Partisans 1941
Hints and Tips:
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Submitted by: David K.
Alter Games' real-time tactics stealth game puts you behind German lines in the
opening months of the Eastern Front invasion as Captain Zorin builds a partisan band.
Missions support up to three active fighters plus occasional story recruits while camp
days manage food, construction materials, injuries, and skill growth. There is no
verified in-game developer console on PC; success comes from stealth chains, camp
prep, and disciplined firefight control.
-= Getting started =-
The campaign offers seventeen story missions and thirteen standalone skirmishes on
Normal by default. Pick your team before each operation, loot aggressively, and return
to the partisan HQ between mission days. Three save slots exist; manual quicksaves
work on Normal and below. Autosaves also appear after many camp days.
-= PC controls and tactical mode =-
Move with left-click, double-click to sprint, right-click to cancel orders or inspect
enemy vision cones. Space toggles tactical slow-motion for planning ambushes. Alt
highlights interactables, loot containers, doors, and nearby enemies. Abilities use F,
G, and H; quick items use Z, X, and C. Select partisans with 1 through 5 or F1 for the
whole squad. F5 quicksaves and F9 reloads the last quicksave on Normal. Inventory I,
tactical map M, skill tree U, encyclopedia J, base action Left Ctrl.
-= Stealth basics =-
You are routinely outnumbered. Pick off perimeter guards with knives, hide bodies in
bushes or lockers, and only open fire once odds favor you. Right-click an enemy to
view his vision cone and patrol chain; breaking one link often lets you roll up the
rest silently. Distraction items such as thrown bottles and tobacco help reposition
patrols.
-= Enemy vision and alarms =-
Vision cones spot anything inside their arc unless you use cover, bushes, darkness, or
hiding spots. At night or in poor weather the outer cone becomes low suspicion,
allowing cautious movement in the fringe. Enemies heading to alarm buttons show a
white alarm icon; disable sirens when found so they cannot be reused. Triggered alarms
pull nearby units and can end a stealth plan quickly.
-= Dogs and concealment =-
Dogs smell through visual cover. If an exclamation mark forms above a dog, retreat
before it commits. Tobacco temporarily masks scent. Bushes stripe-overlay hidden units
and corpses. Sanek's disguise lets him walk past many patrols but forbids weapon use
and suspicious actions in restricted zones.
-= Combat and cover =-
Cover works like squad tactics titles: white shield icons mean protected fire, red
means flanked. Draw fire with one partisan in cover while another flanks. Grenades and
mines force enemies out of cover and start loud fights, so save them for the final
shootout after stealth thinning. Fixed machine guns have unlimited ammo but expose the
gunner.
-= Injuries and red weapon icons =-
A red weapon icon means that partisan cannot use the weapon class because of a serious
injury. Check the portrait for a bandaged head marker, open the character sheet, and
hover the injury entry for exact penalties. Minor wounds slow movement or lower hit
chance; major ones block sprinting or all rifles, SMGs, shotguns, and machine guns.
Broken Arm blocks long guns; Hamstring blocks sprint; Craniocerebral blocks abilities;
Internal Organs blocks silent kills. Painkillers suppress debuffs until camp healing
finishes.
-= Painkillers and medical tent =-
Hit point loss heals with bandages or medical bags during missions, but serious
injuries persist until treated at camp. Build the medical tent early, assign injured
partisans to its healing slot, spend ten construction materials per injury, and
advance the day until portrait icons clear before mission day. On Hard Mode untreated
wounds kill partisans within sixty seconds unless bandaged in the field.
-= Camp management overview =-
Between missions assign partisans to construction, food gathering, workshop crafts,
weapon upgrades, side skirmishes, or healing. Up to three partisans per task; higher
rank grants better success percentages (Partisan fifteen percent up to Saboteur thirty
percent). Mission day auto-assigns story-required fighters; fill remaining slots
deliberately and keep idle camp members working so resources grow while you are away.
-= Food and hunger =-
Food ration counters tick down each camp day. Empty stores apply Dystrophy, halving
movement until fed. Fishing holes, hunting towers, smokehouses, kitchens, and
henhouses stabilize supply; missions rarely feed the camp alone. Some players let food
run low just before mission day, send fighters out fed by the mission reset, then
rebuild stores afterward.
-= Build points and storage =-
Construction materials craft buildings, workshop items, weapon upgrades, and medical
treatments. Loot grey mission items for post-mission food or material credit. In
storage, right-click spare guns to dismantle them: gold-quality thirty materials, blue
fifteen, white ten. Prioritize grenades, medical bags, painkillers, mines, tripwire
wire, and ammo on mission looting runs.
-= Weapon types and loadouts =-
Knives are silent and unique per fighter. Pistols, shotguns, SMGs, rifles, and rare
mobile machine guns fill different ranges.
