manual de juego death to spies: moment of truth

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MANUAL

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Manual de manejo del personaje en misiones de espionaje en la 2GM.

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Page 1: Manual de Juego Death to Spies: Moment of Truth

manual

Page 2: Manual de Juego Death to Spies: Moment of Truth

1. About the game 2

2. New features 2

3. Installation 3

4. Interface 3 Player profiles 3 Main menu 4 Difficulty levels 5 Briefing 6 Selecting equipment 6

5. Controls 7 Keyboard layout 7 Action menu 8 Movement 9

6. Weapons 10 Firearms 10 Pistols 11 Submachine guns 11 Rifles 11 Sniper Rifles 11 Knives 12 Garrote/Chloroform 12 Stunning and melee fighting 13 Throwing grenades and other items 13

7. Inventory 14

8. Transport 15

9. Distracting enemies 16 Whistle 16 Smoke bombs 16 Stones and other objects 17

10. Picking locks 17

11. Keyhole 18

12. Carrying a body 18

13. Disguise 18

14. Additional equipment 19 Mines 19 Binoculars 19 Pliers 20 First aid kits 20 Dynamite 20 Poison and poisoned cigarettes 21

15. Game 22 Briefing 22 Vector map 22 Uniform 25 Discovery 26

16. Enemies 27 Vision 27 Hearing 28 Awareness level 30 Enemy communication 31 Danger indicator 31 Icons 32 Guards 32 Alarm 32

17. Rating 34

18. Helpful Hints 35

19. Technical Support 36

20. Registration 37

21. Credits 37

Contents

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1. ABOUT THE GAME

On April 19, 1943 the Commissariat of Defense of the USSR established a Counterintelligence Directorate known as “SMERSH” (a Russian acronym meaning ‘Death to Spies’). This organization was commissioned to combat anti-Russian intelligence and sabotage activities carried out by foreign secret services, primarily those of Hitler Germany.Intelligence and counter-intelligence activities behind enemy lines were carried out by the officers of the 4th Department of the “SMERSH” Chief Directorate. They received the most complicated and dangerous of tasks: espionage, counter-intelligence, sabotage, as well as operations that involved identifying, kidnapping and/or assassinating enemy VIPs.This is a third-person stealth-action game describing the activities of SMERSH, the most mysterious secret service agency of World War II.

2. NEW FEATURES

If you have played the original Death to Spies, then you already have a pretty good sense of the presentation and game mechanics. However, this sequel includes a number of additional features. You will notice many new things as you play through the game, but here is a list of key features:

1. Visual design 1.1 . Improved graphics 1.2. Post-filters 1.3. Depth of field 1.4. Motion blur 1.5. New character animations 2. Interface and controls 2.1. Melee fighting 2.2. Throwing stones to distract enemies 2.3. Ability to hide in the shadows and in the grass 2.4. Ability to wear the uniform of an enemy killed by a headshot (on Easy and Normal) 2.5. Ability to give orders while disguised as an officer 2.6. Many interactive items on each level 2.7. Poisoning and other alternative ways of eliminating enemies 2.8. An additional uniform can be carried in the backpack 3. Gameplay 3.1. New difficulty level — “Saboteur”

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3.2. Improved gaming experience 3.3. Several ways of completing a mission 4. New weapons 4.1. Silenced Luger (available only on “Saboteur” difficulty) 4.2. HiStandart HDM silenced pistol 4.3. Sturmgewehr 44 assault rifle 4.4. HP-43 Knife 5. New vehicles 6. Voiceovers for all enemies 7. Revised rating system

3. INSTALLATION

Insert the ‘Death to Spies: Moment of Truth’ CD/DVD into your CD/DVD drive. If autorun is enabled on your computer, then you will see the installation menu. Then select ‘Install’ on the menu to proceed with the installation. If autorun is disabled, open your ‘My Computer’ folder on the desktop or open it from the ‘Start’ menu. Open the game disk, and double-click the “setup.exe” file to proceed with the installation.Once the game is installed, simply run the ‘Death to Spies: Moment of Truth’ file from ‘Start’ menu. To run the game you need to have the original CD/DVD game disk in the drive.

4. INTERFACE

PLAYER PROFILES

After you have started the game for the very first time, a Create Profile window will appear. To start the game, type in any valid name into the entry field.

A profile stores all the necessary informa-tion about your options and preferences, the current game progress and a list of saved games. To load the required pro-file, simply select it in the main window

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after the game starts. During the game all information on your progress is saved to the directory <\My Documents\My Games\Smersh_MT\Profiles>.

MAIN MENU

After you have created and selected a profile, you reach the main game menu.

NEW GAME — start a new game LOAD — load a previously saved game CHANGE PROFILE — change the current profile OPTIONS — change the game options CREDITS — see the information about the game’s developers EXIT — quit to Windows

When you start a new game, a mission-selection dialog will open. After select-ing your starting mission and your preferred difficulty level, the game will commence.

To adjust the video and render options, choose Options/Video/Video and Options/Video/Render. To change the volume, choose Options/Sound. You can adjust the current keyboard layout in Options/Controls/Keyboard and the mouse sensitivity in Options/Controls/Mouse configuration.

In the Game options you can set some additional parameters:

Throw force — enables a player to select the force for throwing grenades and other items during the game. This is disabled by default.

Show all radii — shows the visibility zones for all enemies on the map regard-less of their danger level.

Camera distance — distance between the camera and the game character.

Aiming Sight Size — this is for changing the type and size of the aiming sight.You can change the majority of options during the course of the game.

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DIFFICULTY LEVELS

The game has four difficulty levels.

EASY — This is the best choice for players new to the genre. Combat and enemy response is simplified, and enemy eyesight and hearing levels are significantly lower. Enemies are not particularly attentive. In some missions, difficult sectors are simpli-fied. All tips are available when you are playing this level. Alarms are cancelled more quickly. Enemies will more easily relax after being surprised.

NORMAL — This difficulty level is suitable for most players. All mission varia-tions are available — all scenarios are equivalent to HARD and SABOTEUR. Enemies are watchful but not too dangerous in a combat. Some tips are not available.

HARD — This is designed for experienced players with a good understanding of the game’s mechanics. This is a level of high difficulty. Many tips are not available. Enemies respond quickly, and the combat system has no simplified features. Enemies suspect the player when he is running. The other param-eters (hearing, eyesight, speed of enemy communication, etc.) are heightened as well. Once they are raised, alarms persist for a long time.

