home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PCPP Game Guide 2
/
PCPP_GG2.iso
/
PCPP
/
faqs
/
jagged.txt
< prev
next >
Wrap
Text File
|
1998-06-02
|
262KB
|
4,771 lines
Jagged Alliance
Unofficial FAQ Version 2.3
by: Dzwo-Ren Li
5/05/'97
Table of Contents:
I. Introduction
II. Suggestion for Novice Players
III. Trouble Shooting
[ The following sections include "Spoiler". ]
IV. Items Information
V. Sectors Information
VI. Q & As
VII. Miscellaneous Information
VIII. Suggestion for Veteran Players ( by Peter Kuesters )
IX. Strategic Guides ( by Li ) for the Beginning of HARDER Level
( Partially Done )
I. Introduction:
Disclaimer:
"Jagged Alliance" is a game created by "Madlab Software" and
distributed by "Sir-Tech". The technical support line for "Sir-Tech"
is (315) 393-6644, Monday to Friday, 9am to 5pm ( USA, EST ). If you
have any trouble in getting this game to work, this is the number you
should try. Any attempt to find the answer in this document might fail.
If you have e-mail address and you have any question ( or suggestion )
about this game, you can try to mail to:
Brenda Garno < 76711.33@CompuServe.COM >
She or someone else will be glad to help you. If you have any
suggestion that you wish to see in future sequals, say, JA 2, then
this is the address that you should send the information to.
Patches and System Requirement:
The newest patch is Version 1.13. The file name is "JA_113.zip".
Version 1.11 & 1.12 are not available now. They are okay if you still
have these versions and wish to use them. Please do not use version 1.1
because it won't work. You can get "JA_113.zip" from Sir-Tech's WWW
homepage:
http://www.sir-tech.com
or any other major game sites such as ( use SEARCH command ):
GamesDomain, HappyPuppy, or any other sites.
Sir-Tech said version 1.12 is the same as the version 1.11. They
use the version 1.12 for some commercial reasons.
The full features of the game is only available in a CD version.
The disk version does not have the entire speech. The system required to
run the game is:
IBM compatible PC, 386 can run the game ( a little bit slow ),
486DX-33 or better is highly recommended.
4MB RAM ( minimum, you also need to manage it well to do it )
or 8MB ( recommended )
CD-ROM driver ( for CD version only )
15 - 25 MB HDD space, 38 MB ( recommended )
( I personally recommend at least 50 MB if you want to keep all the
animation, saved files, and other stuffs. )
DOS 5.0 or better
Mouse
256 color VGA
Sound Support ( optional ): Ad-Lib, Sound Blaster family, Pro Audio
Spectrm, GUS, Roland LAPC-1/MT-32, MPU401-interface General MIDI
There is a DEMO for this game. You can find this DEMO in Sir-Tech's
homepage or any other major game sites. The DEMO version has a unique
sector ( other than our 60 ) and only six chosen mercenaries for you to
play with. There is no music, no speech but has the "OK" response of each
mercenary. If you don't have the access to either WWW or FTP sites, "PC
Gamer" ( the one with a CD-ROM in each issue ) has this one in the CD-ROM
in July, 1995.
There was a "PIRATED VERSION" which had been used by many people.
This version looked like the "disk version" but with several very serious
problems. If you were having troubles, made sure you were running with
the legal one before you asked questions. These problems ( with the saved
files ) could be corrected by just ran the file with registered version.
So, buy it if you want to play it!
Current sequel is "Jagged Alliance: Deadly Games", not the one we
expected as "Jagged Alliance 2". "Jagged Alliance 2" is still developing.
The game ( JA: DG ) is capable of net-working ( up to 4 persons ) and it
has a default editor which will allow you to design your own campaign.
FAQ versions ( history ):
I created the first version ( version 1.0 ) of this document on
July 4th, 1995, which contains only 3 parts: Sectors Information, Items
list, and the Encrypted Codes. It was called 'mini-FAQ' because the
information was not enough.
Then, Peter Kuesters < UZS240@IBM.rhrz.uni-bonn.de > started to
provide his information about this game. The modified version ( 1.1 )
was released on July 9th which added 2 more parts: Q & As and the
Miscellaneous Stuffs.
Version 2.0 had been re-organized, added more Q & As, and an advice
section for novice players. In the version 2.1, I added a Trouble Shooting
section, more Q & As and modify some information. And, I decided to take
out the 'mini' in the original title because this document was no longer
a 'mini' one. Version 2.1.1 was created shortly after 2.1 because of some
unacceptable mistakes in the FAQ ( 2.1 ).
I finished version 2.2 on Oct. 09, 1995. This was the version posted
in most major game sites. I wished to add some of my own advices for those
veteran players, but I could not find enough time to make a complete
document, so I gave up. This was part of the reason why version 2.2 had
been delayed so long. Version 2.2 was modified after I had replayed the
game one more time and tried to correct all those incorrect information
in FAQ. This version ( 2.2 ) also contained Peter's suggestions for the
veteran players ( Section VIII ).
Current version ( 2.3 ) won't be posted publicly. It will be only
available upon request. This was because the game was old ( nearly 3
years old ) and a sequel ( JA: DG ) was already available. I was doing
this just because I wanted to complete the document with all the
information that I could get.
