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New S^3 Mod "All Uniforms" in development (feedback is welcome)


BlunterII

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Hello could someone help me with installing this mod? I've tried putting the extracted folder "BlunterMod_v2.3" in my silent storm sentinels folder and running the game and the mod doesnt take effect. I've tried taking all the contents in that folder and dropping them in my silent storm sentinels folder, it asks me to replace files, I say yes then when I try to start the game it crashes..

 

Dont know if it matters I have silent storm gold from gog.com

 

please someone tell me how to install this mod, thanks alot!

 

Well you are not doing it right. Just put the mod folder into your Silent Storm Sentinels folder, DO NOT copy the mod files directly into your Sentinels folder, that wont work! After you have put the mod folder into your game directory, start the game and select "Custom Game". It will show a menu where you then select Blunters mod to mod your game. After you selected blunters mod and modded your game, start it normally.

 

Did you want me to make the same looking uniform for the girls, Lt? I can do that.

 

What type of headgear should I include. Just a wig? Or some sort of mask, perhaps (they'll be bald in that case )?

 

Well no idea, either a wig or tanker hat or maybe the earphones or something.

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I was thinking about the same thing. Do away with the hiring screen, have a small default group (1-2 hirelings) to start with... And have additional mercenaries/ soldiers/ specialists join the player's squad later depending on players decisions and actions.

 

I'll be making new REs. We could recycle the old ones (they'd need a face lift, big time)

 

Owww, this is be very good news, guys! If this is possible - need more random encounters with panzerklain. (If we have armor-piercing bullets - need appropriate enemy)

About non-hired mercenra - this is may be like this - chain unical encounters(We capture enemy's officer and he say about, where need find our new frend. We going - but new mercenary in the prisioner camp. Ehhh. i guess you understand my bad english :\

Also i'm interest this is - what you think about new weapon? Not retextured, but new weapon with new model. What about weapon from Hammer and Sickle? I heard this is very hardess

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Yes, the 7.63 Mauser and 7.62 Tokarev is pretty confusing. If cruffler.com is still alive they used have an article, 'I think' in the Technical Trivia' section, on the two. IIRC there are some tiny dimensional differences but nothing stopping them from being used in either weapon. Also working off memory the some of Tokarev rounds are loaded a little hotter so in the real world I wouldn't risk a valuable antique over cheaper ammo. Also 10-20 years ago there was a batch of very hot loaded 7.62 Tokarev(intended for SMG's only, Bulgarian maybe) that hit the surplus market. That ammo did damage several valuable guns and gave surplus 7.62 Tokarev a bad rep.

 

If you really want to do something out of the ordinary with the Mauser look up 9x25mm Mauser Export. Very close to a standard .357 Magnum load with the same weight bullet. The only military usage I know of is the Hungarians used it during WW2 in their Kiraly/Danuvia 39M and 43M SMG's.

 

Question, have you tested the increase grenade range mod at higher skill levels? I'd suspected for awhile skill increased throwing distance and finally tested it out in S2. At level 1 a grenadier standing with Throwing 29 has a max range of 12 with a RG-42(medium). At 95 skill and no perks max range is 19. At 170 skill max range is 29. In Silent Storm I really doubt you'd hit those numbers without using Skill Watchdog but it might be possible in Sentinels.

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Im sorry, I dont really feel like reading thru 22 pages, so Im gonna be a bit derpy and ask : is ther a WWII campaign for this mod? and if not, are you going to do it one day?

 

Well, this mod only adds you uniforms, some new weapons and random encounters to the game, at least for the moment. There is a plan to do a bigger mod with a custom campaign that is set in the year 1948, after the war and deals with a crazy russian researcher trying to get the world to do his bidding with a super virus. So new maps, new dialogue, new uniforms and weapons as well as new factions etc. However, right now we want to finish this mod and use it as a testing bed for all the stuff we want to see in the other modification.

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All right, a new map is ready (just the map so far).

