groups: dressing materials, surgical tools and medicines.
Dressing materials include plasters, bandages, first-aid kits and styptic powder. These items are used to treat
wounds and stop bleeding. Surgical tools allow to fix critical damage. Many of them require high-level
Medicine skill, but at the same time increase the skill as you use them. Finally, medicines (pain-killers and
stimulators) allow to temporarily alleviate the effects of damage suffered by characters or increase some of
their parameters (again, temporarily). Using medicines requires high Medicine skills; also, all of them have
certain side-effects: e.g. after a few turns the treated character's VPs irreversibly drop, or the character
faints; so make sure to examine medicines and their effects carefully before using them.

Exiting zones
You may or may not be able to leave the current zone for the region map, depending on the zone type, your
mission objectives and your progress in accomplishing them. You can leave camp for region map at any
time, by clicking on Leave button on the control panel.

To leave a combat zone with enemies (scenario or random encounter zone), you must either switch to real-
time mode or take all members of your squad to the zone border. Real-time mode means that you are not in
a direct contact with the enemy (if any of them remain in the zone). In that case Leave button becomes
available — it's assumed your group can reach the zone border without encountering enemy on the way.

The color of the leave button indicates the possibility of exiting the mission zone.

Red Impossible to exit. Either the necessary scenario objective is not


achieved or the enemy sees your characters.
Yellow Exit is possible, but there are enemies are still present in the combat
area.
Green Exit is possible, all enemies in the combat area are eliminated.

If you're fighting the enemy, there's only one way to leave


the zone — via the zone border. To do that, gather all your
squad members near the zone border not further then 4 steps
away, so the leave button becomes yellow and then click on
this button.

When you are performing a scenario mission, there's yet


another limitation regarding exiting the zone: you must
accomplish at least one mission objective (gather at least
one clue) enabling you to move on to the next mission.
Until it's done, you cannot leave the zone either using Leave
button or via the zone border. If you underestimated the
opposition and cannot accomplish any such objective, your only course is to load one of the previously
saved games or restart mission.

RPG and Combat Systems


About RPG system
RPG system in Silent Storm is based on characters' attributes, including basic attributes (Strength, Dexterity
and Intelligence) and secondary attributes — derivatives of the basic ones. Initial values of basic attributes
depend on the selected character's individual features and his military profession; when you create a custom
character, these values can be set manually. Accomplishing mission objectives (destroying enemies and
finding clues), characters gain experience; accumulated experience slightly increases their attributes. Each
acquired hint will also give characters some experience. When accumulated experience exceeds certain
limits, the character moves up to the next level.

In addition to attributes, characters have skills and abilities. Skills determine how good characters are at
certain things, e.g. using firearms, engineering, medicine etc. Skill values depend both on the basic
attributes and practical experience in appropriate activities. More experience gives more scope to develop
skills, and skills develop when characters use them.

Characters' abilities are not graded and not acquired automatically. Abilities depend on the selected
profession and ultimately allow characters to become experts in relevant areas, e.g. master sniper or master
medic. When the character moves on to the next level, he can get a new ability (the player chooses one of
the currently available). All possible abilities connected with the character's profession form the «Abilities
Tree» showing abilities' relations with each other and the sequence they can be acquired in.

At the beginning of the game you can choose a character with preset attributes as your main hero, or create
a custom character selecting his profession and distributing his basic attributes. During the game you will be
able to hire a group of characters with preset parameters; they will develop together with the main hero.
When characters act as a squad, the acquired experience is divided between them evenly.

Enemies encountered by your characters in missions also have parameters including level, profession and
skills; however, these parameters are preset and not known to the player. Enemies' parameters can also
depend on the selected difficulty level of the game.