I did not finish the final section ( Strategic Guide ) because it
took a long time to write those. It was more exciting to fight than
write. So, there is no telling when will I complete that section. My
guess would be the end of 1997.
Other Miscellaneous Information:
For the record, I did not take out any information from old version
( Unless that information is incorrect ) until this version. This version
had been modified to get everything right ( at least I think so ).
I still lacked the information about trouble shooting. This part
was difficult to build because most of the players did not have problem
in getting it to run. Whenever there was a player who could not make the
game to run AND couldn't get it to work even after he/she had followed
the instruction in the quick reference ( the reference card ), I believed
most of them could not be solved. I really can not help here. I had
problems in getting my game to work too. All I had done was merely "by-
passing" every possible problems. I didn't know whether this would work
for everyone, but at least it worked for me. Please checked it out in
section III ( Trouble Shooting ).
Also, I did not have the Disk Version. I can not help anyone with
that version.
Started from FAQ v. 2.0, I intended to separate those spoilers from
the general non-spoiler advices. So, if you were that kind of person who
didn't want to watch those spoilers before you finished your own game,
then you could just looked at those general advices and stoped before
a WARNING sign.
Contributors:
If anyone wants to provide any information about this game which is
not included in this document, you are welcome to do that. Here is my
e-mail addresses:
< li@cpe.engr.ukans.edu > ( preferred )
or < ren@kuhub.cc.ukans.edu >
However, I won't access to these two accounts after May 21st, 1997. I
will have new address ( I hope ) after July 1997. There is no telling
when will the new addresses be available.
I thank all the following persons for providing information in the
FAQ ( though some of them might never know about this ):
( In random order )
* Peter Kuesters < UZS240@IBM.rhrz.uni-bonn.de >
Torbj|rn Lindgren < tl@ae.chalmers.se >
RICHARD KENAN < eefacdk@prism.gatech.edu >
Laurant Pierre < lxp@wg.icl.co.uk >
* Carsten Engelmann < engel@yacc.central.de >
Eugene V Kalinin < ekalinin@magnus.acs.ohio-state.edu >
Jean-Marc Tanzi < jmt@legend.cma.fr >
John Abel < J.Abel@az05p.bull.com >
C.C.C. Leung < leungccc@eee.bham.ac.uk >
Eugene Paulovich Ivanoff ( Susi ) < susi@RS6000.TU-Chel.ac.ru >
Franz Pestenhofer < pestl@cublx1.cube.net >
Tony Brannock < UABBRANNOCK@msuvx2.memphis.edu >
Andy Ellsworth < are1@cec.wustl.edu >
Vincent Raymond <vincent@julia.icdc.fr>
Bryan Worra <bworra@freenet.columbus.oh.us>
** Alex Meduna <75162.2430@compuserve.com>
( Alex is the game designer who provides some information to solve
couple puzzles. Peter & Carsten provided a lot of information in
this FAQ. I appreciated their help. )
Version 2.3:
Boris Lunin ( Artjom ) <Boris_Lunin@p200.f124.n5020.z2.fidonet.org>
Alexander J. Pirchl <alex.p@kitz.netwing.at>
S David Pullara <sdp@sfu.ca>
Special Note: Peter Kuesters was the best player that I knew of.
Just checked his record then you would understand
what I was talking about.
And, also for those who had posted the infomation in the newsgroup
that I saw it but forgot to keep it ( I just remembered the content ).
Mr. John Abel had made real nice Mercs' tables in Excel 5.0 format.
I think he will be glad to share this table with all of you. I decided to
use Mr. Tanzi's table in Section VII ( Miscellaneous Information ) because
I was a little bit lazy in converting Mr. Abel's table into text ( sorry,
John ).
You may find FAQ version 2.2 from several game sites. I know there
is a copy in GamesDomain. I don't remember anywhere else. The current
version 2.3 will not be available until they request it.
In the WWW, Hakan Tandogan < hakan@speedy.franken.de > has kindly
provided his homepage to carry this document at:
http://www.franken.de/users/speedy/hakan/hobbies/daddel
/ja/Welcome-e.html
( There is a pretty good, user friendly, editor in this homepage.
If you are the one who frustrats after many tries, "jaedit15" is
the program that you really need. )
But I can't quarantee that he will carry this homepage forever. This is
also the "Unofficial Jagged Alliance Homepage" in the WWW.
You will be welcome to send this document to whoever wants it as
long as no money is involved.
There is a Strategic Guide written by Mr. Wade. D. Glasscock
< 76153.2466@Compuserve.com >. This can be found in HappyPuppy if they
decided to keep it forever.
Copyright:
"Jagged Alliance" is a registered trademark of "Sir-Tech Software,
Inc." The application software and logos, etc. are all Copyrighted by
"Sir-Tech Software, Inc."
II. Suggestions for Novice Players:
Congratulation! You just got a good game ( in many people's opinions )
for yourself. Before you started, let's talk about something that might
not mention in the manual or not emphasis in the manual.