 

Location: East Germany

 

Mission: 1st Bank Mission called "Counterfeit" (subject to change, of course)

 

Idea: The banker asks you to investigate and find the source of the fake Deutschemark banknotes that recently started flooding the FRG's financial market. Since the suspected place of origin of the counterfeit money is located somewhere in East Germany, your group has to contact the Soviet Intelligence (Lt. Colonel Mikhalev - H&S reference) and work with them to find the culprits.

 

A short briefing (a short cutscene) with Mikhalev reveals that the Soviets have a lot of problems of their own:

- disappearing officers,

- strange corpses washing up on the Havel shores (river in Berlin),

- disturbing radio transmissions (full of misinformation) triangulated to a location in Dahlem (U.S. occupied part of Berlin),

- rumors of a sudden quarantine in West Berlin and the " Havel Green Mist of Death" hysteria spreading among local population.

 

Mikhalev informs the Hero that they have an agent, Cpt. Danilov, in Potsdam playing a role of a "corrupt" Soviet officer who supplies alcohol to a group of Smugglers (led by Linz, an ex-Werhmacht officer) who in turn smuggle it in West Berlin. A few weeks ago Linz asked Cpt. Danilov to obtain several boxes of rag paper...

Your official task is to contact Danilov and assist him. Unoffically, Mikhalev wants you to check on Danilov who might have gone rogue or might not be Danilov at all...

___________________________________________________

 

I am done with the template for the "Counterfeit" encounter and the draft script for it.

 

Here are some screens of it:

 

Mission_Counterfeit1.png

 

The template is the same size as the "Castle Linden" (80x80).

_____________________________________________

 

Mission_Counterfeit2.png

 

The height map is custom (with small hills, ditches, large rocks, small stones and a lot of trees)

___________________________________________________

 

 

Mission_Counterfeit3.png

 

The warm orange light creates a relaxing atmosphere.

________________________________________________

 

 

Mission_Counterfeit3a.png

 

Pictures of women and beer ads (from that time period)

________________________________________________

 

Mission_Counterfeit4.png

 

Railed second floor cutout serves as a good lookout (for the guards to keep an eye on what's going on on the first floor)

_______________________________________________

 

Mission_Counterfeit5.png

 

________________________________________________

 

Mission_Counterfeit6.png

 

The flare and the light are part of the model properties now instead of being a separate item attached to the object. It guarantees light destruction when the vehicles are destroyed (the second destruction stage of it has no light/flare effect attached to it). This was done to avoid the silly situations when the light stays on after the car is completely destroyed (similar to "Corrupt Official" opel with headlights problem)

___________________________________________

 

Mission_Counterfeit7.png

 

Some of the items from my previous (unpublished) mod will be making their appearance here, including the "Blunter Distilleries" products (with appropriate for alcohol destruction stages, spilling liquid and shattered glass effects ), Cpt. Danilov and smuggler boss Linz.

____________________________________________

(to be continued)

 

~Blunter~

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Yes, the 7.63 Mauser and 7.62 Tokarev is pretty confusing. If cruffler.com is still alive they used have an article, 'I think' in the Technical Trivia' section, on the two. IIRC there are some tiny dimensional differences but nothing stopping them from being used in either weapon. Also working off memory the some of Tokarev rounds are loaded a little hotter so in the real world I wouldn't risk a valuable antique over cheaper ammo. Also 10-20 years ago there was a batch of very hot loaded 7.62 Tokarev(intended for SMG's only, Bulgarian maybe) that hit the surplus market. That ammo did damage several valuable guns and gave surplus 7.62 Tokarev a bad rep.

 

If you really want to do something out of the ordinary with the Mauser look up 9x25mm Mauser Export. Very close to a standard .357 Magnum load with the same weight bullet. The only military usage I know of is the Hungarians used it during WW2 in their Kiraly/Danuvia 39M and 43M SMG's.