Character's parameters
Basic and secondary attributes

Each character has three basic parameters defining his physical and intellectual properties:

Strength Defines the character's physical strength; primarily affects his


health — Vitality points (VP), but also how far the character can
throw grenades or melee weapons.
Dexterity Defines coordination, dexterity and speed of the character's
actions; primarily affects the number of actions the character can
take during one turn – Action Points (AP), but also the initial
value of Shooting skill.
Intelligence Defines the character's intelligence, education and observation;
primarily affects the speed of gaining experience.
Characters' attributes values depend on their profession. There are two leading parameters for each
profession; these have higher values. Initial values used in the game are given in the table below:

Profession Strength Dexterity Intelligence


Scout 6 10 4
Sniper 5 9 6
Grenadier 9 4 7
Soldier 8 8 4
Medic 4 7 9
Engineer 5 5 10

Secondary attributes are no less important than the basic ones, since they affect characters' abilities to act in
combat:

Action Points — Defines the number of actions the character can take, or the
AP distance he can cover during one turn; mostly depends on
Dexterity.
Vitality Points — Defines the character's ability to sustain damage; mostly depends
VP on Strength.
Evasion Defines the character's potential for passive defence (e.g.
avoiding a thrown grenade or suffering less damage from a
blast).

Skills

Skills describe various aptitudes characters have from the start and can develop during the game. Each
character has a full set of skills, but they have different values. Initial skill values depend on the character's
attributes, and develop when the character uses them.

Melee Depends on Dexterity and Strength attributes.


Affects efficiency of unarmed or melee attack, determines the
number of possible attacks and damage the characters can inflict.
Shooting Depends on Dexterity attribute.
Affects accuracy with all kinds of firearms.
Throwing Depends on Strength and Dexterity attributes.
Affects accuracy with throwing weapons (knives) and grenades
(ability to hit the specified target).
Burst Depends on Strength and Dexterity attributes.
Increases accuracy when firing in bursts; affects the number of
rounds shot in a «long burst».
Snipe Depends on Dexterity and Intelligence attributes.
Enables to fire Sniper shots.
Stealth Depends on Dexterity attribute.
Decreases the radius within which the character's steps can be
heard; makes the character less visible to enemies in hide mode.
Spot Depends on Intelligence attribute.
Increases ability to detect stealthily moving characters, spot
mines and booby-traps without mine-detector.
Medicine Depends on Intelligence and Dexterity attributes.
Increases efficiency of dressing wounds and healing critical
damage; needed to use certain medical tools and medicines.
Engineering Depends on Intelligence and Dexterity attributes.
Needed to open locks using lock-picks; enables to set mines and
booby-traps which are harder to spot, and detect and disarm
more ingenious traps and mines set by the enemy, with great
effect use special explosives (see. Weapon classes for details)

Abilities

Abilities can give characters various advantages; some abilities are necessary to take certain action or use
certain equipment. Moving up to the next level allows the character to acquire a new ability. The list of
abilities and the order in which they can be acquired (Ability Tree) depend on the character's military
profession. All abilities in the game (there are dozens of them) can be divided into the following classes:

AP Abilities allow to reduce AP costs of actions important to the character's profession (firing, close
combat, grenade throwing, moving etc.); some actions can even be taken without spending any APs at all.

Critical Abilities increase characters' chances to inflict critical damage during various attacks or made it
more heavier.

Damage Abilities allow to inflict heavier damage during various attacks.

Defence Abilities help characters to take cover, avoid enemy attacks and reduce the damage suffered when
they are hit;

Engineering Abilities allow to increase damage caused by explosions, make the booby-traps set by the
character harder to detect while increasing efficiency of detecting enemy traps, use lock-picks more
efficiently;

Experience Abilities allow to gain experience and develop all skills quicker;

Marksmanship Abilities allow to develop characters' skills with certain weapons, increase firearms' ranges,
throw grenades farther, master new weapons quicker, decrease or eliminate penalties for inefficient
positions, increase efficiency of zeroing in, reduce adverse effects of the time of day etc.

Medicine Abilities increase the character's medical skill, allow him to treat the wounded more quickly and
efficiently and use more advanced tools and medicines.
efficiently and use more advanced tools and medicines.

Panzerklein Abilitiesreduce limitations on using armoured suits (sensor range, noise level); also allow the
character to fix armoured suits.

Sense Abilities improve eye-sight and hearing, extend field of vision and ability to detect enemies; also
allow to determine enemies' VP values.