SABOTEUR — This level of difficulty is for hardcore players only. You cannot use disguises. Additional weapons with silencers are given (pistol, sniper rifle). Additional rating points are awarded for skillful play.

BRIEFING

After selecting the first mission, you will enter a briefing window which explains the background and scenario. The mission objectives are listed at the top right corner of the screen.If you select an objective, you can read its detailed description and consider

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the mission-critical points on the strategic map. A cross on the map marks the starting point. To start playing the mission, click ‘Continue.’

SELECTING EQUIPMENT

In preparing for the mission, your choice of weapons and equipment should depend on the tactics you intend to pursue. At some difficulty levels, a choice of weapons is not available. In the top right corner of the screen you will find the item-type button. Switching between different item types on the list will bring up dif-ferent options for weapons, available uniforms, and so on.

You can select a weapon either by double-clicking the mouse, or by dragging the respective icon to the left part of the dialog window. Similarly, a double click or dragging an image away from the inventory window removes an item. Scales in the left part of the screen display acceptable weight and your back-pack’s carrying capacity. A player can carry up to 18 smaller items without using a backpack. Use a backpack to carry larger items.

When you click the button ‘RECOMMENDED CHOICE’ the system displays a recommended starting set of items for the given mission. Item types: Pistols — pistols and cartridges Submachine guns — SMGs and cartridges Rifles — rifles and cartridges Sniper rifles — sniper rifles and cartridges Explosives — grenades, mines and dynamite Backpacks — various backpacks Miscellaneous — accessories and weapons: knife, Garrote, chloroform, binocular, lockpicks, first aid kit, smoke bombs, poison, and your starting uniform.

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5. CONTROLSKEYBOARD LAYOUTThe following controls are used in the game by default:

W Forward S Backward A Strafe left D Strafe right Caps Lock Run/walk Esc Back to the main menu E Open the action menu C Crouch V Sneak F Crawl Space Jump/climb Z Look left X Look right I Inventory O Briefing M Map Tab Map mode T Whistle/horn (while in vehicle) G Throw an item K Plant explosive Q Braking (while in vehicle) Left mouse button Shoot (if the hero is holding a weapon in his hands); strangle (if the hero is holding a garrote in his hands); chloroform (if the hero is holding a chloroformed handkerchief in his hands); or melee fight Right mouse button Precision mode while aiming Mouse wheel Change state Stand/Crouch/Crawl

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1 Knife 2 Garrote and chloroform. Hold the key down until a list appears, then choose between the garrote and chloroform. 3 Pistol 4 Rifle or submachine gun 5 Grenades and other projectiles. To select an item, hold down the key until a list appears. 6 Mines/dynamite. To choose an explosive, hold down the key until a list appears. B Binoculars L First aid kit 0 Hide weapon Backspace Get rid of the weapon that you are currently carrying F5 or Ctrl+S Quicksave F8 or Ctrl+L Quickload F11 Screenshot

You can reassign the majority of the keys in the main menu or game menu. Just select Options/Controls/Keyboard.

ACTION MENU

Use the ‘Action’ menu to interact with items and other people. You can find it at the bottom left corner of the screen. This menu is automatically updated during the game, whenever the player approaches an interactive object or person.

To perform an action you need to enter the menu (‘E’ key by default). You can leave this menu without committing any action by selecting ‘CANCEL.’ To navi-gate the ‘Action’ menu, use the mouse scroll wheel or the up/down or back/forward (‘W’/‘S’ by default) keys on the keyboard.

The ‘Action’ menu enables you to perform the following standard operations:

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• Open/closeadoor • Stunanenemy(providedthatheisstandingwithhisbacktoyou) • Strangle,chloroformorstabanenemy(providedthatheisstanding with his back to you and you are holding an appropriate weapon in your arms) • Changeclothes • Pickupaweaponoranotheritem • Viewtheinventoryofaneutralizedenemy • Getintoavehicle • Pickalock(ifyouhaveasetoflockpicks) • Cutthroughametalfence(ifyouarecarryingpliers) • Setatraponadoororanenemy’sbody • Takesomedocuments • Giveorderstoothercharacters • Performanumberofotheractions,whichmayvarybymission

MOVEMENT

The main character can use the following movement modes in the game:

• Standing • Crouching • Crawling

You can switch between different modes with the use of the mouse scroll wheel or the respective control keys. Two types of movement, fast and slow, are available in each mode. You can switch between the movement speed with the ‘Caps Lock’ key or by holding down the ‘Shift’ key. For instance, in the ‘Stand’ mode, chang-ing the speed will switch between run-ning and walking.

Each mode effects the level of the player’s visibility, as well as noise produced by his movement, and con-

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sequently, the enemy’s awareness level. In the sneaking mode (‘V’ by default) you can easily get very close to an enemy.When a character is carrying an enemy’s body he moves quietly and slowly.

6. WEAPONS

In order to take out a weapon, simply press the corresponding key on the keyboard.

FIREARMS

Firearms include pistols, submachine guns and rifles.

Weapons differ in accuracy, range of fire, level of noise from fire, recoil, country of manufacture, weight, type of cartridges and other parameters.

An enemy can recognize you as a hostile soldier if he notices that you’re carrying a foreign weapon. For more details see the ‘Discovery’ section.

When the main character is holding a weapon in his hands, two firing modes are available: standard and aimed. The aimed mode offers greater firing accuracy, but the player cannot run. By default, you can use the right mouse button to switch into the aimed firing mode.

The aiming sight becomes red when the target is at a distance suitable for shoot-ing. However, this is no guarantee of a direct hit, as every weapon has a different accuracy.

The sight icon will also indicate when the chances for hitting the target are almost zero.

You cannot change into uniform of an enemy killed with firearms, with the exception of enemies killed by headshots. (You can use their uniforms as disguise if you are playing on Easy or Normal difficulty.)

A hit in the head kills an enemy in almost every case.

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PISTOLS

A pistol can be placed into a special slot or a backpack. To take a pistol into your hands, press the respective key (‘3’ by default). The pistol is a reliable weapon if fired at short range. A pistol with a silencer is absolutely noiseless. Enemies will not notice a pistol unless the game character is holding it in his hands.

SUBMACHINE GUNS

A submachine gun is a noisy and inaccurate weapon, capable of delivering punishing fire in bursts. Submachine guns have a high shot grouping and a significant recoil. For efficient shooting, it is recommended that you fire single shots or short bursts. If submachine guns are fired at a distance, their efficiency drops.

RIFLES

Rifles are standard precision arms. They fire single shots, and reloading takes a long time. However, they have an extended range.