 

Question, have you tested the increase grenade range mod at higher skill levels? I'd suspected for awhile skill increased throwing distance and finally tested it out in S2. At level 1 a grenadier standing with Throwing 29 has a max range of 12 with a RG-42(medium). At 95 skill and no perks max range is 19. At 170 skill max range is 29. In Silent Storm I really doubt you'd hit those numbers without using Skill Watchdog but it might be possible in Sentinels.

 

LCJr, I have a few questions about the "out of the ordinary" 9x25mm Mauser Export:

 

1. Is there anything special about this round (aside from it being not very common)?

2. I assume (judging by what I've read about it) it is more powerful than 7.62 Tokarev and .30 Mauser. How much more powerful is it? Where would it be (numbers wise/ ballistically) in Silent Storm ammo hierarchy if I were to create this new ammo.

3. Most weapons in the game (not all) have a cheaper/more commonly found ammo sources. What gun or guns would serve that purpose (for 9x25mm Mauser Export)? I already found one: MP34 (a better and 'badder' brother of MP28 Bergman). Any other ones?

 

Weapons_MauserExport1.png

 

4. Do you have any ideas about unique weapons in this caliber? A pistol (broomhandle), perhaps? Have you thought of any custom names for it?

 

(anyone is welcome to jump in, please, don't hold back)

________________________________________________

 

You asked about texture modding. If you have a texture replacement for the weapons you mentioned (in pm) I can include those in the mod. One of them was Webley revolver. Well, here is Smith & Wesson Model 10, for instance:

 

Weapons_SmithWesson38-200Mod10.png

 

_____________________________________________________________

 

To answer your question about the grenade range: Yes, I tested it (the results are on the 1st page of this thread (post 19)). The increase was only incremental without the reduction in grenade weight. That was the reason for the change (which was another request).

_____________________________________________________________

 

Is the super virus thingy already decided? I mean there sure must be something more plausible for the year of 1948...even if you just dont want a large-scale global conflict.

 

Hi dimovski (even though Lt. already addressed your question, I'll chime in as well),

 

The 'virus' (or bacteria, or some phychotropic poison) is just one of the many things for the Sentinels to worry about in the "Die Wolfe" scenario. The insurrection of Germany lead by ultra Nationalists "The Wolfpack" is another...

 

Whether a blinded by revenge madman (regardless of his brilliance) can be successful in achieving his goals is a good question.

Whether the world powers are going to listen to that madman and do his bidding (even after he demonstrates the lethal potency of his creation) is another good question.

Whether the drug or microorganism he creates is actually what he thinks it is...

or whether the elusive Professor and his lab actually exist at all - are all good questions...

 

What is not plausible about that scenario (I assume you've read through all the deliberations or at least through Lt's plotline)? It is not written in stone yet. We only have a very general outline...

 

What idea did you have for the year of 1948?..

__________________________________________

 

Orc01,

 

I can't import new models. I don't have Maya.

 

I am familiar with "The Cossacks are coming" thread related to Natrix's mod at ZZima.com

 

Haven't played it, though.

But I am glad it's compatible and you are enjoying both of them.

__________________________________________

(to be continued)

 

~Blunter~

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I can't import new models. I don't have Maya.

Awww, this is ... hm, how this is be in English? So pity?

Thanks for create this is mod. I shall try to force it in russian community. Maybe, someone will want to revive old customs^^

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I dont have many ideas, dont get me wrong, if its gonna be THIS polished you might aswell make it a payware mod, and people would buy it (maybe you actually ARE going to, I havent read thru the thread)...My idea would be german nationalists aswell...

Just an idea for a mission (maybe its already in, again, havent read thru the thread, not much time to do so...):Wolfpack tries to free Nazis from Spandau (I dont know...say Doenitz or Speer for their organisation...that is of course, if you want to have something "serious" in the game) for their needs...I dont know for what, was just an idea...still thinking about it...