Combat system
Game mechanics

The Silent Storm world is based on physical models of objects present in the game. All characters have
skeleton models which use special kinematics, making movements of various body parts, positions
characters take (including holding weapons), moving around the terrain in various ways, carrying bodies etc.
look very realistic. Another key feature of the game is physical calculation of objects' interaction and
destruction. For example, a building's model is made of a number of blocks linked to each other. After an
explosion on one of the floors, a detailed calculation of the shock wave is made to determine which sections
of walls, floor and ceiling will be smashed or damaged; the stability of the whole construction is also
checked — destruction of the supporting frame can lead to partial or total collapse of the building. When a
bullet or shell hit an obstacle, the probability of piercing it or ricocheting from it is also calculated
according to a physical model. Wounds caused by bullets or fragments, or blasts' effects on characters are
calculated individually for each damaged body part.

Calculations of hits or simple destructions (e.g. bullet hitting wall and piercing it) are done quite quickly, so
the player never notices them. For more complex calculations, especially those concerning collapse of
buildings, the game may pause before you actually see the appropriate effect on the screen. Any destructive
impact (a shot, a thrown grenade etc.) automatically switches the game to turn-based mode. Actions not
connected with destroying objects (moving around, picking up and swapping things, setting up mines and
booby-traps etc.) can be taken both in real-time and turn-based modes.

During one turn in turn-based mode, a character can take actions which in real time would last from 6 to 30
seconds (e.g. firing a long burst takes much less time than dressing a wound, with identical AP costs).
Waiting for the opposition to complete their turn might take tens of seconds or more — because all allied
and enemy characters act taking turns, one after another.

Weapon classes

Pistols and revolvers are the lightest weapons. They have close range, low density of fire and cause low
damage. On the plus side, using them involves low AP costs (both firing and reloading). You'll need many
different kinds of ammunition, depending on the gun type. Usually these guns are used for self-defence in
close combat or for surprise attack at close range; using pistols at long range will not be efficient. You
might be able to get hold of silent pistols. Firing modes include Snap Shot and Aimed Shot.

Rifles have been the most commonly used weapons during the WW2. They have long range often exceeding
characters' range of vision, high density of fire and cause heavy damage. Given a large variety of rifles, you
won't need too many different kinds of ammunition which makes finding appropriate ammunition easier.
Using rifles involves high AP costs, both for firing and reloading. The sniper modification — rifle with
Using rifles involves high AP costs, both for firing and reloading. The sniper modification — rifle with
optical sights — offers increased precision of fire and longer range. Rifles are quite efficient for medium-
range and long range combat. Available firing modes include Snap Shot, Aimed Shot, Careful Shot and
Snipe mode (for sniper rifles). Some rifles can fire in bursts.

Submachine-guns use pistol ammunition to fire in bursts; some models allow to fire single shots. In
addition to medium range they have rather low fire precision, so the probability of each round hitting the
target is not high. However, that's compensated by heavy damage caused by these weapons and by the fact
the probability of hit increases when you fire in bursts, due to large number of rounds. Submachine-guns
are efficient for close combat and at medium range, especially if you need to deal with a group of enemies.
Average AP costs. Limited variety of ammunition, so it makes finding ammunition much easier. You might
be able to get hold of silenced submachine-guns. Available firing modes include Short Bursts, Long Bursts
and for some models Snap Shot and Aimed Shot.

Heavy machine-guns use rifle ammunition to fire in bursts, which makes them a powerful automatic
weapon. Efficient at all ranges. The only drawback is heavy AP costs (single shots, burst fire and reloading).
Ammunition takes a lot of space. Available firing modes include Short Bursts, Long Bursts and for some
models Snap Shot and Aimed Shot.

Grenade launchers, bazookas and their varieties are used to launch jet-propelled grenades; they cause
damage to the whole area due to the blast wave. Efficient at medium range, against groups of enemies and
for destroying objects. Drawbacks include heavy AP cost, need to reload after each shot and limited amount
of ammunition characters can carry. Available firing modes: Snap Shot, Aimed Shot, Careful Shot.

