Death to Spies: Moment of Truth

Death to Spies: Moment of Truth

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Disguise & Permits lists
由 V-Man 和其他 1 人合作完成
A detailed listing to help you beat hard difficulty in your own fashion.
Blatantly ripped from Liz Shaw's forum post with permission.
   
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Mission 1: Lightning
WAFFEN SS SOLDIER
Green camouflage uniform. Responsible for guarding the airfield perimeter. Cannot go near the radar, and cannot enter the control tower, hangars, warehouses and the main building. Arouses suspicion in the barracks.

WEHRMACHT SOLDIER
Dark green uniform. Oddly, some of the soldiers guarding the airfield perimeter wear this uniform. If you take this uniform, it functions exactly the same as the Waffen SS soldier's uniform.

WIKING SOLDIER
Grey uniform, with equipment at the back of their belts and SS insignia on the collar. So-called because some of them wear an armband signifying they're from the 5th SS Panzer Division "Wiking". Can wander freely around the barracks. Can enter the main building, but can only use the toilet facilities on all three floors. Cannot go near the radar, and cannot enter the control tower, hangars and warehouses.

DRIVER
Grey uniform, different shirt underneath. Can enter the hangar with the AA gun ammunition, and can drive an Opel Blitz. Other than that, same as the Wiking soldier's uniform. You'll need a driver's uniform in order to deliver the blank ammunition to one of the AA guns.
One of these is lin a building in the barracks, near a truck.

AA GUN CREW
Green and brown camouflage uniform. Can go near the AA guns and the pot of stew, and can enter the storage room with the dynamite. Other than that, same as the Wiking soldier's uniform.

RADIO OPERATOR
Can go near the radar, and can enter the main building and wander freely on the third floor. Can get close to the machine that plays the music in the radio room. Other than that, same as the Wiking soldier's uniform. The uniform is exactly the same as the Wehrmacht soldier uniform visually.

CHEF
Can go near the pot of stew. and can enter the storage room with the spare chef's uniform. Can wander freely in the living quarters. Cannot go near the radar, and cannot enter the control tower, hangars, warehouses and the main building. Arouses suspicion in the barracks.
One of these is lying in a storehouse only accessible to officers, behind the main building.

DOCTOR
Same as the chef's outfit.

SS SOLDIER
Black uniform with swastika armband. Can wander freely in the main building and control tower, and can enter the warehouses in the barracks. Cannot go near the radar, and cannot enter the hangars.
One of these is lying behind a locked door in the last room down the hall of the first floor of the main building.

OFFICER
Can wander freely in the main building, control tower and living quarters. Cannot go near the radar. Can go near the AA guns and enter the hangars, but arouses suspicion. After disabling the radar, one method of summoning the recon squad is to convince the guys in the radio room to change the music playing on the PA system. You'll need an officer's uniform to do so.

MECHANIC
Can go near the radar, and can enter the control tower and the hangars with the mechanics you're supposed to capture (but only via the back door). Cannot enter the warehouses, the main building and the hangar with the AA gun ammunition.

PILOT
Can wander freely in the main building (except for the corridor to the archives), control tower, warehouses and living quarters. Can enter the hangars with the mechanics you're supposed to capture without any hassles, but cannot enter the hangar with the AA gun ammunition. Cannot go near the radar.
Mission 2: King's Riddle
DRIVER
Grey uniform, different shirt underneath. Responsible for delivering goods to the base. Arouses suspicion outside the garage. Cannot enter the pump and generator rooms, cannot go up to the third floor and cannot go to the docks.

WORKER
Can enter the pump and generator rooms, but cannot go up to the third floor and cannot go to the docks.
One of these is lying behind a locked door across from the pump room.

WIKING SOLDIER
Grey uniform, with equipment at the back of their belts and SS insignia on the collar. So-called because some of them wear an armband signifying they're from the 5th SS Panzer Division "Wiking". Cannot enter the pump and generator rooms. Can go up to the third floor, but cannot enter the corridor to the captain's office, the officers' hall, the classroom and the radio room, and cannot go to the docks.

RADIO OPERATOR
Can enter the radio room. Other than that, same as the Wiking soldier's uniform. The uniform is visually exactly the same as the driver's uniform.

SS SOLDIER
Black uniform with swastika armband. Can enter the pump room, but arouses suspicion. Cannot enter the generator room. Can go up to the third floor, and go through the corridor to the captain's office. Cannot enter the officers' hall, the classroom and the radio room. Can enter the guard room and the warehouse, but cannot go to the docks.
One of these is lying in the locker room of the third floor.

