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Death to Spies: Moment of Truth Sequel to the popular stealth-action Death to Spies

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Old 12-05-2009, 09:01 AM
Liz Shaw's Avatar
Liz Shaw Liz Shaw is offline
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Default MoT Disguises Guide

In Moment of Truth, going anywhere depends on the type of disguise you're wearing (like in the Hitman games), rather than the rank of disguise in DtS for the most part (like in the Commandos games).

This guide lists the kind of disguises you'll wear and what they do in certain missions for MoT and forlik's MoTMod (which allows DtS missions to be played on MoT).

Note: * means that I'm currently planning to change an existing MoT disguise. ** means that I've changed an existing MoT disguise. *** means that it's an MoTMod Addon-exclusive disguise.

Prologue: Training

Coming soon...

Mission 1: Jagdpanther

FELDGENDARMERIE SOLDIER: Cannot enter the bunker or the base, and cannot use the truck.

FELDGENDARMERIE OFFICER: Same as the soldier's uniform, but you can drive motorcycles without any reaction.

MECHANIZED INFANTRY SOLDIER: Can enter the bunker, but cannot use the truck or enter the base. Arouses suspicion among other mechanized infantry personnel.

MECHANIZED INFANTRY OFFICER: Cannot enter the base, and the guard at the bunker turns hostile as you try to enter it. Arouses suspicion among other mechanized infantry personnel. Can use motorcycles without any consequences.

DRIVER: Can enter the base and use the truck, but cannot enter the main building. Arouses suspicion among drivers and junior mechanics.

WORKER: Cannot enter the main building. Arouses suspicion among other workers.

JUNIOR MECHANIC: Same as the driver's uniform.

SENIOR MECHANIC: Can enter the main building, but cannot go up to the third floor. Arouses suspicion among mechanics and officers.

PANZERWAFFE SOLDIER: Can enter the main building, but cannot go up to the third floor. Arouses suspicion among other Panzerwaffe personnel.

PANZERWAFFE OFFICER: Same as the soldier's uniform, but some guards salute you when you pass by.

SIGNAL COMMUNICATIONS SOLDIER: Can go up to the third floor, but arouses suspicion among other signal communications personnel.

SIGNAL COMMUNICATIONS OFFICER: Same as the soldier's uniform, but some guards salute you when you pass by.

Mission 2: Winter Cold

Coming soon...

Mission 3: Stronghold

Coming soon...

Mission 4: Hotel

Coming soon...

Mission 5: Paycheck

Coming soon...

Mission 6: Project Y

Coming soon...

Mission 7: Die Spies!

Coming soon...

Mission 8: Eight Snipers

Coming soon...

Mission 9: Removal

Coming soon...

Mission 10: Embassy

Coming soon...

Mission 11: 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.

WORKER***: Can enter all the storage areas, but cannot go near the radar, and cannot enter the main building, control tower and hangars with the machanics you're supposed to capture. (*** This is a mod-exclusive disguise. The old actors were orange camouflage soldiers.)

SNIPER***: Orange camouflage uniform. Can climb onto the towers without any hassles, but cannot go near the radar, and cannot enter the main building, control tower and the hangars. (*** This is a mod-exclusive disguise. The old actors were Wiking Division soldiers.)

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.

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 old uniform was exactly the same as the Wehrmacht soldier uniform.)

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.

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.

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 12: 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.

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 old uniform was 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.

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.

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.

SUBMARINER: Can go inside the submarine, but arouses suspicion. Other than that, same as the sailor's uniform.

SUBMARINE CAPTAIN: Can go anywhere on the base without being searched, but arouses suspicion. Officers, radio operators and the submarine crew turn hostile.

Mission 13: 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.

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.

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.

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 14: 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.

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.

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 15: 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.

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 16: 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.

Mission 17: 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.

DOCTOR***: Can enter the house next door to the main building, but cannot go near the tied up pile of logs you can use to kill Nikolayev. (*** This is a mod-exclusive disguise. The AI restrictions for the doctor had already been made, and the doctor already has a nude skin, but originally you couldn't take his clothes, which are actually a fourth scientist skin.)

CAPTAIN: Green officer's cap and trousers. Doesn't arouse much suspicion, and soldiers are more polite. Otherwise, same as Strogov's camouflage.

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.

COLONEL***: Arouses suspicion everywhere. Officers, patrolmen, the guards at the main building and the house next door, and the saboteurs turn hostile. (*** This is a mod-exclusive disguise. Originally you couldn't take his uniform, and even if you did, it would have registered as a captain's uniform.)

Last edited by Liz Shaw; 09-28-2010 at 12:48 PM.
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