Melee weapons include knives, clubs, brass knuckles, swords etc.; used for hand-to-hand combat. Throwing
weapons (knives, chakra disks, shuriken stars etc.) are used at close range. Throwing weapons give more
chances to inflict critical damage than firearms; you can pick them up after throwing and use again. Hand-
to-hand combat weapons also have high probability of hitting the target but they only can be used at point-
blank range. The main advantage of melee weapons is that they make no noise at all; the main drawback is
the need to get very close to the enemy undetected. Accordingly, melee weapons are used almost
exclusively by scouts who have appropriate skills.

Grenades are used to damage individual enemy characters and groups of them with blast waves and
fragments. Grenades is a close- and medium-range weapon. Grenadiers can use them most efficiently.
There are many different kinds of grenades, but all of them can be de divided into two classes: offensive
and defensive grenades. Offensive grenades are lighter, have fewer fragments and smaller scattering range,
so they can be used without taking cover. Defensive grenades are heavier, have more fragments and a wider
scattering range; they are most efficient against enemy groups (the thrower must take cover to avoid being
damaged). Grenades can be set at doors and windows as booby-traps for enemies leaving buildings.

Mines and explosives are used to mine areas or objects; they explode after the fuse is triggered. Efficient
against enemy patrols on set routes; also can be set up on roads leading to doors or gates.

Apart from standard grenades and mines there are also plain explosives that can be used as grenades, but
the effect of their use depends on the engineering skill of the character that uses these explosives.

Panzerklein armoured suits' weapons include grenade launchers, heavy machine-guns and certain unique
weapons. All these weapons cause heavy damage. They have about the same efficiency as stationary
weapons. All these weapons cause heavy damage. They have about the same efficiency as stationary
weapons and are used at all ranges; can be used against enemies also wearing armoured suits. Drawbacks
include the need for special ammunition and impossibility to use these weapons without an armoured suit.

Ammunitionincludes cartridges and magazines for firearms, grenades for grenade launchers, missiles etc. In
addition to standard cartridges, you may be able to get hold of special firearms ammunition causing heavier
damage to enemy personnel, or with higher armour-piercing ability.

Probability of hitting targets

This parameter (very important for efficient use of weapons and successful attacks) depends on two factors:
accuracy of shot and protection of target (if it happens to be behind a cover). Accuracy is determined by the
following:

Distance to target;

Presence of obstacles between shooter and target;

Weapon's parameters (maximum range);

Character's Shooting skill;

Character's skill of using this weapon class and familiarity with the actual gun;

Zeroing in: with each next shot fired at stationary target or target moving within the weapon's arc of fire,
accuracy increases;

Shooter's movements and position: firing from position most suited for the weapon ensures higher
accuracy (lying position for rifles, crouching position for grenade-launchers); if character fires immediately
after running during the current turn, accuracy significantly decreases;

Time spent to take aim (depends on the selected firing mode and APs spent on taking aim with Sniper
Shooting);

Target's movement (it's harder to hit a moving target);

Firing at specific body part (the probability of hit decreases for smaller body parts);

Weather (rain or wind affect bullets' trajectories);

Time of day (it's more difficult to take aim and therefore hit the target at night).

Target's cover determines how many bullets will not reach the enemy (will be absorbed by the obstacle).
The bullet's interaction with the obstacle (tree trunk, fence, wall or corner of building, Panzerklein armour
etc.) is calculated. If only part of the target's body is covered, the probability of hit decreases only for this
part. Various bullets have different penetration ability, so they'll affect the cover differently.

