And I'll start with how we didn't win this mission.. In the following you'll see my miserable failure, ending with actually completing the mission but having lost the katana.
The mission seems simple enough. We're infiltrating (read raiding) a UK laboratory for hints and clues, as something important seems to be going on here. The objectives screen is from a short time into the mission, as I forgot to screencap that at the beginning. Our group is deposited at a dirt road leading to the main entrance, and as is always prudent, we immediately go into hiding.
Before we progress any further, we take a look at what we can see of the house. Note, that there is no fog of war in this game when it comes to layout and buildings, only when it comes to people moving around. Consider it thorough scouting beforehand.
Yeah, okay, so they have a Vickers MG nest facing the main entrance. Let's not use that, and instead make use of that strategically placed hole in the wall. Yes. That hole is there from the beginning, we don't need to make our own entrance. Seem suspicious? You'd be right.
We're quite willing to risk a cunning trap here though, seems a brighter prospect than charging the MG nest.. And we quickly make our way inside, still hidden, and take up strategic positions inside the ground floor corridor. It doesn't take long before WetWo hears movement from outside, coming his way..
And there they are! Seems like an early birthday present for WetWo, how they have nicely lined up in front of his MG...
Three down in one burst! That's a record so far.
Note that the enemy is rarely this accomodating, so this was a freak occurence. Which I saw plainly demonstrated later, when I had to restart the mission.. Still, not looking a gift horse in the mouth, I take a moment to revel in the glory.
On the other side of the corridor, kent has heard movement and is closing in to investigate.
Braving possible reaction fire, he rushes towards the lone soldier and in one simple swipe of the katana, the soldier is out. You can just make out the red "85" denoting damage dealt.
On the table near the soldier are two more game hints. I get the feeling we'll soon not be getting any more of those..
They deal with the ability panel, recommend that you plan the progression beforehand so you get the skills you want, and they also hint towards multiple level maps.
The group pauses for a short while to take in the carnage they caused in a single round.
Then Kodex spots a nasty surprise..
This is why you bring along Engineers. Given the right tools, they can dismantle traps like this one. There are other ways of dealing with trapped items, which I will cover later, but disarming them is the more silent approach.
While light is approaching the task at hand, WetWo takes down the allied soldier that didn't quite stand in line with the others, and UncleJ finds our possibly last clue on the first floor.
Ah, "Panzerkleins". The
smertensbarn of the game. When this game came out, I was on one of the last semesters at university, and my studygroup played the game a-plenty when not studying for our exams. I kind of liked the PKs, but my two buddies who played the game just as much as myself loathed them. Other people I've spoken to since about the game seem to share the latter opinion.
They certainly do take the game in a different direction once introduced. So far, this is a squad warfare, turn-based game, based on an alternate, but still following our own, timeline. We recognise the weapons and can compare them to real world alternatives.
This will change later. But let's let that beast lie for now. I play the (almost, only a few tweaks installed) vanilla game and intend to show you the game as the developers intended it, and that includes PKs.
Back to the task at hand, we know we have two objectives here, but have yet to discover either.
Kodex assists WetWo in the cleanup near the main entrance and runs to off what turns out to be an officer.
Officers are not bulletproof.
Immediately after this, I move Kodex further into the room, and he is interrupted by SMG fire through the window and KO'd.
...
Forced restart of the mission.
We make much of the same progress, Kodex takes some wounds clearing another room at the other side of the corridor, and kent chimes in about improving his skills. Seem's kent believes himself to be japanese, and even then he manages to lose the katana? The dishonour!!
This room on the other side of the corridor causes me some grief and will be the cause of another restart later. It's been some days since I played, so I will see if I can pinpoint it later.
Oh, and I'm not sure when or how kent lost all that health.
Anyhow, on the first floor of this building, UncleJ finally finds one of our objectives.
This is the second mention we've seen of this rocket fuel business..
On the ground floor, light has defused the trapped door and opened it. Up until this point, there had been three action phases. Ours, the allied soldiers', and one simply listed as "allies" which usually means either friendly troops or civilians. Upon opening the door, we see some troops in german uniforms, and Kodex exclaims something akin to (didn't get a screenshot) "Reinforcements! They are on our side." which is immediately followed by the "reinforcements" opening fire on us.
They are marked as Renegade Soldiers, much like the ones we fought in the katana encounter. The difference here being that these soldiers are carrying firearms and are not prending to be ninja.
Engineers have an amusing option when it comes to causing damage. They can use grenades just like everyone else. But depending on their engineering skill, they can use increasingly powerful explosives in other forms. And the damage they cause is dependent on their engineering skill..
Here light is preparing to toss a stick of dynamite, the weakest of those explosives.