Btw, I see you mention a Mikhalev, im Slavic, so I think I may jump in and say that Mikhailev would be far more common and more regular in our language. Also, you could make it as the russians write it (well not in cyrillic anyway), so Mihajlev...or Mihajlov...

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LCJr, I have a few questions about the "out of the ordinary" 9x25mm Mauser Export:

 

1. Is there anything special about this round (aside from it being not very common)?

2. I assume (judging by what I've read about it) it is more powerful than 7.62 Tokarev and .30 Mauser. How much more powerful is it? Where would it be (numbers wise/ ballistically) in Silent Storm ammo hierarchy if I were to create this new ammo.

3. Most weapons in the game (not all) have a cheaper/more commonly found ammo sources. What gun or guns would serve that purpose (for 9x25mm Mauser Export)? I already found one: MP34 (a better and 'badder' brother of MP28 Bergman). Any other ones?

 

Weapons_MauserExport1.png

 

4. Do you have any ideas about unique weapons in this caliber? A pistol (broomhandle), perhaps? Have you thought of any custom names for it?

 

(anyone is welcome to jump in, please, don't hold back)

________________________________________________

 

 

~Blunter~

 

Very nice texture on the S&W. I've always wondered why Nival chose that model though instead of one of the British service Webley's or the Enfield No. 2?

 

1. It's simply a more powerful round than the 9mm Parabellum.

 

2. I'd say a little more damaging than a 9mm Parabellum and with a little more range. Ballpark 125 grain/8.1 gram bullet @ 1476 fps/450 mps. ~0.82 ft/lbs momentum or 605 ft/lbs KE. But then again with the rate enemies in Sentinels gain VP you can't really go with hard numbers:)

 

3. Prototypes were made for the military in 9x25mm 'Broomhandle' but they never got any contracts. I'm unsure if any pistols were sold commercially in this caliber but it was used in the Mauser carbines. Although without a new model that doesn't help. The only other weapons I'm aware of, besides the Steyr, were the Hungarian SMG's 39.M/43.M/44.M https://hungariae.com/ and SIG MKxx series. But again no model. Might be able to fake it with Beretta 38A, MP41 or maybe even the M1 Carbine?

 

4. One of the Broomhandle prototypes would be unique. Any of the SMG's would be uncommon.

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I dont have many ideas, dont get me wrong, if its gonna be THIS polished you might aswell make it a payware mod, and people would buy it (maybe you actually ARE going to, I havent read thru the thread)...

I don't think we should get too far ahead of ourselves here. There's plenty a lot of modifications that get made for games that don't make it retail/require to pay.

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I finnaly started up S3 and I like the mod so far. Great idea to create a key to open the closed door.Perfect! I also like how in the 2nd mission the gangster drops a pack of Deutschmarks! Gives some nice starting cash. Im curious tho, how do I get missions from the banker? And also, is there a chance youre going to create a version without PKs? Sorry for requesting it, but I have a feeling it really breaks the game with them, they barely move and are nearly immune to infantry weapons. I see how this could be changed with AP rounds, APCR, APHE etc. but it would be great if there would be a version without them....

 

PS: I suppose I can give my feedback for the missions I do in game? Would you like that or do you have sufficient feedback?

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The Banker missions are not implemented yet, thats what Blunter is currently working on. As for the PKs: in S3 the PKs are a lot weaker and can be eaisly stopped compared to the S2 PKs who where walking tanks. The Allied PKs have around 400 HP and with weapons that have high penetration or lots of explosives, its easy to detroy them. Even the 800 HP THO PKs are not that bad. Also seeing how they show up rather late in game, they are not a big issue really.
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So theyre gonna be a rare sight on the battlefields of this mod aswell? I mean, are they going to be only in the last 1-2 missions, and the only way you could use them would be to recover them yourself, or do you want them to be more common? Or is it possible to implement a semi-dynamic campaign, so that if you do really well, or finish your missions really fast, you will be able to skip them completely, because the enemy wasnt even able to produce them in such a short time?