Wounds and damage zones


Characters can get wounded by weapons or blast waves. The damage they suffer equals the damage inflicted
by the weapon (it can vary randomly within certain limits). If the bullet went through an obstacle, the
damage my be less heavy. Also, the amount of damage depends on the body part (damage zone). Note that
firing shots aimed at specific body parts doesn't guarantee hitting the part you aimed at. The amount of
damage the character suffers when hit at a body part is multiplied by the following factors:

Body part Ordinary wound Critical damage


Head 1,5 1,5 — 4,5
Arms 0,7 0,7 — 1,05
Legs 0,85 0,85— 1,7
Body 1,0 1,0 — 2,5

As you see, critical head wounds are the most dangerous. Wounded characters act less efficiently — their
AP parameters and skills affecting fighting abilities (Shooting, Melee, Throwing) start to decrease
proportionally:

Remaining VP, % AP value Skill value


100 — 75 1,0 1,0
75 — 50 0,95 0,9
50 — 25 0,9 0,75
25 — 0 0,8 0,5

After a while the wounded character's health deteriorates due to bleeding. After losing more than 50% VPs
he starts losing more VPs each turn. The only way to stop bleeding is to dress the wounds.

Critical damage

Each wound can seriously affect characters' general state or some of their abilities, cause major bleeding,
loss of hearing or eye-sight, decrease accuracy of firing, prevent them from using weapons or moving
around, decrease their AP values etc. That kind of damage is called Critical Damage (indicated in
characters' interfaces by special icons). Critical damage can be temporary, long-term or permanent.
Temporary damage disappears automatically after a while; long-term and permanent damage need medical
assistance.

Damage to head:

Unconscious Character can take no action.


Stun Character can take no action during 1 — 3 turns, can be
healed by medic.
Bleeding Character loses 5 VPs each turn (in addition to damage due
to bleeding from wounds).
Blindness Character cannot see; can be healed by medic.
Deafness Character cannot hear; can be healed by medic.
Temporary Blindness Character cannot see during 2 — 5 turns; can be healed by
medic.
Temporary Deafness Character cannot hear during 2 — 5 turns; can be healed by
medic.
AP Reduction Character loses half his APs during 1 — 3 turns; can be
healed by medic.

Damage to body:

AP Reduction Character's APs decrease by a factor of 3; can be healed by


medic.
Temporary AP Character's APs decrease by a factor of 3 during 3 — 6
Reduction turns; can be healed by medic.
Temporary Motionless Character cannot move; has only 3/4 of APs for firing
during 1 — 3 turns; can be healed by medic.
Bleeding Character loses 5 10 or 15 VPs each turn (in addition to
damage due to bleeding from wounds).
AP Reduction Character's APs decrease by a factor of 1.33; can be healed
by medic.
Temporary Weapon Weapon skill decreases by a factor of 1.25 during 2 — 4
Skill Reduction turns; can be healed by medic.
Temporary AP Character's APs decrease by a factor of 1.33 during 1 — 6
Reduction turns; can be healed by medic.

Damage to arms:

Crippled Arm Character drops weapon which can only be handled by both
arms (submachine-gun etc.) and cannot use it; can be healed
by medic.
Bleeding Character loses 4 or 8 VPs each turn (in addition to damage
due to bleeding from wounds).
Weapon Skill Weapon skill decreases by a factor of 4; can be healed by
Reduction medic.
Weapon Disarm Weapon which can only be handled by both arms drops
under character's feet, single-arm weapon bounces away.
Weapon Skill Weapon skill decreases by a factor of 2; can be healed by
Reduction medic.
Accidental Shot A single shot is fired in random direction; character doesn't
turn.
Temporary Weapon Weapon skill decreases by a factor of 2 during 2 — 6 turns;
Skill Reduction can be healed by medic.
Temporary Weapon Weapon skill decreases by a factor of 1.25 during 1 — 4
Skill Reduction turns; can be healed by medic.

Damage to legs:

Unconscious Character can take no action.


AP Reduction Character's APs decrease by a factor of 4; can be healed by
medic.
Temporary Motionless Character cannot move; has only 3/4 of APs for firing
during 2 — 5 turns; can be healed by medic.
Bleeding Character loses 4, 8 or12 VPs each turn (in addition to
damage due to bleeding from wounds).
AP Reduction Character's APs decrease by a factor of 2; can be healed by
medic.
Temporary AP Character's APs decrease by a factor of 2 during 3 — 6
Reduction turns; can be healed by medic.
Temporary AP Character's APs decrease by a factor of 1.25 during 1 — 4
Reduction turns; can be healed by medic.