The engineering items can often be thrown farther and with better accuracy than grenades with corresponding damage values, making these items useful in a pinch. Still, an engineer is not likely to have the best throwing skill, and light being two levels behind our A-team doesn't do very much damage with his stick of dynamite, so he follows up with the grenade he just defused from the door trap.
Yep, that's the body of the soldier being thrown sideways down the stairs.
Shortly after this, Kodex was gunned down by a renegade soldier MG.
Restart.
We make it to roughly the same point, and Kodex opens the door to the room you see in the top of the previous picture, only this time he's interrupted by the two soldiers inside, who both wield SMGs.
...
That makes 3 restarts so far, right? I'm really ashamed of this... But still, it's kind of fun, if aggravating.
On the next restart, I think "Screw the damn trap, I'll just blast the door to bits!"
MG fire is made for that kind of crap, and Tind follows up by actually killing one of the renegades.
Note, the renegades don't have the same chatter of the allies. This seems to indicate they're fanatical. Is this to justify having them as priority targets?
In any case, knowing that one of the renegade soldiers carry an MG, they are my priority target. Also, they are possibly the ones who made the hole in the wall, trapped the door at the end of the corridor to work undisturbed, then snuck down into the basement I haven't shown you yet, and their objective seems to be to escape from this place. If they succeed, our mission fails. So with that in mind, there's just all the more reason to exterminate them like rats.
kent seems to enjoy this, and takes a rather deep wound but goes all macho about it.
Remember, what doesn't kill you trains your VP stat.
The situation with the allied soldiers stays pretty much the same. WetWo ties anyone outside up near the main entrance with his MG.
While the rest of the group is picking off renegades, and an allied soldier on the other side of the courtyard.
Destructible environment makes for funny situations.
Meanwhile, kent opens the door to the two SMG wielding allied soldiers and bites a bullet. Kodex moves in to avenge him.
Now, I'm not quite sure what triggers it, but around this point (maybe it's killing enough soldiers?) reinforcements arrive via the dirt road. Not for us mind you, but the allied soldiers.
Seven of them, including a sniper, an officer and an MG specialist.
Unless you give them a reason otherwise, they will attempt to enter via the main entrance. If you've done your homework, that means it's time to man the Vickers.
WetWo can do that though, Kodex still has some vengeance to dish out.
That means the house is more or less cleared, with the allied soldiers inside purged, and the renegades holed up. We can now concentrate on cleaning the map.
Funnily, in this playthrough, I spotted an allied officer sneaking around outside, this didn't happen in the subsequent playthrough.
It isn't good odds for the officer, being faced with Tind and light, both wielding rifles, while all he has is a pistol. The results need not be spelled out.
At the other end of the house, Kodex is engaging in some pest extermination, first a renegade soldier.
Then an allied soldier that he spots through a window.
That seems like an unlikely position to land in when shot, but that's ragdoll physics for you.
The only part of the main building not yet searched is the basement. The stairs down there are guarded however, the remaining renegades have been clever enough to retreat and are covering the stairs with their SMGs.
Kodex' hide skill is good enough to actually get the drop on one of them though, and he steps back a bit, letting UncleJ explore further.
UncleJ did what was expected of him. He spotted the last SMG wielding renegade, took some bullets for Kodex, and finished the renegade. Unlucky for UncleJ, even though he ran all he could, and Tind tried to rush to his aid, just before actually making it, he bled out enough to go KO.
Note, that even tough I play on Hard difficulty, being KOed is actually not too bad. You don't continue bleeding, so there's no risk of dying as long as you have enough healthy troopers to carry the unconscious ones. Sustain enough massive damage from one burst or explosion though, and you do not go KO but are killed outright and you're removed from the character panel in the bottom of the screen.
With the last renegade soldier down, Kodex explores the basement and finds the last objective.
Carrying an unconscious person means you can only move at walking speed (unless you're a medic with the appropriate skill) and can't use any weapons or items. In short, this renegade was a sitting duck. Lucky for me, the full burst to the soldier didn't kill the scientist, or it would have been mission failure.
All that remained from this point out was cleanup, and it went without a hitch. Enjoy this montage of screenshots:
At this point I decided to sneak WetWo out to assist Kodex, and he happened to really get the drop on this sniper. You'd have thought a sniper had better spot skill than WetWo's hide skill, but apparently not. And as light drily coments, he shall pay. Full burst MG to the face, and he was down. Rest of the cleanup was equally one-sided.
The Browning MG is actually a decent piece of equipment, but it being of allied make, I don't have unlimited ammo, so WetWo sticks with his current piece.
All that was left by this time was to pick up the unconscious people and make a getaway.
That's the debriefing notes, and a medal to WetWo which he sadly did not get due to a loop in time, and finally what the map note says about the next mission.
Of course, as already mentioned, when kent was knocked out, he lost the katana and it was nowhere to be found. Such a slight on his honour could not be tolerated, so we had to restart the mission. Again.