Many people were frustrated with their first trial of this game. For
example, I re-started twice before I continued my "first" NORMAL game. If
you felt your butt had been kicked, that should be quite normal :). You
just needed to pay more attention in your game playing. Once you could
get through the first few sectors, you should be able to enjoy the game
play. IF ( I meant it ) you don't like it after you had taken several
sectors, then you can always take a look at all those spoiler information
in this document and decide whether you like the game or not. Maybe you
just missed couple important stuffs. Maybe you really don't like the
game. Who knows.
The Final Goal of this game is to win the island back for Jack. Base
on this, you will have to make a lot of choices to run your campaign. The
way you run this campaign will definitely influence the outcome. So, you
must decide what do you want to do before you really start it.
The first thing I will suggest you to do is studying the "Mercenary
Profiles at a Glance" which is in PP. 46 & 47 of the game manual ( U.S.
Version, of course ). These information are also listed in section VII
in this FAQ. This is the most important information of the document ( no
kidding )! There are always some mercs who suit your game playing style.
Don't ask any people about "what is the starting team of yours" stuffs,
you will have to try it by yourself. There are always a better combination
for your playing style. Some mercs can let your team works fine, some
might just waste your money and contribute nothing. The choice is yours.
However, here are some tips for you to choose your team ( base on the
priority ):
(1) Marksmanship: You want to finish your enemies as soon as possible,
so a higher marksmanship merc is more useful. Higher than 90 is the
best, 80s is good, 70s is OK, 60s is still acceptable. If it is
below 60, then you have to think about it carefully. Once you start
the game, you will know the difference. According to this, you should
consider these bargains--Ivan. Fidel, and Ice--at the beginning. As
for the other mercs, you should also consider other skills ( for
versatility ).
(2) Agility: This is the main factor to determine how many APs he/
she can get. ( There is an equation for the "Action Points" in
"Q & As" #37. ) Usually, those older guys have lower Agility, so
I never use them. Best choice is over 88. If not, over 80 is still
OK. You must reconsider when it is below 80 or even lower than 70.
Faster team will let you finish the game faster so that you won't
need to worry about a lot of possible distraction ( events ) from
the game.
(3) Salary: The fund at the beginning is limited. If you can not do
the things well, you will face some financial problem couple days
into the game. So, make plan on Day 1 is very important. ( It is
especially important in HARDER level. )
(4) Medical, Explosive, Mechanics: These are in the same order. You
do need someone to bandage the wounded guys, so at least one person
with some Med. knowledge is necessary. If you are doing pretty well
( cautious player ) you may not need those "Doctors" because these
guys are always expensive. Someone with 20 - 40 in Medical skill
should be good enough. If you usually have a lot of guys injured,
then you probably want to consider Fox or even Eli for this job.
Fox is the best choice for field Doc. Besides, Fox is very agile and
alert. She maybe the best scout in the game. Believe it or not, a
level 4 Fox sometimes can find the enemies before a level 8 Mike
can see them. Playing more cautiously is the only way to prevent
your money from flowing into those "Doctors'" pockets. ( Think about
it! The cheapest Dr. is Eli. He costs $1,400. The next one will be
about $1,700 and up. Does this really worth it? )
Disarming boobytraps is pretty tricky. The higher the explosion skill
the better. But, this doesn't guarantee he/she can always disarm a
boobytrap safely even when his/her skill is very high. You don't want
anyone has the skill below 40 to disarm a boobytrap. 80 or even 90 is
highly recommended. If you are those person who never "quick save"
before you disarm a trap, then I would suggest you make a list of all
those bomb dudes and make a real good plan of hiring them from day 1.
And, you are going to hire/fire a lot of them.
Mechanic part is tricky too. This can be divided into two parts: at
home or in the field. The at home mechanics also need Dex. The
formula of repairing based on these two attributes. Sparky or Speck
is the best choice for this job. By the way, Sparky is better. For
the field mechanic, you might want he/she to have more APs, higher
Marksmanship, and maybe some other skills because this person might
need to fight as well as picking locks. Vinny becomes a pretty good
bargain at the beginning. Later on, you might want to consider Boss,
Static, or even ( the best one ) Magic. Of course Mike is better, but
let Mike do this job is wasting your money. You only need Mike to pick
couple locks very late in the game. Mechanical skill over 80 is highly
recommended.
Note: You don't need to have a guy with all these skills. An expert
in one area will be good enough.
All in all, you might consider Fox ( Doctor ), Vinny ( Field Mech ),
Sparky ( Home Mech ), Fidel ( Bomb Dude ) for your team. But do
remember, there are always other choices.
(5) Dex., HPs, Wisdom: I must put Dex. before HPs here. According the
"AP formula", "Mechanical Formula" and "Doctor Formula", Dex. does
play an important role in these formulas.
No brainer for the HPs. Carsten found the HPs do indicate how strong
the mercs are. ( For opening the crates. )
There is no evidence for the influence of Wisdom, but obviously,
the higher the better. You don't want an idiot in your team and
have to baby-sit this guy all the time.
If you still can not decide whom to choose, here is my suggestion:
Fidel ( Explosive ), Ivan, and Ice for shooting and Crates opening.