 

Im just dropping around suggestions/questions, I hope you dont mind.

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This topic came up already several pages ago and I said that from the story perspective, PKs are a thing used by the Western Allies and the Soviets, they even have their own models and whatnot, you just dont see them ingame. I purposed a alternative history timeline in where all sorts of Dieselpunk/Atompunk style weapons where used. Anyway, seeing that you only fight Die Wölfe, THO and the personal army Gurukov raised, PKs are a rare thing. Die Wölfe posses a few PKs that show up at the end while THO has only a limited supply to them as well but plans to build more. Gurukov doesnt have any PKs.

 

The player might be able to get their own PKs by capturing them or they are awarded to him by the allies for doing a good job. Also with the introduction of all the new ammo sorts, the PKs threat isnt that big anymore so the player should not have a issue in taking them down if he encounters them.

 

We still need to work on all the details and a lot is up to Blunter and his modding abilities.

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As for the PKs: in S3 the PKs are a lot weaker and can be eaisly stopped compared to the S2 PKs who where walking tanks. The Allied PKs have around 400 HP and with weapons that have high penetration or lots of explosives, its easy to detroy them. Even the 800 HP THO PKs are not that bad. Also seeing how they show up rather late in game, they are not a big issue really.

 

Sounds about the same as S2. Allied PK's 400-450, Axis 550-700 and TH at 600. The big difference is in S2 only 7.62x54R weapons, heavy grenades and the PIAT will damage them. They didn't set the penetration high enough for the other rifles and rocket launchers to have any effect.

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All right,

 

I am still working on the "Counterfeit" mission (somehow managed to catch some nasty cold in 110 F - so it's taking a bit longer sad.png )

__________________________

 

Got done with the Intro cut scene called "Bodies Found". Lieutenant Colonel Mikhalev arrives at the scene, where two murdered Soviet officers were found, and talks to his underlings about the incident.

Dialogs are ready for editing (if necessary).

 

Take a look:

 

BodiesFound_1.png

 

_____________________________________________

 

BodiesFound_2.png

 

___________________________________________

 

Full dialog:

 

Lt. Colonel Mikhalev: Are these the ones, Grigoriy?

Tulin: Yes, Comrade Lieutenant Colonel. The border patrol noticed the bodies this evening under the Glienicke Bridge but weren't able to fish'em out until two hours ago...

Mikhalev (examining the dead on the ground): They are not from our department. Have you seen them before?

Tulin: Yes, I believe they were working with Danilov and Sovkov on something.

Mikhalev: Over-the-border contraband?

Tulin: That's what Danilov's assignment was. Why would they wear their uniforms while working undercover though?

Mikhalev: Yes, I was wondering about the same thing.

Tulin (after a pause): You smell a rat, Comrade Lieutenant Colonel?

Mikhalev: Yes. It is a possibility... Now, Grigoriy, do you know if Vera got a chance to examine the bodies yet?

Tulin: I'm pretty sure she did. Just a minute, Comrade Lieutenant Colonel, I'll call her.

____________________________________________________

 

Tulin: Belanova!

____________________________________________________

____________________________________________________

 

Vera Belanova approaches them and the next dialog begins:

 

BodiesFound_3.png

 

______________________________________________

 

BodiesFound_4.png

 

_______________________________________________

 

BodiesFound_5.png

 

______________________________________________

 

Full dialog:

 

Belanova: Yes, Comrade Lieutenant Colonel?

Mikhalev: Do you have anything to report, Vera? What happened to them?

Belanova: Well, these two were shot twice in the back and at least once in the back of the head...

Tulin: Executed?

Belanova: Most likely... and then pushed into the river to drown.

Mikhalev: Can you give your estimate of when they were murdered?

Belanova: Well, with the water contamination and the weather, I'd say 30-35 hours ago. But I'd need to take a closer look. After the autopsy, perhaps. I'll give you my detailed report first thing in the morning.