SNIPER RIFLES

Use a sniper rifle to neutralize the enemy from a great distance. The pre-cision of these rifles is extremely high. When the main character is holding a sniper rifle in his hands, the aimed mode of firing changes automatically to sniper mode.

Holding your breath decreases aiming sway, further increasing accuracy for a short time. To hold your breath, use the right mouse-button.

A sniper rifle without a silencer produces a great deal of noise.

A silenced sniper rifle is completely noiseless.

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KNIVES

You can place a knife in your backpack, or in a slot for carrying cartridges. You can bring several knives when setting off for a mission. To take a knife in your hands press a respective key (‘1’ by default).

A knife may be used either as a melee weapon or as a throwing weapon. When a knife is your active weapon, you can throw it by pressing the ‘Fire’ key.

If you approach your enemy from behind, then you can kill him quickly and quietly. Apart from the ‘Fire’ key you can use the ‘Kill’ action from the ‘Action’ menu.

You cannot use the uniform of an enemy who was killed with a knife.

GARROTE/CHLOROFORM

To use a garrote or chloroform, you need to approach the enemy from behind with the garrote or chloroform in your hands (using the ‘Garrote/Chloroform’ key by default). Then press ‘Fire’ key or select the appropriate action on ‘Action’ menu.

If you neutralize an enemy with either a garrote or chloroform, you can disguise yourself by changing into the victim’s uniform.

You can use a garrote an unlimited number of times, but you can quickly run out of chloroform. To see how much chloroform you have left, enter the inventory mode and hover the mouse pointer over it.

When you use chloroform, your victim is not killed but put to sleep for a long period of time. A chloroformed enemy will not recover until the mission end.

Neutralizing enemies with chloroform has a positive effect on your ‘aggression’ value at the end of the mission (for more details see ‘Rating’ section). Also, in some operations killing a big number of civilians or allies may cause complications or even lead to a defeat. An enemy does not recognize your hero when he is holding chloroform in his hands, but a garrote may result in recognition. For more details see the ‘Discovery’ section.

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STUNNING AND MELEE FIGHTING

You can stun an enemy with your fist, a gun stock or by throwing a fragile item at his head. To stun an enemy with your fist or a gun stock, you need to approach the enemy from behind and press the ‘Fire’ key or select ‘Stun’ from the ‘Action’ menu. To stun an enemy with an item you need to have one in your inventory to throw it at the enemy’s head. For more details on throwing items see the section on throwing grenades and other items.

You can stun an enemy not only from behind, but also from any other side. In order to do this, approach the enemy to within striking distance and press the ‘Fire’ but-ton. But be careful — one punch is not enough to stun an alerted enemy. Even if you catch the enemy off guard, you may need to hit him two or three times to down the enemy. You may hit with your fists or with the butt of a weapon. While you are attacking the enemy, he may shout and attract attention.

Once the target is incapacitated, you may use his uniform, but be warned that, even if he does not cry out, stunning is a rather loud way to down an enemy and it may attract unwanted attention.

Stunning enemies has a positive effect on your ‘aggression’ value at the end of the mission (for more details see ‘Rating’ section). Also, in some missions, killing a large number of civilians or allies may cause complications or even lead to mission failure.

THROWING GRENADES AND OTHER ITEMS

A grenade is a noisy weapon with a wide damage area. To use a grenade, the main character must have one available in his inventory.

The main character can throw a grenade or other small items.

To do a quick throw, press the ‘Throw item’ key (‘G’ key by default), then select an item on the list and press the ‘Fire’ key.

To throw several items one after another, press the ‘Grenade’ key (‘5’ key by default). To select an object to throw, hold down ‘Grenade’ key until the list appears. You can choose an item from the list by using the keyboard arrows or the scroll wheel.

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You can use a grenade as a mine trap on dead bodies or doors (SET A TRAP). NOTE! If the main character picks up a body with a trap set on it or opens a mined door, he will be caught in the explosion to follow. The main character can remove a trap set on a door or on a dead body. In this case, the grenade returns to his inventory.

Be careful when using explosives. They can attract a great deal of attention and are likely to cause an alarm.

Small items include plates, mugs, forks, screw-drivers etc. Many such items may be found in various locations.

If ‘Throwing power’ mode is on, the process of throwing a grenade or other items becomes more difficult, but the potential accuracy is increased. Instead of quickly pressing the ‘Fire’ key, hold it down until the power scale increases to the desired level. The throw occurs when you release the key. You can cancel a throw by clicking the right mouse button.

7. INVENTORY

To enter Inventory mode, press the ‘Inventory’ key (‘I’ by default) or click the respective ‘Action’ menu item after approaching the body of a neutralized enemy. In Inventory mode you can remove or otherwise manipulate items. Also, Inventory mode enables you to remove your backpack.

To remove an item, drag it from the inventory window and drop it in any free location on the screen.

You cannot move your backpack to or from the inventory of an enemy. Beware that a Soviet backpack can give away the player (for more details see ‘Discovery’ section). In some missions, a German backpack is available. In such case, you can choose your backpack in the ‘Equipment selection’ window.

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If you open the Inventory using the ‘Action’ menu after you approach an enemy’s body, then you can move items between your inventory and that of the neutralized enemy.

8. TRANSPORT

Throughout the game, the main character can use various means of transport. These include several trucks, passenger cars, and motorcycles. Some passenger cars cannot be used at certain missions.

To use a vehicle, you must approach the vehicle from the driver’s side and use ‘Action’ menu. After you enter the vehicle (it takes some time) you can start the engine (‘W’ by default), then drive the vehicle using the movement keys (forward, back, left, right).

You can come to a stop by using the brake key (‘Q’ by default) or reducing the speed with the ‘reverse gear’ key (or the ‘forward’ key if you are already moving in reverse). To exit a vehicle, you have to bring the vehicle to a halt, stop the engine (‘E’ key by default) and leave the transport (by default, the ‘E’ key again, or the right mouse button).

While in motion, a transport produces much noise and is well visible to enemies.

To clear the road of pedestrians, you can use the horn (‘T’ by default).

A truck with a rear canopy enables you to hide an enemy’s body. Just carry the body close to the rear of the vehicle and use ‘Action’ menu.

In an open transport (some models of passenger cars and the motorcycle) you can transport bodies on the seats (or in the sidecar of the motorcycle) but in this case, the bodies will be visible to any enemies you pass.

If you are driving in a closed vehicle (such as a truck), your enemies will not notice if you are carrying a foreign weapon or a backpack.