Healing wounds and conditions.

Medical assistance includes two main tasks — dressing wounds and healing critical damage (except
temporary damage). Any character can dress wounds providing he has dressing materials; however, the
efficiency depends on Medicine skill value: medic can dress more wounds than any other character. When
the wound is dressed, bleeding stops; accordingly, the character stops losing VPs during each turn. Dressing
wounds takes some time; the amount is proportional to the amount of lost VPs and depends on Medicine
skill level. Dressing wounds may take several turns; medic will carry on dressing wounds until he reaches
the limit determined by his skill level or item he is using to dress wounds. You can order characters to stop
dressing wound and then resume the process later on as need be.

Also, medic can heal critical damage; the time it takes depends on how heavy the damage is. Bleeding can
be treated most efficiently with styptic powder or forceps. Other kinds of critical damage can be treated
more efficiently with special tools and bondages. When medic uses tools, he gets a bonus to his Medicine
skill. If you interrupt the process, critical damage returns to the initial level.

When using bondages, the wounds are treated first and when finished the critical conditions are treated.
Medical tools treat conditions first and wounds second.

Short-term and long-term critical damage is automatically healed when you switch to real-time mode.
Permanent damage remains and needs treatment, either by medic on the spot or at base.
Permanent damage remains and needs treatment, either by medic on the spot or at base.

Credits
Nival Interactive
Management & Leads

Executive Producers: Serge Orlovsky Alexander Dmitrevsky

Project Manager: Dmitri Zakharov

Lead Game Designers:: Pavel Epishin Alexander Mishulin

Lead Programmer: Andrey Gulin

Art Director: Victor Surkov

Lead Artists: Andrew Chernyshov Max Serkov

Lead Animator: Olga Baulina

Cinematic Director: Nikolay Kozlov Andrew Chernyshov

Sound Director: Denis Borzenkov Mikhail Matveev

Design

Game Design: Pavel Epishin Alexander Mishulin Dmitry Devishev

Interface Design: Alexander Mishulin Oleg Belaychook

Mission Design: Pavel Epishin Alexander Mishulin Pavel Eliseev Dmitry Nikulin Serge
Kozlov Alexander Vinnikov Ilya Stremovski Vitaly Orlov Ivan Fedyanin Alexander
Andreev

Historian: Boris Yulin

Scenario & Textwork

Scenario Concept: Timur Suleimenov Pavel Epishin Pavel Eliseev Alexander Mishulin

Scenario System Design: Pavel Epishin Pavel Eliseev Alexander Mishulin Ilya Stremovski

Character Design and Dialogue: Shaun Lyng

Interface Textwork: Ilya Stremovski Shaun Lyng


User and MapEditor Manuals: Iaroslav Tchebotarev Alexander Mishulin Serge Kozlov

Programming

3D Engine Programming: Andrey Gulin Alexander Dmitriev Anton Krugliakov Alexander


Sabelnik

Data Randomization System Programming: Alexander Sabelnik Igor Falomkin

RPG System Programming: Andrey Plakhov Alexander Sabelnik Igor Falomkin Anton
Krugliakov Pavel Epishin

Physics Programming: Alexander Dmitriev Alexander Sabelnik Andrey Plakhov

Animations Programming: Alexander Dmitriev Andrey Plakhov

AI Programming: Igor Falomkin Andrey Plakhov

Interface Programming: Anton Krugliakov

Sound Programming: Alexander Sabelnik

Map Editor Programming: Alexander Sabelnik

Tools Programming: Alexander Sabelnik Alexander Dmitriev Andrey Gulin

LifeMode Heads Integration: Alexander Sabelnik Alexander Dmitriev

Additional Programming: Alexander Dmitriev Andrew Chernyshov Igor Falomkin Yuri


Blazhevich

Autorun and Installation Wizard Programming:: Konstantin Manurin

Artwork

Concept Artist: Alexander Panov Victor Surkov Vsevolod Martynenko

2D Art and Textures: Natalia Brintseva Alexander Panov Elena Pozhilova Maria Shilina
Margarita.Guryeva