Bud for shooting and field Doc., Vinny for field mech. Wolf will be a
good all around player but you will encounter some problems with him if
you are not doing well. I think he is too expensive, too. I recently
removed from my starting list. He is still a good choice for a novice
player. If you hire Wolf, then you don't need Bud. Then, you might want
to hire Sparky ( much better than Speck ) for home mech, Fox ( Doctor ),
and Smoke ( backup Explosive expert ) on Day 2. Other than these, Larry
seems to be a good Doctor + Bomb Dude at the beginning ( except he has
amnesia ). Beth is also a nice choice for cheap field doc and reasonable
fast girl. I recently ( Oct. 1995 ) found Snake is a good choice. He is
a pretty good shooter plus a Camo-U-Flage at the beginning. Get him to
run in the field for 1 or 2 days, then he has a pretty good chance to
improve his HP. Which means, he will also increase his AP by one with
this bonus! Eli can be a Doc or Home Mechanic. If you don't need so
many persons in the field, then he should be a good choice for staying
at home. Still, you must remember, only you can decide who is the best
choice for your team.
( Note: Ice might not join you after Day 1 if you did not do well. )
It is a good thing to leave one space vacant. Then, Jack probably
will offer you a native guide at the beginning of second day. The guide
is free and he may provide some information about the sector after your
team enters it. This is good for any new player. All four guides have
different special skills. But you can only take one of them at a time.
And, don't expect them to kill many enemies for you.
There are some things you should pay attention to if you are still
not familiar with all the system:
(1) How to get the "Doctor" or "Repair" option at the beginning of
the day. Just put the Medical Kit/1st Aid or Tool Kit in the
right hand of the person and get back to the screen. You will
find these two options are available after you have done this.
Note: Always use 100% kit! Tool Kit can only be used by a home
mechanic.
(2) Press the "tree" icon at the beginning of the day while in the
map screen of the island to know where are the four processing
plants. And the capacity of them as well. You will need a good
plan to get these plants. Make your plan on Day 1!
(3) When your team travels to the other sector, there is a possibility
that you will be in pretty severe situation ( bad luck ), so you
might want to "quick save" before you enter the other sector. The
positions of the enemy are not always the same, so a few trials
might improve the situation. ( USE "Quick Restore"! Don't quit the
game and re-start it. ) If you use the "Alt-X" after you entered
the sector, then the position of the enemies in that sector will
be the same after you "Quick-Restore" it.
(4) Since the combat is "turn-base", you should have a good look at
the whole sector when you enter it. It doesn't cost any time and
you will be able to arrange your plan to attack this sector. Of
course, you have to guess where the enemies might be. Once you
are familiar with the symbols in the map of the island, you could
probably tell most of the terrain in those unknow sectors just
from the map. This could be helpful when you decide which part is
the best entry position for that sector. The map is identical to
the real terrian.
(5) The AI will be different in different level. But, there are one
common thing for all the levels: The enemies will response to all
the gun shot in the same sector. If you are playing with the EASY
level, the enemy might not take cover all the time. If you try
to lure him, he will probably response to that. In HARDER level,
the enemies will try to take cover all the time and they might
not come out of the door if they felt it may not be safe to do
that. In such case, you will need to have a good plan to get them.
Be careful when you are chasing an enemy. They might ambush your
mercs as well!
(6) Always try to use several mercenaries to kill a single enemy. The
more enemies involve in a battle, the higher chance your mercs
got shot. Even a "Critical" condition enemy can fire at your guys
and sometimes that will be a very lucky shot! ( It's Murphy's
Law. ) So, don't risk at all. Don't try to kill a "Critical"
condition enemy by walking out of a cover unless your merc can
take cover after the shot. Your merc might miss that shot and
enemy will be easy to shoot this guy.
Caution: If your merc(s) involve in a battle too long, i.e. the enemy
can shoot at the same guy for many times, there is a pretty
good chance your merc will get hit even he/she is well covered
( behind something ).
(7) The amount of the ammos is limited. Don't shoot your enemy when
you have no idea whether you have a line of sight or not. Just
don't waste your ammos unless you do it on purpose. Beware of
this then you will have enough ammos all the time.
Note: Use <F9> a lot.
(8) Always let your mercs hide behind a cover. There is no sure cover
at all. If you can see an enemy, you can shoot him. So does he!
Hiding behind a tree will not guarantee your safety. Bush will
be a better cover but it won't guarantee the safety as well.
But, at least it is better to hide behind something than wild
open. If the enemy shoots your guy, you can try to shoot back
immediately. This is because there got to be some space for the
bullets to go through.
(9) Had better always reserve 2 APs for your merc to CROUCH. That will
reduce a lot of chances of injury. Don't know what is the exact
difference between CROUCH and non-CROUCH, but the difference is
pretty obvious when you are playing with or without it. CROUCH
behind a bush is probably the best cover you can get.
( Check out the route before you really move your merc so that you
can save 2 APs for this. Be careful if you want him/her to change
the direction of facing, then you will need 3 APs. See the manual
about how to do it. )
(10) There are a lot of traps in Metavira. You will probably encounter
this problem from Day 1 ( Sector 49 ). The only sure thing is let
the Explosive expert try to disarm it while in real time mode
( "Quick Save" before doing it ).