The vehicle’s movement speed depends on its driving characteristics and the ter-rain.

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9. DISTRACTING ENEMIES

There are a number of standard techniques for distracting enemies and divert-ing their attention.

WHISTLE

By giving a whistle (‘T’ key by default) the player can draw the attention of enemies. If an enemy knows where the whistle is coming from, he is likely to simply ignore the sound. But if the enemy has no idea as to the source of the whistle, he may have a look around or go to examine a strange place. Sometimes a whistle may bring the enemy to a watchful state (for more details on this see the ‘Enemies’ section). Whistling is the safe and easy option for distracting the enemy.

If the vector map is enabled, the player can see a sound-dispersion radius. (For more details see the ‘Vector map’ and ‘Sound’ sections).

Several enemies can respond to a whistle at one time.

SMOKE BOMBS

A smoke bomb can be used to attract the attention of just one enemy. To use a smoke bomb you need to have it available in your inventory and throw it using one of the throwing methods (for more details see the section on throwing grenades and other items).

The effect of a smoke bomb lasts for a short period of time (about one minute). In the air and after landing it produces much smoke and may attract the attention of an enemy. Having noticed it an enemy will likely run up to the smoke bomb, alarmed by the prospect of fire.

A smoke bomb once thrown cannot be used again.

Two or more enemies will not respond to a thrown smoke bomb at the same time.Throwing a smoke bomb may lead to the discovery of the main character if any of the enemies notice him handling it. (For more details see ‘Discovery’ section.)

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STONES AND OTHER OBJECTS

In order to call or distract attention of enemies you can use small items. Those include plates, mugs, forks, screw-drivers etc. Many such items can be found in various locations.

To use such an item for the purposes of enemy distraction, you need to have such an item available in your inventory, and throw it at any appropriate sur-face. If an enemy is nearby, he may hear the sound and have a look around. Fragile items tend to make louder sounds.

You can see the sound-dispersion radius when the vector map is enabled. (See ‘Vector map’ for more details).

To learn how to throw items, please see the section on throwing grenades and other items. For more information on sound dispersion, you may like to read the ‘Hearing’ section.

10. PICKING LOCKS

Many doors (or safe-boxes) in the game are locked. You can circumvent the majority of these locks by using a set of lockpicks. If a door (or a safe-box) is locked and the player has picklocks in his inventory, the ‘Pick lock’ action will add to ‘Action’ menu. After selecting this action, the player enters lock-picking mode.

To rotate a lock cylinder in this mode use ‘up’/‘down’ keys or the scroll wheel. To use a picklock on a lock’s cylinder, hold down the ‘right’ key or the left mouse button.

Some doors can be opened only with keys found in the inventories of ene-mies.

If the main character is noticed while engaged in lock-picking, he may be identi-fied as a spy. For more details see the ‘Discovery’ section.

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11. KEYHOLE

You can examine the situation inside a room behind a door by looking through a keyhole (most of doors have one). To switch to this mode you need to approach a door and use the ‘Action’ menu.

If an enemy character notices the main character peeping through keyholes, he may be discovered. For more information, see the ‘Discovery’ section.

12. CARRYING A BODY

The player can carry the body of any neutralized (stunned, chloroformed or killed) enemy. To perform this action, select the ‘Pick up body’ action in the ‘Action’ menu. The main character can carry only one body at a time. While the main character is carrying a body, he is unable to carry out any other actions except standard movement.

There are two ways of getting rid of a body: 1) Putting a body down carefully (the left mouse button by default). This is slower but noiseless. You can only put the body on the ground in front of you. 2) Throwing a body (the right mouse button by default). The action takes less time but the body makes noise when hitting the ground. The main character throws the body backwards. If a stunned or chloroformed enemy hits the ground with his head he may die.

Carrying a body may lead to your discovery as an enemy agent.

13. DISGUISE

You can change into the uniform of an enemy that you have stunned, chlo-roformed or strangled with a garrote. In rare cases, you can change into the uniform of enemies who were poisoned or killed in similar ways.You cannot change into the uniform of enemies killed with firearms, explosives,

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knives or who were run over by a vehicle. (However, on EASY and NORMAL dif-ficulty levels, you can use the uniforms of enemies who were killed by headshots.)

You can only change into a uniform of male characters, having the same gen-eral body shape as the main character. It is not possible to change into the uniform of certain mission-critical enemies.

14. ADDITIONAL EQUIPMENT

There are a number of other useful pieces of equipment that you may encoun-ter over the course of the game.

MINES

Mines can be carried in a backpack only. To use a mine you may set it at any point on the ground. You can perform this action by selecting an item for your explosives slot (‘6’ key by default) — just hold down that key until the list pops up. After you select a mine on the list, it becomes active. To plant a mine, press the ‘Fire’ key.

When an enemy approaches a planted mine, it will explode. The main character, aware of the danger, knows not to detonate a mine on approach; instead, he can disable it and put it back into his backpack. A mine will also detonate if a shot hits it.

Remember to use caution when handling explosives. Large explosions may attract the attention of numerous enemies, and will most likely cause an alarm.

BINOCULARS

Binoculars are indispensible for close observance of the terrain, and detailed tactical planning, especially over long, open terrain. Your binocu-lars are placed directly into your inven-tory, so they take up no space in your backpack.

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To view the scene through your binoculars, simply press the respective key (‘B’ by default).

Using a set of binoculars does not lead to your disclosure. For more details see the ‘Discovery’ section.

PLIERS

Some game objects (like metal fencing) may be cut through with pliers. The pliers can be carried only inside a backpack.

To cut a fence, you need to get as close to it as possible. If cutting is an avail-able action, the respective item will appear on the ‘Action’ menu. After select-ing it, the main character will cut a hole through the fence. He can then switch to the ‘Crawl’ movement mode to pass through the fence into a previously inaccessible area.

FIRST AID KIT

The first aid kit is used to restore the health of the main character up to 100%. You do not necessarily need to keep it in your backpack. To use the first aid kit, you need to hold down the ‘First aid kit’ key (‘L’ by default). — Remember to hold it down until the healing scale reaches its maximum. When first-aid treat-ment is finished, the first aid kit will disappear from your inventory.

If you release the ‘First aid kit’ key before the treatment has finished, then the healing is canceled. In that case the health of the main character remains unchanged, and the first aid kit remains in your inventory for later use.

Naturally, enemies will find it rather suspicious if someone is field dressing himself. For more information, see the ‘Discovery’ section.