OFFICER
Can enter the pump and generator rooms, the classroom, the officers' hall, the guard room and the warehouse. Can enter the captain's office without hassles from anybody except the captain. Can enter the radio room and go to the docks, but arouses suspicion. Cannot board the submarine.

SAILOR
Can enter the classroom and go to the docks. Cannot enter the pump and generator rooms, the officers' hall, the corridor to the captain's office and the radio room. Cannot board the submarine.
There's a sailor's uniform in the locked shower room, the key of which you can only get from the soldier who responds to the lights in the hall being switched off.

MECHANICAL ENGINEER
Can enter the pump and generator rooms and go to the docks. Cannot enter the corridor to the captain's quarters, the officers' hall, the classroom and the radio room. Can go on the deck of the submarine to repair it, but cannot head inside.
One can easily lure an engineer into the generator room by sabotaging it.

SUBMARINER
Can go inside the submarine, but arouses suspicion. Other than that, same as the sailor's uniform.
One of these is lying in the locker room up the stairs of the empty submarine hangar, behind a locked door.

SUBMARINE CAPTAIN
Can go anywhere on the base without being searched, but arouses suspicion. Officers, radio operators and the submarine crew turn hostile.
Mission 3: White Head
FRENCH WORKER
Arouses suspicion everywhere, and your presence will not be tolerated inside the chateau. On the bright side, it's better than Strogov's camouflage.
One of these is lying in the shack next to your contact.

SNIPER
Green and brown camouflage uniform. Arouses suspicion outside sniper positions, and progress inside the chateau is only limited to the back entrance.

WORKER
Can only use the back and side entrances. Can go to the boiler room. Cannot go into the public areas of the chateau.

CHEF
Can move around the first and second floors of the chateau, but arouses suspicion. Can go into the wine cellar with the spare waiter's uniform. Cannot go up to the third floor.

WIKING SOLDIER
Grey uniform, with SS insignia on the collar. So-called because some of them wear an armband signifying they're from the 5th SS Panzer Division "Wiking". Cannot enter the sniper positions and cannot use the side entrance. Can move freely around the public areas on the first floor. Arouses suspicion on the second floor. Cannot go up to the third floor.

WEHRMACHT SOLDIER
Dark green uniform. Same as the Wiking soldier's uniform.

DRIVER
Grey uniform, different shirt underneath. Same as the Wiking soldier's uniform.

WAFFEN SS SOLDIER
Orange camouflage uniform. Same as the Wiking soldier's uniform.

WAITER
Can move freely around the first and second floors of the chateau. Only officers are suspicious. Can enter Ivan Melnik's room, but only when carrying the dish containing his breakfast. Cannot go up to the third floor.
One of these is lying in a locked storage room near the kitchen, by the side door.

SS SOLDIER
Black uniform with swastika armband. Can move freely around the first and second floors of the chateau. Can go up to the third floor but arouses suspicion.

OFFICER
Can move freely around the chateau. Can order the workers near the truck at the back door to load the boxes onto the truck.
One of these is lying in the target's room, on the bed.

OFFICE WORKER
Arouses suspicion on the third floor outside the movie theatre. Can poison Richter's wine without attracting attention. Other than that, can move pretty much anywhere around the chateau.
Mission 4: Dora
STROGOV'S SUIT
Progress is limited inside the buildings. Requires a pass to enter the main building, and even then you won't make much progress depending on the delegation's activities.

CIVILIAN
Same as Strogov's suit.

DOCTOR
Real doctor gets suspicious. Can enter people's offices without any hassles. Progress is limited in the main building.

SOLDIER
Similar to the doctor's outfit, but cannot enter professors' offices and can visit the guard room.
One of these is lying in the barracks to your left upon entrance.

PROFESSOR
Can go almost anywhere, but arouses suspicion among officers, professors and cryptographers.

CRYPTOGRAPHER
Can access the more sensitive areas of the park without any hassles. Cannot enter people's offices.
One of these is lying across from the target's office, straight ahead of you from the start.

OSS AGENT
Same as Strogov's suit, but don't carry a briefcase around when they start looking.

OFFICER
Can go anywhere, but arouses suspicion.
Mission 5: Polish Surprise
WIKING SOLDIER
Grey uniform. So-called because some of them wear an armband signifying they're from the 5th SS Panzer Division "Wiking". Cannot enter the kitchen, corridor to the officers' hall, dining room, radio room, doctor's office, storage room and explosives warehouse. Requires a permit to visit the armament depot, but cannot visit the guard room.
One of these is lying in the room across from spawn.