(11) All the items you can find in the game have some certain usage.
If you can not find the way to use it, then read the items list
in section IV. Most of them are simple: A + B => C. Or, maybe a
little bit more: C + D => E. That means: A + B + D => E. To
combine items is the same as putting those add-ons to your weapon.
Sometimes specail skill is essential in doing this.
Hint: Explosive expert is good at making bomb items. Mechanical
expert is good at combining and modifying items.
(12) All the processing plants in enemy hand have detonator and plastic
explosive(s). You must use silencers to take those sectors. If you
can find and disarm the detonator and explosives, then you might
use weapons without silencer after you disarm them. ( This is the
only spoiler in this section. )
Note: Besides the detonator, each plant has a special guy who has
some kind of "Remote Control" to activate the explosives from
distance. If you really want those information, please see the
Q & As #4, #5.
(13) Beware of the performance of your team. Check your "team info"
while you are contacting the A.I.M. You will see some detail
information about your team's performance. Some mercs will not
join your team if you fire too many mercs ( turnover rate ) or
have too many causalities ( Are you Dr. Death? ). The interactive
of the mercs will be significant if these two factors are taken
into account.
(14) The first sector you want to start might be sector 50. This one
is pretty easy and has a lot of trees to hide. The enemy will
be always in the north part in this sector so you will not
have big trouble to take it. Suppose you plan to take 3 sectors
on day 1, you can attack S50 -> S49 -> S59. Then you can arrange
4 guards in S49 & S50 while you are attacking S59. The other
alternative is: S50 -> S59 -> S49. But, this will allow enemy to
reinforce when you are attacking S49. Well, at least one thing
is in favor of you: the enemy scarcely reinforce on Day 1.
Important: Never leave a sector without any guard!
(15) Beware of the condition of a merc. Low breath ( BLUE BAR ) will
cause a lot of trouble. Non-bandaged wound will keep bleeding.
Read carefully about the special warning in the manual p. 32
( U.S. version ) about this. And, after a merc is hit, his/her
breath will TEMPORARY drop a lot like the health. You must let
him/her rest a bit to re-gain the breath.
(16) The enemy can launch an attack at your sector across the water,
but your guard won't be able to swim through water unless this
sector is "safely" linked to your home sector. ( See the manual
for the explanation about this. ) Be sure to put 8 fuards for
every sector adjacent to any enemy sector no matter this sector
is connected by land or separate by water. You might want to put
couple guards in secondary lines so that you can reinforce a
sector which had just survived an enemy attack.
* (17) A "Q & A" for Novice Player:
How can I find those things behind a tree or something?
A: If you are close enough or it is dropped by an enemy, you can
always use the <Ins> key to toggle to an overview ( of all
sector ) mode. In this view, all the items that are "visible"
to you will beome a flashing dot! Right click the mouse on the
dot will bring you to that location in previous screen. To
check it out, press and hold <Ctrl> key to get the hand cursor.
A pickable item will turn the hand cursor "red".
Dave mentioned how to do this by mouse only:
1. Press and hold the right mouse button
2. Drag the mouse downward just a bit, you will see the cursor
change into "MAP".
3. Let go of the mouse button.
(18) Always use the items with the best condition. 100% gun, 100%
lock kit, 100% Grenade, 100% whatever. If you are using a 1st
aid or medical kit "in the field", then it doesn't matter. But,
when you are using it at home ( Medical kit and Tool kit ), then
this does matter. The higher the condition of the items, the
less likely you get into trouble. An 100% item should NEVER
get you into trouble.
(19) If the item has a number in the lower right corner, then you can
try to put it with the other same thing(s) in one pocket. Some
items ( Ex: ammos ) can put up to 5 in the same pocket.
* (20) Study the "quick reference" for the control methods. You will
find this study pays off later.
(21) To find out your game's difficulty, go to the wooden window in
the control room. This information is at the upper right corner
in this screen. Once you start a game, you can not change the
setting.
(22) Put the "Reserve Points" and "Max. Aim" on! Reserve points will
always remind you about the chance of using an item in your
main hand. Using Max. Aim will give you better chance to hit
an enemy. Another alternative is use the "quick fire" option
in your game setting. That would be a default "Max. Aim".
Unless you are already familiar with the system, don't take
these two settings off. Check out how many APs you needs to
move to any position. That information really helps. After you
are familiar with the strategic of the enemies and when you can
predict ( at least "guess" ) the lay out of the enemies, then
you can consider remove the "Reserve Points" setting. When you
understand the effect of the "Max. Aim" and "non-Max. Aim", then
you can take off that setting. Once you understand this, you can
try to hit the enemies who hides behind cover. For doing this,
you really need your own experience, nobody can help you here.
(23) Always try to force your team to take 3 sectors/day. If you are
playing in either EASY or NORMAL level, this may not be too
important. BUT, if you are playing in HARDER level as a novice
player, then you will be doomed if you could not accomplish this
target at the beginning of the game.
I think I already provide too many information for novice players.
Just remember one thing: record whatever you think is useful ( like in
a RPG game ) and plan before you launch an attack. You need to try many
things before you have a better idea of this game.