DYNAMITE

Dynamite is the most powerful weapon in the game. You can use it for the neutralization of enemy units, or use it to destroy their equipment for the pur-poses of sabotage. You can carry dynamite in your backpack only. To use the

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dynamite, simply plant it at any point on the ground (PLANT DYNAMITE). To perform this action, select the explo-sives slot (‘6’ key by default) — just hold down the key until the list pops up. After you select the dynamite on the list, it will become active. Pressing the ‘Fire’ key will now bring up the dynamite-timer interface.

Use this interface to set the time until the explosion. After you confirm the action, the main character will plant the dynamite and after the selected period of time passes, the dynamite will explode. During this time, a countdown indicator and a dynamite icon will appear at the bottom-right corner of the screen. Dynamite has a wide blasting radius, so it is recommended that you stay at a safe distance from it.

The main character can disable the dynamite and replace it in his backpack. To do this, you need to approach the active dynamite and use the ‘Action’ menu.

Again, when working with explosives, it is best to use caution. An explosion may attract the attention of enemies and will most likely cause an alarm.

POISON AND POISONED CIGARETTES

These deadly materials can be used only under special circumstances. For example, poison could be added to the food of an enemy target.

In order to use poison, approach the substance to which it should be applied, and choose the corresponding option from the ‘Action’ menu.

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15. GAME

BRIEFING

At any time during the game you can bring up the mission briefing window, which will provide you with a detailed description of the mission. To do this, simply press the ‘Briefing’ key (‘O’ by default).

You will find your objectives listed in the window on the left side of the screen. Tasks to be accomplished are marked with a red inscription ‘NOT COMPLETED,’ and accomplished tasks are marked as ‘COMPLETED.’ In the same window, below the objectives readout, you will find a detailed description of the mis-sion and careful instructions for the completion of each objective.

Optional tasks are set off from the mission-critical objectives.

The window on the right displays a strategic map of the game level. It displays mission-critical points mentioned in the objectives description, and marks the cur-rent location of the player.

You can zoom the strategic map in and out (‘+’ and ‘-’ keys on the keyboard, or use the buttons pictured onscreen, below the map), and if you are playing a multi-level map, you can switch between different floors (using the up/down buttons located under the map).

During the mission, objectives may change, and new ones may be added to the list, depending on the story and the main character’s current progress.

VECTOR MAP

In every mission, a highly detailed vector map is available for the player. To bring up the map you need to press the appropriate key (‘tab’ or ‘M’ by default). The map may be positioned in the center of the screen or in the bottom-left corner; this you can switch this by pressing the ‘map mode’ key (again, ‘M’

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by default). You can zoom the vector map in and out with the ‘+’ and ‘-’ keys.

The map displays several pieces of information: • Allmajorobstacles(buildings,fences,meshes,bigvehicles). • Strategicobjectsorlandmarksrequiredfortravel(railroadlines, stairs, doors) • Thefloor-plansinsidelargebuildings • AllenemiesandotherNPCs • Visibilityzonesforallpotentiallydangerousenemiesstandingoutside of buildings (which you can adjust to show non-dangerous enemies as well, using the game settings) • Color-codedawarenesslevelsofdangerousenemies(formore details see ‘Awareness level’) • Dangerzones(indicatedbyacoloredcone)forallpotentially dangerous enemies standing outside of buildings • Neutralizedenemies • Enemiesthatsuspectornoticethemaincharacter(indicated by blinking) • Highlightedmissiontargets • Highlightedallies • Radiifordistributionofsome sounds (whistle, explosion, thrown items, combat, etc.)

All characters in the game are shown on the vector map as colored triangles. The sharp angle of a triangle indicates the direction that the enemy is facing.

The main character is marked in blue.

Enemies who will certainly recognize the player in his current uniform are marked in red.

Enemies who will be suspicious the player in his current uniform are marked in yellow.

Enemies who know that the player is their enemy are marked in dark-red.

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Visibility zones indicate the area wherein an enemy can spot the player. The colored part of the visibility zone is the area of immediate danger. If the main character enters this area, he runs the risk of being immediately recognized and attacked. In the grey area the player may be noticed or recognized, but only after a certain period of time. Visibility zones are not displayed inside buildings.

Visibility zones and zones of immedi-ate danger may vary depending on the player’s actions and the enemy’s aware-ness level.

You will not be detected unless you enter the visibility zone of an enemy character, and even then you might not be noticed. If, for example, the hero is standing behind a tree or any other obstacle — even one not marked on the map — then the enemy will not notice him.

Grey-colored characters are neutral and under no conditions pose any danger to the main character.

The color of the enemy’s visibility cone indicates the enemy’s level of awareness. For more details see ‘Awareness level.’

Neutralized bodies are marked with black circles.

Enemies you need to kill or kidnap are normally marked with a red circle. Numbered circles mark mission-critical points, and the numeral corresponds with the task number in the mission brief-ing. A circle with an exclamation mark is a tip about an interesting place that may be of use in completing the mission; these are recommended, but not critical to the mission.

Some sounds are represented on the map as circles. The radius of the circle shows how far the sound travels. Below is the list of sounds shown on the vector map:

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•whistle • creaking of doors • small items being thrown • breaking glass •melee combat

The sounds of main character’s movement as well as sounds of firing are not represented on the map, but they can nevertheless be heard by attentive enemies.

UNIFORM

The main character usually starts a mission in the camouflage of a Soviet soldier. In some missions the players receives civilian clothes at the beginning.

In his original uniform (a ‘saboteur’ uniform) the player is highly vulnerable. If an enemy notices the player he will become alerted at once. When the player is wear-ing this ‘saboteur’ uniform, all enemies on the map are marked in red, as they all pose a danger to him.

Once a player is recognized, his current uniform becomes unusable, as knowledge about his disguise is spread among all enemies.

If an enemy discovers a body without a uniform, that disguise also becomes com-promised, for the same reason. If the enemy who discovered the body, or those who he has had contact with, happen to see the player disguised in the missing uniform, they will immediately switch to a combat state.

Enemies that know the player’s current uniform are marked in red on the map, and when they are positioned outside a building, their field of view is indicated with a large red-colored visibility cone.

Enemies won’t react to an abandoned uniform.

One uniform can be carried in the backpack.

While wearing an officer’s uniform, you can give orders to privates.

Usually you can tell an officer’s uniform by special insignias and a peaked cap.

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DISCOVERY

Although the discovery of a body without uniform can compromise your disguise, an enemy must otherwise see the main character in order to uncover his identity as a Soviet agent.