Mikhalev: Splendid! Oh, and why did you refer to them as "these two"? Were there any others?

Belanova: Well, yes and no. You might want to take a look at it yourself.

_______________________________________________

 

BodiesFound_6.png

 

...and the three of them start walking towards the canal...

___________________________________________

(to be continued)

 

~Blunter~

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Here Mikhalev, Tulin and Belanova continue their conversation.

 

BodiesFound_7.png

 

_______________________________________________

 

BodiesFound_8.png

 

_____________________________________________

 

Full dialog:

 

Mikhalev: Good grief! Who... what is it?

Belanova: To be absolutely frank, I have no idea. It is the first time I've seen something like this. All I can say is that it appears... err... human... I am waiting for the bacteriologists to pick "it" up and take "it" in for an examination. I'll include my findings in the morning report if you wish.

Mikhalev: Right, you do that, Vera.

Belanova: Very well.

____________________________________________

____________________________________________

 

After Belanova leaves Mikhalev and Tulin discuss what to do next:

 

BodiesFound_9.png

 

__________________________________________________

 

BodiesFound_10.png

 

__________________________________________________

 

Full dialog:

 

Tulin: So, where do we go from here?

Mikhalev: Well, besides you and me, there were two other people who knew about the smuggling operation: Master Sergeant Sovkov and our new Moscow appointee Captain Danilov. Hmm... You know what, Grigoriy, take Ostrovsky and go talk to Sovkov.

Tulin: Got it. And Danilov?

Mikhalev: As for the Captain, I'll think of something.

Tulin: All right, but I'll tell you this, I have a bad feeling about that Danilov. There is just something about him...

Mikhalev: Yes, I felt that too, Grisha... I sent a telegraphic inquiry to Moscow about Danilov. I am expecting to get a response by the early morning. That should clear things up a bit.

Tulin: Well, I'm off then.

Mikhalev: Good luck.

_________________________________________________

_________________________________________________

 

And then we wait until our Hero shows up:

 

BodiesFound_11.png

 

_______________________________________________

 

BodiesFound_12.png

 

______________________________________________

 

BodiesFound_13.png

 

Herr Lander is going to be the name of the banker who 'hired' you at the base.

_______________________________________________

 

Full dialog:

 

Mikhalev: Ah, Lieutenant.

You: Lieutenant Colonel. Herr Lander sent me to report to you. He believes your investigation might benefit him as well.

Mikhalev: Yes, it's a cooperative effort between our organizations... I guess.

Mikhalev: - (pausing) - There is an officer under my command: a recent Moscow appointee, Captain Danilov. I want you to "examine" his quarters. Here is the address.

You: A private residence?

Mikhalev: Some intelligence personnel are allowed to stay off the premises. Danilov is married to a German, Elisa Kleinke. Naturally, he was allowed to move in with her.

You: Is that permitted?

Mikhalev: Apparently he got the green light from the Chairman of F.C.C. - Chuikov himself.

You: I see. Obviously he's a high profile target. What am I to look for specifically, sir?

Mikhalev: The bodies of two of his associates were found floating in the river today. Both had gunshot wounds in their backs.

Mikhalev: All three of them had been tasked with the alcohol smuggling investigation. Danilov was in charge of it. Your mission is to establish or disprove his involvement in the incident. I believe you will find answers to Herr Lander's questions there as well.

You: Understood. And in case the connection is established?

Mikhalev: I'll leave it to your discretion, Lieutenant. Remember that this matter is confidential. I trust you to handle it quickly and efficiently. Any other questions?

You: No, sir.

Mikhalev: Good luck.

______________________________________________________

 

BodiesFound_14.png

 

___________________________________________________________

 

(to be continued)

 

~Blunter~

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Hope you get well soon. Sorry for not providing feedback, by the way, I've been too busy to test the mod.

 

Feel free to tweak further, if you plan on using these:

Lt. Colonel Mikhalev: Are these the ones, Grigoriy?