One more thing: your enemies are those "RED" guys! PLEASE! Don't
shoot at those poor "BLUE" or "YELLOW" guys. Your mercs are "GREEN".
Guards are "BLUE". Tappers are "YELLOW". Bad guys are "RED"! This has
been explained very clear in the manual, but obviously too many people
did not really read the manual before they start playing the game ( you
are not alone ). Too many people had made this mistake at their first
trial. Hope you are not one of them.
Dave mentioned about this:
If you're color-blind like me, another way is to move the cursor over
the unit. If it's an enemy, you'll see their health (ie. STRONG, POOR,
WOUNDED, or CRITICAL ). If it's your merc, you'll see the name.
( Editor's Note: This won't work if you have your Tappers/Guards in the
same sector. They will show the same information there. )
III. Trouble Shooting
This section is really a tough one! I will do my best to help all
of you.
Offical Trouble Shooting: ( Partially quoted from "Sir-Tech" )
1. Low XMS memory will not let the program run. You must make sure you
have enough memory to run the program. For 4 MB RAM, you can only run
the game by "JAVM.BAT" but it won't run as fast as usual. I can not
remember the exact minimum RAM to start by "JAVM.BAT", it seems to be
about 3.5 MB. ( Brenda mentioned this in the net once. )
2. Many people had reported having problem with "SMARTDRV" running.
Sir-Tech suggests to turn it off before you run the game.
3. If the game "freeze" or "lock-up", you can try to hit <ESC> or press
<CTL-F>. Beware of the <CTL-F> key, that will force a turn and some
unexpected results.
If you still can not solve the problem by doing this, you are welcome
to call Sir-Tech Technical Support at (315) 393-6644 ( USA ) at the
time mentioned in "Introduction" section.
Some people suggested to disable the "EMM386" if your program won't
run. I can't imagine how can they do it because I was always low in RAM
before I can start the program.
Terrence <isc30236@leonis.nus.sg> said he could not get the game going
with version 1.0 even he turned off the "Smartdrv" or did whatever things.
But, after he upgraded to version 1.11, everything was fine. I think this
is a typical case. If this doesn't work for you, then try the following
experience.
Here are my problems and how did I solve ( not really ) them:
1. The game won't start at all. It just keeps telling me that I need
to configure the sound which I had done before running the game. I
did that for a dozen times but it kept asking me to set the sound.
Possible Reason: Sir-Tech did not verify this after I sent them this
idea. I think the program can not recognize the special program for
the old IDE card. I am using an 850 MB HDD with an old IDE card. That
required a special program to let DOS recognize the HDD. I think the
game program can not recognize this special program in BOOT sector so
it refuse to creat the configuration file.
Solution: I brought the CD to a friend's house. Installed the game in
his machine. Copied the suspicious file "sound.cfg" back to my home.
Then, it WORKED! I can even modify this configuration file later.
2. The game will let the computer down ( need to "reset" it ) after
"Exit to DOS". ( Version 1.11 )
Possible Reason: No idea. Keyboard locked completely.
Solution: Don't know what's wrong with this so I avoid to quit the game
in the control room ( before sleep ). I always "exit" the game in the
day time by hitting "Alt-X". This way, the DOS will still work.
In my recent game ( Version 1.13 ), "Alt-X" will still lock my keyboard.
But the "Exit to DOS" worked great.
3. The "Enemy Turn" message seems to stay forever ( Lock up ).
Explanation: The longer the enemy turn means the more enemies in this
sector. However, sometimes, this message is ridiculous long when you
compare the time to the other turns.
Possible Reason: No idea.
Solution: Try to hit the <Alt-X>, <Alt-R>, <S>, or <C> to see whether the
game is truely "locked up" or just "slow". When you are doing this, the
program seems to have some "Interrupts" to response these commands. You
will get some response. Sometimes this still won't work, then you will
have to use <CTL-F> to force a turn or use <Alt-X> to quit to DOS and
re-start the game again. Believe me, if you exit the game and return to
it, the message will end very soon.
4. The game hangs obviously while someone picks up an item ( in the
Inventory screen ).
Possible Reason: Bug. When you use the "auto-scroll" to go upward, your
mouse cursor will be at the top edge of the screen. If anyone had picked
up an item at the same time, then the program will automatically bring
you to the Inventory screen of that person. Thus the program lost the
mouse cursor! You can not put the item into any pocket in this case.
The program hangs at this time.
Solution: DO NOT ask a person to pick up an item when you move another
merc. This bug happens all the time if you have A to pick up A1, then
move B up with the mouse cursor at the top of the screen. Avoid this
then you will be happy. Otherwise, "Reset computer" is the only option
for you.
5. Guards M.I.A.?
Explanation: Sometimes, I move the guards into a newly gained sector
in 2 or 3 batches. There could be a batch of guards just keep showing
the sign of "moving" ( light blue ) till the day ends. They never
arrived! They are missing even the next day started. Also, they are
not counted in the Native Deaths pool. Just M.I.A.
Possible Reason: Bug. I guess there is a flag missing or something like
that. I never reported this problem to Sir-Tech. If I do a lot of "quick
save" after I move the guards and also use some "quick restore" after a
bad start in next sector before these guards arrived, the problem might
occured.