3D Modeling: Alexey Borzykh Andrew Chernyshov Daniil Shipitsyn Max Serkov Eugene
Melkov

3D Animation: Sergey Sevaev Boris Korshunov Alexey Serkov Olga Novikova Max
Serkov

Interface Art: Victor Surkov Elena Pozhilova Alexander Panov

Box Design: Victor Surkov


Special Effects: Daniil Shipitsyn Alexey Borzykh

Cinematic Artists: Alexander Korabelnikov Igor Boblak

Music, SFX, Voice-over

Music: Andrey "Archont" Fedorenko

SFX: Mikhail Matveev Denis Borzenkov

Voice Actors:

Marketing

Public Relations Managers: Mike Allenson Eugenia Bannikova Michael Badelin

Community Managers: Elena Churakova Yuri Markin Dmitry Kolpakov Andrey Gorev
Dilyara Mukatova

Posters and Marketing Art: Ivan Troitsky Irina Shestakovich Alexey Borzykh Stanislav
Pidruchniy

Web and User Manual Design: Iraida Bashinskaya Artem Ivlev

QA Manager: Leonid Cheorny

Testers: Ivan Fedyanin Oleg Susov Vitaly Orlov Alexander Zhebrovsky Alexander
Andreev Maxim Vasiliev

Administration: Alexander Ivanov Alexander Roschin Dmitry Nemtchinov Ekaterina


Nepomnyaschaya Elena Rubanova Maria Riazanova Olga Chapurskaya Olga Fedeshova
Vladimir Filkov

Localisation

Localization Issues: Vassily Podobed Aleksei Gilenko Ilya Stremovski

Translator: Vsevolod Korolev

Special Thanks: Frank Heukemes George Ossipov Alexey Serkov Eugene Ermakov Ivan
Tyaglov Alexander Shmatov Alexander Smolovoy Alexey Smolovoy Anna Andreeva
Artem Rybakov Artur Smeliy Elena Endelina Igor Fedorov Marina Sukonina Nina
Iskanderova Oleg Belyakov Svetlana Gureshova Svetlana Leonova Svetlana Shmatova
Tatiana Kuznetsova

JoWooD Productions Software AG


JoWooD Team — Germany
Head of Development: Erik Simon

Production Supervisor: Boris Kunkel

Executive Producer: Ralf Adam

Associate Producer: Christian Braun

QA Manager: Stefan Spill

Testers: Andre Weckeiser Andreas Wiederspahn Arshia Nasserzadeh Daniel Kociok Dirk
Meinecke Eva Franz Falk Trintz Gerrit Hansen Gregor Plohl Heiko Sennert Ingo
Hoeschler Joannis Thomas Marc Reinfelder Max Jahn Nabil Ahmed Norman Joseph
Oliver Landrock Robert Winkler Silas Katzenbach Steffen Berger Tai von Keitz
Thomas Bernard Thomas Koch Thorsten Schaefer David Slawik

PR Manager: Reinhard Doepfer

Product Manager: Gero Doering

JoWooD Team — Austria

International Production & Purchasing Director: Fritz Neuhofer

International Marketing Manager: Georg T. Klotzberg

Director Product Management: Michael Hengst

Product Manager: Kay Gruenwoldt

Art Director: Christian Glatz

Graphic Artist: Jaqueline Zweck Sabine Schmid

Localisation Manager: Nikolaus Gregorcic

Int. Security & Protection Manager: Gerhard Neuhofer

Special thanks to: "Hopper Jackal" Sascha Pieroth Oliver Staude-Mueller Nick Porsche

All Copyrights ©
Silent Storm © 2003 Nival Interactive. All rights reserved. Silent Storm is a trademark of Nival Interactive.
Published by JoWooD Productions.

FMOD sound and music system, copyright © Firelight Technologies, Pty, Ltd. 1994-2002. Used under
license.

Uses Bink Video Technology. Copyright © 1997-2002 by RAD Game Tools, Inc. Used under license.
LifeStudio:HEAD Tool and API © 2001-2002 LifeMode Interactive Corporation. Used under license.