Whether the player is wearing civilian clothes, a soldier’s, or an officer’s uniform, his secret identity may be compromised by any one of the following:

• Staying close to a potentially dangerous enemy (that is, enemies marked in red on the map) •Moving with a weapon belonging to an enemy force (like carrying a Soviet SMG among Germans) •Carrying bodies •Moving with a knife or throwing a knife • Taking photos of secret objects • Throwing grenades or smoke bombs •Changing clothes • Shooting • Stunning enemies •Carrying any sort of weapon while dressed as a civilian •Being spotted in a restricted area •Being spotted while engaged in sniper activity or other covert shooting •Running people over with a vehicle •Being spotted nearby a dead body •Crawling, sneaking (and even running, at higher difficulty levels) • Throwing items at people • Handlingagarrote(althoughwalkingaroundwithchloroform is not dangerous) •Using a first aid kit • Entering a guarded building without authorization from the guard •Carrying a foreign-made backpack • Aiming or drawing a weapon • Planting a mine or dynamite •Cutting through a fence • Picking a lock • Engaging in any other sabotage activities

In each of the above circumstances, recognition occurs within a certain radius depending on player’s actions and the enemy’s state of awareness. The maximum

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radius of danger is displayed on the map by an internal colored area. At a larger distance, enemy reaction will take some time to occur, even if the player is in plain view of the enemy.

An increase on the danger indicator scale (see the ‘Danger indicator’ section) is an indication that an enemy is beginning to suspect the player.

If the main character runs the risk of being recognized, because for example he is carrying weapons or a backpack, a respective icon and text message will display at the side of the screen. However, these warnings may not display at higher difficulty levels.

16. ENEMIES

VISION

Enemies whose view is unobstructed in the game can see the player (even when the latter is inside a vehicle), as well as bodies and other items (like knives, gre-nades, etc.).

The basic principle of the visibility system is ‘partial noticeablility,’ which means that the visibility zone of enemies is divided into two areas: one where the player is noticed at once, and another where he is noticed only after a certain period of time. This time depends on the difficulty level, the distance from the enemy, and the main character’s camouflage. The visibility zone is not static, but varies depend-ing on the enemy’s alertness, the actions of the main character, and the difficulty level. For example, if the main character is crawling he is far less visible than when he is crouching. However, if he starts shooting, then the alertness of enemies will increase at once.

The visibility zone is shown on the vector map as a grey area. The radius of immedi-ate detection is about two times smaller than the larger visibility zone. If you play at ‘Saboteur’ difficulty level, the visibility zone coincides with the colored area on the vector map.

As mentioned previously, you will not be detected unless you enter the visibility zone of an enemy character, and even then you might not be noticed if the visibility path is blocked. If, for example, the hero is standing behind a tree or any other obstacle

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— even one not marked on the map — then the enemy will not notice him.

The radius of detection for bodies or other items is more or less the same as for detection of the player when the player is in a prone position. It depends on the enemy’s awareness level.

If at least one enemy can see the main character, an eye icon appears at the top of the screen. A transparent icon indi-cates partial noticeability. If the eye icon becomes red, it means that an enemy has figured out that the player is up to no good. The enemy has become hostile and will open fire and disclose the player’s identity to other characters.

If the player is wearing his original uniform, or if the player is engaged in compromising activity, and the enemy begins to notice him, then the danger scale will begin to grow.

If the main character is not disguised, then partial noticeability of the player may alert an enemy, or encourage him to examine a suspicious place.

The player is less noticeable if he is hidden by grass or shadows, or at night while he is wearing darker clothes.

The reaction of enemies to a visible smoke bomb is described in ‘Smoke bomb’ section.

If an enemy finds a body lying on the ground, he may decide to examine it, and as a result of the examination he may raise an alarm.

HEARING

Enemies can hear the following types of sounds:

1) Sound of the player’s movement — Noises made by the player can raise the awareness level of an enemy. After hearing unknown noises, the enemy may go to have a look around or examine a strange place. The response varies by situation.

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If an enemy hears the main character, and this enemy poses a potential danger, the danger scale begins to grow. Slow and careful movements make less noise. Sneaking is absolutely noiseless.2) Sound of melee combat — Punching is rather loud and normally encourages enemies to examine the source of a sound.3) Whistling — This often makes enemies watchful, and encourages them to examine any strange places.4) Sound of breaking fragile items (including glass)5) Sound of an object hitting a surface6) Sound of a stone striking something7) Doors creaking open and closed 8) Sound of a falling body — This normally makes an enemy want to look around.9) Sound of shooting10) Sound of explosions. — This puts enemies on heightened alert. Many of them will decide to examine the area of a gunshot or an explosion.11) Sound of sirens etc. — The number of dangerous enemies grows. Enemies can become more easily alerted. For more details see the ‘Alarm’ section.12) Sound of talking

Actions that do not make any noise:

1) Choking 2) Using chloroform 3) Killing an enemy with a knife during melee 4) Putting a body down carefully 5) Shooting with a silenced weapon 6) Sneaking

On open terrain, sound disperses without barriers. Inside buildings, however, the walls and doors greatly muffle the noise level. A closed door reduces a minor noise by 50% or more.

If a player is wearing his original uniform (or for any other reason an enemy consid-ers him hostile), and an enemy hears him moving or otherwise making noise, the danger scale begins to grow.

If an enemy knows what object is the source of a noise, he will ignore it in most cases, unless the sound is combat-related.

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The dispersion of many sounds is represented on the vector map as a semi-trans-parent circle. The circle’s size corresponds with the maximal radius inside which an enemy can hear the sound. Inside buildings (and especially behind closed doors), even if an enemy is inside the sound circle, it is not guaranteed that the sound will be heard.

AWARENESS LEVEL

Enemies can have one of three awareness levels:

1) Relaxed

In this state enemies are engaged in their regular activities and are not worried. They will take a long time to react if anything unexpected happens, and they are not watchful. In addition, their visibility zone is the shortest. Their weapons are usually holstered. Characters may communicate, engage in their regular activities, have rest, and so on. On the vector map this state is indicated by a green visibility zone.

2) Watchful

An enemy has noticed that something which made him concerned. He will often take out a weapon under these circumstances, and sometimes he will examine the area. Enemies who are “on duty” (patrolmen, enemies in ambush) are always in this state. On the vector map this state is marked as a yellow visibility zone. After becoming excited, a normal enemy will, over time, return to their relaxed state. The time required for an enemy to become relaxed again depends on the difficulty level.