-= A practical trio loadout per fighter =-
knife, close weapon, rifle, medical bag in a slot, painkillers, grenades, and spare
clips. Upgrade gold-quality weapons in the weapons workshop before spending points on
white or blue guns.
-= Looting priorities =-
Search crates, desks, and shelves highlighted with Alt. Do not take red-marked local
civilian goods; stealing from villagers hurts morale. German supply caches are fair
game. Break down duplicate weapons at camp instead of hoarding them in mission
inventories.
-= Morale and side skirmishes =-
Morale spans very low to very high and mainly affects combat accuracy, sprint length,
and ability cooldowns, not stealth. Green-fist side missions on the camp map raise
morale and can return weapons or supplies based on assigned veterans' ranks. Schedule
morale boosts before gun-heavy story missions such as Khutor or Bertha.
-= Skill trees and XP =-
Open the head icon near Next Day to spend skill points earned from missions and
skirmishes. Prioritize silent movement, knife skills, backpack space, and weapon
specialties for your most fielded trio. Zorin's thrown knife skill is the core stealth
tool; Sanek excels at disguise infiltration; medics like Valentina matter more on Hard
Mode where field healing becomes mandatory.
-= Hard Mode differences =-
Hard Mode removes practical quicksave use, cripples tactical mode (partisans freeze
while combat continues), and adds the sixty-second untreated injury death timer.
Expect to rely on medics, painkillers, and perfect stealth routing; many players treat
Hard as a post-completion challenge rather than a first-run setting.
Secrets:
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-= Save file backup =-
Back up saves before experiments. On Windows, copies live under
%LOCALAPPDATA%\Partisans\Saved\SaveGames (AppData is hidden by default). Normal
difficulty allows unlimited manual saves; Hard Mode still creates occasional early
autosaves but not reliable mid-mission checkpoints.
-= Weapon dismantle values =-
Storage dismantle payouts: gold thirty, blue fifteen, white ten construction
materials. Knives dismantle for space only with no material refund.
-= Civilian loot rule =-
Red-highlighted cache items belong to locals. Looting them reduces partisan morale
even if the mission otherwise succeeds.
-= Food timing trick =-
Letting rations hit zero for a couple of camp days before mission deployment resets
hunger after the operation returns, freeing those days for skirmish assignments. Only
attempt this if you understand Dystrophy risks on leftover camp members.
-= Environmental kills =-
Many maps include red-zone hazards such as rolling logs or machinery. Time the
interaction as patrols enter the kill zone for silent crowd control, then be ready for
investigators unless you hid follow-up bodies.
Solutions:
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-= Healing injuries at camp =-
1. Finish the mission and note bandaged portraits on the roster.
2. Open the medical tent snake icon, drag each injured partisan into a healing task,
and confirm ten construction materials per injury.
3. Click Next Day until injury tooltips vanish and weapon icons return to normal
white.
4. Never launch mission day with Zorin or your primary shooter still carrying an arm
or hand injury that blocks rifles or SMGs.
-= Stealth chain opener =-
1. Scout patrol links with right-click vision cones before moving anyone.
2. Identify the isolated guard at the end of a chain or a bush-adjacent sentry.
3. Knife the weak link, drag the body into striped bush cover, and wait for timers to
reset if a brief yellow alert triggers.
4. Repeat along the chain until the objective area has few enough defenders for a
covered rifle ambush or a silent objective completion.
Unlockables:
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-= Medical tent =-
First camp construction priority; enables serious injury removal between missions.
-= Workshop =-
Craft medical bags, painkillers, grenades, and mines for build points when missions
run dry.
-= Weapons workshop =-
Unlocks per-weapon upgrade tracks (aim, reload, crit, magazine) on gold-tier guns.
-= Logging camp and food buildings =-
Steady construction and food income for long campaigns and repeated side skirmishes.
-= Back Into Battle DLC =-
Separate mission pack with its own achievements; base-game tips above still apply to
core stealth and camp loops.
Reference:
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* Tactical Mode - Space slow-motion planning; unreliable on Hard Mode.
* Vision cone - Right-click enemy preview of sight arc and patrol focus.
* Alarm button - Raises sector-wide alert if reached; can be disabled permanently.
* Construction materials - Build points for tents, crafts, upgrades, and healing.
* Dystrophy - Starvation debuff from empty camp food stores.
* Morale - Combat-only buff/debuff from camp events and side missions.
* Side skirmish - Auto-resolved camp mission for loot, XP, or morale.
* Painkillers - Temporary injury debuff suppression during missions.
* Disguise - Sanek-only civilian walk ability with strict action limits.
* Quick save - F5 on Normal; disabled during Hard Mode missions.
* Quality tiers - Gold, blue, and white weapon condition affecting upgrades and
salvage.
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