Solution: None. Just keep monitoring the situation of the guards in
Guard Management screen ( not all the time ). Wait until the guards
arrive before you launch another attack. If you still have to attack
the next sector ASAP, then try limit the times of "Quick Save" and
"Quick Restore" might reduce the chance of this situation to happen.
Also, if you move the guards only one batch at a time, this might
significantly reduce the problem.
* Peter Kuesters ( Oct. 4, 1995 ) feels this might happen when you send
the first batch of guards to another sector, then you try to send the
second batch before the first batch arrived ( from the same sector to
the same destiny ).
6. Version 1.13 only. The game will re-boot when you use <Alt-X> to exit
the game and save it. The saved file will be destroyed. ( A corrupt
file. )
Possible Reason: Maybe a BUG.
Solution: If you had found the problem, then don't use the <Alt-X> and
"SAVE" the game. Use "Quick Save" in the OPTION screen, then use <Alt-X>.
Since you can decide whether you want the "Quick Save" option for the
game in version 1.13, this should not be a big problem at all.
* * * * * * * *
WARNING: Spoilers from now on
* * * * * * * *
IV. Items Information
When you want to use an ( usable ) item in the field, like grenade,
medical kit, lock kit, live explosive, or wall probe, just put the item
in the main hand then "use it". You should see a symbol of these items
( red cross, key, bomb, or wall probe ). Move the symbol to where you
want to use this item. If this position is a rightful place to use this
item, the symbol will become a "red" one, then you can press the left
button to "use" it. Check whether the symbol becomes "red" or not before
you use it.
Radio: Not important. ( Decoration, IMO. )
( Someone said you only need one radio in your team. But, I tried once
without any radio, the team can still recieve the order. )
Extended Ears: Hear noise farther than normal. Have those "scout" and
"expensive" guys wear this thing. You don't want the enemies
to surprise your guys, do you? Put it in the position of
"Radio". If your guy is near the building, he/she may hear
the enemies movements in the building as well.
Canteen: Require 5 APs to use it. Will increase Breath ( Blue Bar )
significantly while the breath is under 80%. Just put it in the
head of the silhouette in the "Inventory" screen. Not the body!
Will automatically re-fill in the morning in version 1.11, will
disappear in version 1.0 after you use it up.
Beer: Same as one "Canteen". But they will disappear after you use it up.
Camo-U-Flage: Put it in the body of the silhouette will last about 2-3 days.
This will make the enemies harder to see your mercenaries ( I
guess ) and ( maybe ) harder to "shoot" them. Use it the same
way as the "Canteen", but sue it on the body. ( In "Inventory"
screen. )
First Aid Kit: Need explain? Need to put it in right hand on whichever guy
you want him/her to be a "Doctor" that day. The option of
"Doctor" will be available in such condition.
Note: Had better use 100% kit every day. Can use either at
home or in the field.
Medit Kit: Same as "1st Aid", but better ( same wound will cost less ).
Tool Kit: It can only be used at home to repair items. Also need to put it
in merc's right hand to let the "Repair" option to show up.
Note: Use the 100% kit every day. Otherwise, you will lose some
"repair points".
Lock Kit: Use it to open a locked door. Did not see any difference between
a 100% kit and not 100% kit. Though too low ( like 50% ) might
cause problem. If you fail to open a door, the condition of the
Kit will drop a little bit.
Rock: Has many usages. Throw it to get the attention of enemy or trigger a
trap. If the enemies did not find you, they might go to the location
of the "Rock" to check it out. You can ambush them then. A "Rock" can
also be thrown into a closed door. Bad guys may come out of the door.
This thing is not that good in HARDER level since the enemies have
better AI in this level.
Silencer: Attached with Colt .45 or 9mm Beretta. Will reduce the sound of
the gun shot. Other enemies might not hear the battle here.
Note: A modified .357 Magnum can use this device too.
Sniper Scope: Attached with 9mm Beretta, .357 Magnum, .12G Rifle, M14,
and M16. Will provide more precise shooting ( I guess ).
Note: A modified Colt .45 can use it.
Metal Detector: Can detect underground items ( most of the time ). Has a
limited range ( 2-3 squares away ).
Wall Probe: Can hear and determine the status of the enemy in the other
side of the wall. May detect enemy TWO walls away! Sometimes
might hear the important message!
Note: It could make mistake ( maybe a bug ). I once detect a
never exist enemy!
Crowbar: Used to open Crates and Chest. Sometimes for the door ( not sure
about this one ). Need stronger, healthier, and more breath ( BLUE
BAR ) mercenary to do it. Will deteriorate graduately.
Camera: To take pictures. It's just a decoration. You will never see the
picture(s).
Alarm Clock: Clock/Bug Detector. Could be only a decoration.
2-5 Pockets Vest: Provide the ability to carry item(s).
Helmet: Provide 5% protection.
Kevlar Helmet: Provide 10% protection.
Kevlar Vest: Provide 20% protection on the body. The bullets hit the body
most of the time!
Spectra Shield: Provide 40% protection. Prevent damage from most hand gun
and even "Shot Gun".
Ultra Shield Vest: Provide 20% additional protection on the body. But, can
not wear pocket vest at the same time. Can not combine
with Compound-17.