Artbeats Digital Film Library.

Sound Ideas Copyright © 1992 Digital SFX Library Series 6000 — The General All Rights Reserved.

Acknowledgements We would like to thank the developers of free software technologies used in this
product.

Lua script language designed and written by Waldemar Celes, Roberto Ierusalimschy and Luiz Henrique de
Figueiredo.

Lua Copyright © 1994-2000 Tecgraf, PUC-Rio. All rights reserved. See www.lua.org for details.

Libpng Copyright © 2000-2002 Glenn Randers-Pehrson. See www.libpng.org for details.

Zlib Copyright © 1995-2002 Jean-loup Gailly and Mark Adler. See www.gzip.org/zlib for details.

Scintilla Copyright © 1998-2002 by Neil Hodgson "neilh@scintilla.org". See www.scintilla.org for details

STLport Copyright © 1999,2000 Boris Fomitchev. See www.stlport.org for details.

MSDE 2000 Copyright © 2000 MicrosoftCorporation. All rights reserved. See


www.microsoft.com/sql/techinfo/development/2000/MSDE2000.asp for details.

Controls
Legend

<key_name> Press the key


<Click> Click the left mouse button
<RMB> Click the right mouse button
<MMB> Press and hold the middle mouse button (wheel)
<Wheel> Turn the mouse wheel

Camera controls

— via the keyboard:


<up> Moves the camera forward;
<down> Moves the camera back;
<left> Moves the camera to the left;
<right> Moves the camera to the right;
<Page Up> Zooms in;
<Page Down> Zooms out;
<Ctrl> + <left> Turns the camera left;
<Ctrl> + <right> Turns the camera right;
<Ctrl> + <up> Turns the camera up;
<Ctrl> + <down> Turns the camera down;
<Home> Centres the camera on the selected character;
— using the mouse:
<Wheel> Zooms in/out
Move left + <RMB> Turns the camera left
Move right + <RMB> Turns the camera right
Move up + <RMB> Turns the camera up
Move down + <RMB> Turns the camera down
Move + <RMB> + <Ctrl> Moves the camera in the direction you move the mouse
Move + <MMB> Moves the camera in the direction you move the mouse

Displaying objects

<Num +> Shows the upper level (floor)


<Num –> Shows the lower level (floor)
<Alt> Displays names of items

Selecting characters

<1>...<7> Selects character by the number


<=> Selects all characters
<Click> on character's tab Selects the specified character
<Tab> Selects the next character (in circle)
<Ctrl> + <Click> on Adds/deletes the specified character to/from the group
character's tab

Controlling characters

— position and actions


<M> Move (keep on moving)
<S> Stop
<A> Attack
<L> Look
<H> Hide
<Z> Get up / run
<X> Get up / walk
<C> Crouch / sneak
<V> Lie down / crawl
<D> Keep orientation
— displaying windows
<I> Calls up / closes Items window
<O> Show Objectives
<J> Show Journal
<U> Calls up / closes character's Parameters window
— firing (available modes depend on the weapon)
<R> Reload
<Q> Snap shot
<W> Aimed shot
<E> Careful shot
<[> Switch to previous mode
<]> Switch to next mode
<F> Short burst
<G> Long burst
<T> Sniper shooting mode
— dialogues
<Space> Move on to next line
<Esc> Skip all lines and end conversation

Precision attack

<Num 8> Aim at head


<Num 5> Aim at body
<Num 4> Aim at left arm
<Num 6> Aim at right arm
<Num 1> Aim at left leg
<Num 3> Aim at right leg

Game controls

<Enter> End of Turn / Switch to turn-based mode


<F5> Quick save
<F6> Saves game
<F7> Loads game
<F8> Loads quick save
<F10> Game menu
<Pause> Pause mode on/off
<Print Screen> Makes screen shot (saved as *.bmp file in Screenshots
directory)
<Scroll Lock> Calls up / Closes game statistics (fps etc.)
<Ctrl> + <Q> Quits the game and exits to Windows

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