3) Alerted

An alerted enemy is ready to fight. His eyesight and hearing are as sensitive as pos-sible. He keeps his weapon drawn and ready. The enemy will engage in a fight, chase the player, and actively search if he doesn’t know where the player is. An enemy normally gets into such a state after hearing shots or explosions. On the vector map this state is marked by a red visibility zone. Usually, the enemy will gradually return to a watchful state. The time required for an enemy to calm down depends by the difficulty level.

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ENEMY COMMUNICATION

During the game, enemies exchange information with each other. Such information includes: • That the main character is hostile • The whereabouts of the main character, or the place where he was last seen • The uniforms of fallen companions •Dangerous points and areas • Examined bodies, or bodies which have been found but not yet examined • Information about grenades and other explosions • Places where the player has not been found during a search • That the player was noticed in a restricted area • That the player may have been in a restricted area, but escaped • Information on any other suspicious or dangerous objects

Information is communicated only when enemies are close to one another. So you have a chance to kill an enemy before he spreads word about the main character, or a discovered body. Distance and speed of information communication depends on the game’s dif-ficulty level.

DANGER INDICATOR

The scale at the top part of the screen displays the total suspicion value of your actions from the point of view any onlook-ing enemies. The higher the danger level, the greater the risk that your identity will be compromised. If you enter into the vis-ibility zone of an enemy who is potentially dangerous for the main character, or who considers your actions suspicious, the danger scale will begin to grow.

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ICONS

The ‘Eye’ icon shows that at least one enemy can see you at the moment. Be careful: avoid doing anything suspicious! If the enemy begins to sus-pect you the danger scale will start to grow.

The ‘Exclamation sign’ icon means that your current actions may make others recognize that you are an enemy agent.

The ‘Megaphone’ icon shows that guards are about to raise alarm.

GUARDS

During the game you may be authorized to access some strategic locations and items, but only if you are carrying special documents and wearing an appropri-ate uniform. Such places are usually well guarded. If the main character is trying to penetrate a guarded area, the guard will warn you with a gesture and a message describing the reasons why he is not letting you pass.

Staying close to a guard for a long time may give rise to suspicion, and the danger scale will start to increase.

If you managed to access a prohibited area, passing by the guard, his marker on the vector map becomes red, and if he notices you there he will start firing at you, or will raise alarm straight away.

ALARM

In some situations, an enemy may wish to raise the alarm. For that he needs to communicate about danger using any internal communication channels (radio rooms, intercom systems, and so on) or explain the reason for the alarm to the sentries who guard busy areas.

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Raising an alarm usually increases the number of enemies potentially dan-gerous to the player (and they become marked in red on the vector map). Quite often it is followed by a special alarm sound and an increased number of patrols. In some missions an alarm may lead to serious complications or even failing the mission entirely. The potential danger of an alarm is normally described in the mission briefing.

Reasons for raising an alarm may include:

1) The main character was spotted (particularly if you have chosen the ‘Saboteur’ level of difficulty) or was in any case recognized. 2) The sounds of explosion were heard. 3) An enemy was wounded. 4) There is some information about killed companions. If an enemy has just found a body, he must first examine it (unless his fellow died in his presence). Bodies of neutral characters are usually no reason for raising an alarm. 5) Killing allies in some missions can also raise the alarm. If the enemy decides to raise an alarm, an appropriate text message will be displayed on the screen. One or several enemies will start to flash on the vector map, and a megaphone icon appears at the top part of the screen.

If an enemy discovers a body and decides to examine it, an appropriate warn-ing will appear on the screen.

After an alarm has been raised, the screen will display information about the type of the alarm. The alarm will be canceled after a certain amount of time. This time depends on the difficulty level and the mission type. At the Saboteur difficulty level, an alarm lasts until the end of the mission.

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17. RATING

After finishing a level, the player is award-ed with points and a rating. Your rating first of all shows the quality of the mis-sion completion, i.e. how quietly and professionally the player performs his task. You can receive the highest rating value whether you kill nobody or you wipe off half the people on the level. The main thing is that you need to act quietly and with professional precision. Your rating is based on a combination of three param-eters below:

NoiseThis increases greatly when alarms are raised. It also increases when informa-tion about the player is passed on from one enemy to another, in case the player has been disclosed or has not changed clothes. In case of a discovered body, the noise level increases if the body has been examined.

AggressionThis varies based on the number of enemies killed. It increases if civilians and especially women are killed. It decreases if you use chloroform. Killing hostile military men does not increase one’s aggression very much.

PrecisionWhen you hit an enemy in the head or use cold weapons, your precision remains at 100%. It drops down if you miss your target.

The final result is calculated on the basis of the three above parameters.

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18. HELPFUL HINTS

1. I am not allowed to take a sniper rifle on a mission.A sniper rifle is not available for all of the missions. However, in certain cases you can find such a weapon somewhere during the mission.

2. I’m shooting at enemies but I can’t hit one.Weapons have a limited firing range. If the crosshairs appears as a red “no” sign while you are aiming an enemy, then the enemy is out range and your chances for hitting him are extremely low.

3. I can’t understand why somebody always discovers me.Turn the mini-map on by pressing ‘M’ or ‘Tab’ keys. Expand it to full screen by pressing ‘M’ key. By pressing ‘+’ and ‘-’ you can zoom in and out of the map. The blue mark is your character. You’re discovered by enemies when you (the blue mark) come into an enemy’s field of view. If you come into the colored sector of an enemy’s field of view, then you are discovered instantly; if you are in the grey sec-tor, you will be discovered eventually, so you should probably move away and hide.

4. I cannot disguise myself.You can wear a uniform of an enemy only if they have been choked, stunned, sleep-ing, poisoned, or shot in the head (and the last one only on EASY and NORMAL difficulty levels). If you stabbed or shot your enemy, then his clothes are covered in blood and cannot be used for disguise. Note that disguises are not allowed if you selected SABOTEUR difficulty.

5. I cannot choke enemies. To choke or put an enemy to sleep you must sneak up to him from behind. If the enemy notices you too soon, try to move more quietly: change your approach posi-tion, switch to walk mode, and try sneaking (‘V’ key by default). On the EASY level of difficulty, other tactics are also available. — You can run swiftly up to the enemy from behind, and he might not turn around.

6. The game is too hard; I am being killed all the time.The game rewards patience, but you won’t achieve anything by acting like a cow-boy. Strive to be secret, cautious and silent, just like a real saboteur. Find a lonely patrol guard, choke him and use his uniform as a disguise. This will give you an opportunity to move across the area more openly. There are some hints on the map showing you where uniforms can be found.