WORKER
Cannot enter the kitchen, corridor to the officers' hall, dining room, radio room, doctor's office and explosives warehouse. Can only go inside the armament depot by bringing boxes inside. Can enter the storage room.

CHEF
Cannot enter the corridor to the officers' hall, radio room, doctor's office, storage room and explosives warehouse. Can go inside the armament depot without a permit and visit the guard room. Can visit the dining room.

DOCTOR
Can visit the radio room, because one of the radio operators has fallen ill. Apart from arousing suspicion, same as the Wiking soldier's uniform.

RADIO OPERATOR
Can visit the radio room and the officers' hall. Other than that, same as the Wiking soldier's uniform.

SS SOLDIER
Black uniform with swastika armband. Can go through the corridor to the officers' hall, but can't enter the hall itself. Can take the basement route between the armament depot and the main building. Requires a permit to visit the armament depot and can visit the guard room. Other than that, same as the Wiking soldier's uniform.

OFFICER
Can go almost anywhere.
Mission 6: Shefferd
STROGOV'S SUIT
Cannot enter the renovated building and Tsavalov's house. Progress is limited in the house with the explosive briefcase.

CIVILIAN
Same as Strogov's suit.

NEGRO CIVILIAN
Same as Strogov's suit.

MILKMAN
Can go to the back rooms of the store. Responsible for bringing milk to the kitchen in Tsavalov's house. Cannot go up to the second floor.

CONSTRUCTION WORKER
Can move freely around the renovated building.

POLICEMAN
Can move freely around the house with the explosive briefcase, but arouses suspicion among other policemen. Can enter Tsavalov's house after being frisked. Arouses suspicion on the second floor. Cannot go up to the third floor.

FBI AGENT
Can move freely around the house with the explosive briefcase. Can enter Tsavalov's house without being frisked. Arouses suspicion on the third floor.
One of these is lying around in the second floor of the house, in a closet behind a locked door to the left of the stairs.
Mission 7: Renegades
STROGOV'S CAMOUFLAGE
Can enter the house with the radio you can use to end the mission, but cannot enter the house next door and cannot go near the tied up pile of logs you can use to kill Nikolayev.

PEASANT
Does not arouse suspicion, but cannot enter the house with the radio you can use to end the mission and the house next door. Cannot go near the tied up pile of logs you can use to kill Nikolayev.

SOLDIER
Does not arouse suspicion. Can enter the house with the radio you can use to end the mission and can go near the tied up pile of logs you can use to kill Nikolayev.

TANKMAN
Same as the soldier's uniform.

PATROLMAN
Red armband. Same as the soldier's uniform.

CAPTAIN
Green officer's cap and trousers. Doesn't arouse much suspicion, and soldiers are more polite. Otherwise, same as Strogov's camouflage.
You can (and should) start with this in your inventory.

PATROL OFFICER
Green officer's cap and trousers, red armband. Same as the captain's uniform.

MAJOR
Blue officer's cap and trousers. Same as the captain's uniform.
Permits & passes
Mission 2: King's Riddle
Permit
This will help you get the enigma past checkpoints that will search whatever backpack you have, and prevent the guards from searching you for restricted goods like disguises and the enigma.
  • The officer who takes smoke breaks on the third floor has one in his inventory.
  • One is lying in a soldier's bunk in the submarine.

Mission 4: Dora
Pass
This will get you into the main building, with limited access to the various wings.
  • The back room of the quarters next to the cryptography building where the target's office resides.
  • The worker that the professor bums his smokes off of has one in his inventory.

Mission 5: Polish Surprise
Invoice to access the warehouse
This will allow you to access the warehouse so you can plant the bombs.
  • One is behind a locked door, on the second story across from the officer's briefing room.

Mission 7: Renegades
SMERSH ID
This allows you to tell patrols who require ID to be at ease, and enables you to tell a group of soldiers working near a potential opening to one of the targets to work elsewhere.
  • You spawn with this in your inventory.
In closing
Big special thanks to Liz Shaw, the maker of most of this guide.

If you have any questions, any information on disguise locations, permit locations, or anything else that may require action from me don't be afraid to leave a comment, or even add me on Steam.
Hope this was helpful, and if it was do be kind and hit the like button, and don't be afraid to comment. Content creators love to be told how much you appreciate them, or how they can improve.
2 条留言
PlasmaDrone 2020 年 9 月 12 日 下午 8:53 
yoo. just a suggestion, maybe update the guide to have the image of the uniforms? :) :)
MAJOR LEAGUE CREAMER 2016 年 3 月 24 日 下午 6:29 
good shit nigga