Tulin: Yes, Comrade Lieutenant Colonel. The border patrol noticed the bodies under the Glienicke Bridge earlier this evening, but couldn't retrieve them until two hours ago.

Mikhalev (examining the bodies): They are not from our department. Have you seen them before?

Tulin: Yes, I believe they were working with Danilov and Sovkov on something.

Mikhalev: Smuggling?

Tulin: That's what Danilov's assignment was. Though... why would they wear their uniforms while working undercover?

Mikhalev: Yes, I was wondering about the same thing.

Tulin: ...you smell a rat, Comrade Lieutenant Colonel?

Mikhalev: Yes... Grigoriy, has Vera examined the bodies yet?

Tulin: I'm sure she has, but I'll check with her, Comrade Lieutenant Colonel.

 

Tulin: Belanova!

 

Belanova: Yes, Comrade Lieutenant Colonel?

Mikhalev: Do you have anything to report, Vera?

Belanova: These two were shot twice in the back and at least once more in the back of the head. I haven't been able to determine the type of bullets used yet.

Tulin: They were executed?

Belanova: Most likely... and then the bodies were pushed into the river to dispose of them.

Mikhalev: When were they murdered?

Belanova: With the water contamination and the weather, I'd say around 30 to 35 hours ago, but I'll need to take a closer look to be certain. I'll give you my report as soon as I'm done with the autopsy.

Mikhalev: Very well... wait, why did you refer to them as "these two"? Were there any others?

Belanova: Sort of... you should probably see it for yourself.

 

Mikhalev: Who... what is that?

Belanova: I have no idea, Comrade Lieutenant Colonel. It is the first time I have ever seen something like this. All I can say is that it "appears" human. I am waiting for the bacteriologists to retrieve and examine it. I'll include their findings with the report on the other two if you wish.

Mikhalev: Very well, Vera. Carry on.

Belanova: Understood, Comrade Lieutenant Colonel.

 

Tulin: What is our next move, Comrade Lieutenant Colonel?

Mikhalev: Besides you and me, there are only two people who know about the investigation: Master Sergeant Sovkov and our new Moscow appointee Captain Danilov. Hmm... Grigoriy, take Ostrovsky and go talk to Sovkov.

Tulin: Got it. And Danilov?

Mikhalev: I'll think of something.

Tulin: ...Comrade Lieu... Mikhalev, I have a very bad feeling about that Danilov. There is just something about him...

Mikhalev: Yes, I felt that too, Grisha... I sent an inquiry to Moscow about Danilov. I am expecting to get a response by morning. That should clear things up a bit.

Tulin: Well, I'm off then.

Mikhalev: Good luck.

 

Mikhalev: Ah, Lieutenant.

You: Lieutenant Colonel. Herr Lander sent me to report to you. He believes your investigation might coincide with his.

Mikhalev: Yes, it might... There is an officer under my command: a recent Moscow appointee named Captain Danilov. I want you to "examine" his quarters. Here is the address.

You: A private residence?

Mikhalev: Some intelligence personnel are allowed to stay off the premises. Danilov is married to a German, Elisa Kleinke. He moved in with her.

You: Is that permitted?

Mikhalev: Apparently he got the green light from the Chairman of the F.C.C. - Chuikov himself.

You: I see. Obviously, he's a high profile target. Anything specific I should look for, sir?

Mikhalev: The bodies of two of his associates were found floating in the river today, both with gunshot wounds to the back. All three of them had been tasked to investigate alcohol smuggling. Danilov was in charge. Find anything that might establish or disprove his involvement in the incident. I believe you will find answers to Herr Lander's questions there as well.

You: Understood. And if he is involved?

Mikhalev: I will leave it to your discretion, Lieutenant. Remember that this matter is confidential. I trust you will handle it quickly and efficiently. Any other questions?

You: No, sir.

Mikhalev: Good luck.

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