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19. TECHNICAL SUPPORT

Aspyr Technical Support

To register your copy of this game please go to:http://www.aspyr.com/register

If you are having problems installing or using this software, we want to help. You should read through the manual and the Readme file on the game disc before contacting Aspyr Technical Support. Please ensure that your computer meets the minimum system requirements that are listed on the bottom of the box. Our Technical Support representatives will not be able to help customers whose computers do not meet these requirements. So that we can better help you, please have the following information ready:-Complete product title-Exact error message reported (if any)-A brief description of the problem-Your computer’s processor type and speed (Pentium 4 3.0-3.8GHz, Celeron 1.1 -1.8 GHz etc.)-Amount of RAM (MB, GB)-Make and model of your video card (ATI, Nvidia)-Speed of your CD-ROM or DVD-ROM drive(16x, 4x, etc.)-Operating System (Windows XP, Windows 2000 etc.)

Contact us over the Internet:If, after reviewing all the known issues in this Readme file, you are still having difficulties, please visit our online technical support page at http://support.aspyr.com/, and click on the “Browse Knowledgebase” link. If your problem is not currently listed under “Game Issues”, then please gather all informa-tion regarding the problem, including attempts to resolve the problem, error messages, and computer specifications and open a support ticket located at http://support.aspyr.com. This form will then be sent to Aspyr Media Technical Support.

Contact us by Phone:You can also contact us by phone by calling (512) 708-8100. Note that this number is for technical assistance only. No hints or tips will be given out over the Technical Support line. When calling our Technical Support line, please make sure you are in front of your computer and prepared to provide all neces-sary information about your computer.

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Haggard games

Project LeadAlexey Agamalov

Lead ProgrammerAlexey Agamalov

Lead ArtistAndrey Kharchenko

Lead AnimatorKonstantin Maslyuk

ProgrammingAlexey AgamalovSergey Gvozdev

Artificial IntelligenceSergey Gvozdev

Game DesignAlexey AgamalovSergey Gvozdev

ScriptersSergey GvozdevAlexey Agamalov

Sound SupervisorGrigory Klimenko

3D ArtistsArman AvakyanAlexander BocharovRoman YendovitskyAlexey KolesnikovKonstantin MaslyukAlexey ChentsovAndrey Kharchenko2D ArtistsDmitry Bocharov

CharactersRoman YendovitskyArman AvakyanKonstantin MaslyukAlexey ChentsovAlexey Kolesnikov

LightiningAlexey Agamalov

Level DesignAndrey KharchenkoGrigory KlimenkoDmirty Voloshko

WritersAlexey AgamalovSergey GvozdevGrigory Klimenko

History ConsultantNikolay Plugin

37

You can also contact Aspyr Technical Support by mail:Aspyr Media, Inc. P.O. Box 5861 Austin, TX 78763-5861

20. REGISTRATIONTo register your copy of this game please go to:http://www.aspyr.com/register

21. CREDITSDEATH TO SPIES: MOMENT OF TRUTH

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TestingAlexey Chentsov Alexey KolesnikovDmirty Voloshko

MusicSergey FominAlexander Machugovky / the SandSValery ‘Whitelake’ BelozertsevIvan Sidoruk / the SandSKhariton Kantiyev / the SandS

1C Company

ProducersSergey GerasevDmitry Nozhnin

Marketing and PRNikolay BaryshnikovSvetlana TarasovaAlexey PastushenkoVO recording supervisorOleg Mironov

LocalizationOleg MironovIlya Salamatov

Setup program assemblyKonstantin Shavrook

TestingDmitry SavinDmitry Pautov Sergey Kiyatin

Additional localizationSteve Breslin

Aspyr Publishing

Executive Producer Jay Gordon

Associate Producer Randall Davis

Senior Project Manager Kelly Bates

Marketing ManagersKarri Scott

PR ManagerEric Duncan

Creative Marketing Lead Devin Cox

Lead Designer Luke Walker

Build EngineerJohn Merrill

Director of QA Andy Brazell

QA Manager Bard Alexander

QA Lead Daniel Becker

QA TestersWill O’BrienIan RomeroLucy FernandezMichael VeraGregg Bennett

CRG Manager Steve Amacker

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© 2009 1C Company. Developed by Haggard Games. All rights reserved. Lua 5.0 Copyright © 1994-2006 Lua.org, PUC-Rio.zlib version 1.1.3 Copyright (C) 1995-1998 Jean-loup Gailly and Mark Adler.Open Dynamics Engine Copyright (c) 2001-2004, Russell L. Smith. All rights reserved.This product uses Ogg Vorbis Copyright (c) 2002, Xiph.org Foundation.

Lua 5.0 Copyright © 1994-2006 Lua.org, PUC-Rio.zlib version 1.1.3 Copyright (C) 1995-1998 Jean-loup Gailly and Mark Adler.

This is the BSD-style license for the Open Dynamics Engine.

Open Dynamics EngineCopyright (c) 2001-2004, Russell L. Smith.All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are per-mitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice, this list of condi-tions and the following disclaimer.

Redistributions in binary form must reproduce the above copyright notice, this list of condi-tions and the following disclaimer in the documentation and/or other materials provided with the distribution.

Neither the names of ODE’s copyright owner nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.

CRG LeadMichael Cardona

CRG TestersHolly MuhsAdam WebberDavid Marshall Jr.

Compatibility SupervisorDustan Coleman

CQC TesterNathan Mrvichin

Compatibility TechnicianMichael Greene

Compatibility TestersDavid WhitefieldRene OgandoDustin Tolbert

Technical Support ManagerJason McClure

Technical SupportMickey OgandoJonah HardenberghJohn Vitrano

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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

This product uses Ogg Vorbis Copyright (c) 2002, Xiph.org Foundation.

Redistribution and use in source and binary forms, with or without modification, are per-mitted provided that the following conditions are met:

- Redistributions of source code must retain the above copyright notice, this list of condi-tions and the following disclaimer.

- Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

- Neither the name of the Xiph.org Foundation nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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© 2009 1C Company. Developed by Haggard Games. All rights reserved. Published and distributed by Aspyr Media. Aspyr and the Aspyr “star” logo are federally registered trademarks of Aspyr Media, Inc., and may not be used or reproduced without the prior express written permission of Aspyr Media, Inc. All rights reserved. The ESRB ratings icon is a registered trademark of the Entertainment Software Association. Software platform logo (TM and ©) EMA 2006. Aspyr Media, Inc. PO Box 5861 Austin, Texas 78763. 12201-1MNA