Compound-17: Combine with Armor will increase the protection of the armor
by 50%. The armor becomes a "Treated Armor".
Note: In order to provide a sufficient protection against a hand gun with
a direct hit on the body, you need the protection up to about 25%.
( Minimum requirement: Treated Kevlar Vest ) But do remember, each
hit will still reduce the condition of the armor and merc's breath.
Chunk of Steel: Make a weapon becomes a modified one. Must let those
"High Mechanical" skill merc do it.
Note: Beware of the restriction. A merc with mechanical skill lower than
80 not only can't do it ( most of the time ), but will also damage
the weapon.
Sun Goggle: Provide better marksmanship(?).
( Dave's guess is that it doesn't improve marksmanship, so much as it
prevents penalties from sun glare. I'm also guessing that damaged goggles
also introduce a penalty. )
Gas Mask: Provide protection from Tear Gas or Mustard Gas.
Glass Jar: Use to make "Molotov Cocktail".
Gas Tank: Make "Molotov Cocktail" or "Eagle" items.
Oil: Make "Molotov Cocktail" or "Eagle" items.
Rag: Make "Molotov Cocktail" or "Eagle" items.
Note: You will need a bomb dude to combine the following items ( the
"Molotov Cocktail" and "Eagle" items ). Also, the sequence is very
important! Correct sequence will usually create an item with better
condition. Wrong sequence usually will create an item with worse
condition.
Molotov Cocktail: Glass Jar + Gas + Oil + Rag. Will work like a Grenade.
Note: You can try to add "Oil" before "Gas", sometimes the product will
deteoriate a little bit with this sequence.
Eagle Fearball: Gas + Oil + Rag + Grenade. Must install like an Explosive.
Double Grenade effect.
Eagle Screamer: Gas + Oil + Rag + Tear Gas. Must install like Explosive.
Double Tear Gas effect.
Eagle Silencer: Gas + Oil + Rag + Stun Grenade. Must install like Explosive.
Double Stun Grenade effect.
Eagle Dog: Gas + Oil + Rag + Mustard Gas. Must install like Explosive.
Double Mustard Gas effect.
Grenade: Throw it for explosion purpose. Make direct damage. Will destroy
a wooden door with direct hit.
Tear Gas: Throw it to spread an area with tear gas. Will last 1 to 3 turns.
Continuously inhaling it will cause the breath ( BLUE BAR ) to
decrease. Won't work when "Gas Mask" is used.
Stun Grenade: Throw it for slight explosion ( -1 HP ) and reduce nearly
50% breath! Won't damage the armors or weapons. A immediate
second one will cause the victim to lose their breath for
several turns ( so they will lie on the ground ).
Mustard Gas: Throw it will explode like a "Grenade". Also, will cause some
kind of continuous damage like "Tear Gas" or something like
that. "Gas Mask" can prevent the damage from the second part,
but not sure about the explosion part. It won't blow away
wooden door like a normal "Grenade".
Detonator: Will make the LIVE "Explosive" or "C4" ( Plastic Explosive ).
Explosive: Must combine "Detonator" to work.
C4: Plastic Explosive, must combine "Detonator" to work.
Live Explosive: Explosive + Detonator. Need to set and wait a short time.
Will destroy metal door, wall, and tree.
Live Plastic: C4 + Detonator. Works like "Live Explosive". Can't tell the
difference ( waterproof? ).
Mine: Install to the ground.
Knife: Use to kill the opponent next to a mercenary. Mercenaries will try
to use it when he/she was attacked by water snake no matter this
item is in his/her main hand or not.
Caution: If the "Knife" is not in his/her main hand when attacked by water
snake, it will take about 1 - 2 extra rounds to get the "Knife" to
the main hand. This could be detrimental!
Combat Knife: Better knife than Knife. ( How good? )
S & W .38 Revolver: Worst gun you can get. Need a lot of APs.
.38 ammo: 6 bullets box.
Colt .45: Much better weapon in early stage. But, not good enough. Can
use "Silencer". A "modified Colt .45" can use "Sniper Scope".
.45 ammo: 6 bullets clip.
9mm Beretta: Best all around handgun. Shoot faster and better. Can use it
in short range even in Sector 1. Can use either "Silencer" or
"Sniper Scope".
9mm ammo: 15 bullets clip.
.357 Magnum: Most powerful handgun. Can use "Sniper Scope". But a "modified
Magnum" can also use a "Silencer".
.357 ammo: 10 bullets box.
.12G Shot Gun: Good when your enemies are still using handguns.
.12G ammo: 6 bullets box.
.12G Rifle: Better in early stage. Can replace ".12G Shot Gun". Can use
"Sniper Scope". Use the same ammos as "Shot Gun".
Note: As my note in sectors, this thing will show up when you can get the
".12G Shot Gun". That makes the "SG" almost useless.
M14: Next to the best weapon. Can use "Sniper Scope".
M14 ammo: 20 bullets clip.
M16: Best weapon. Can use "Sniper Scope". Sometimes, a "modified M16" could
make damage even when the opponent is wearing a "Spectra Shield" or
"Ultra shield". Only the "Treated Spectra Shield" can sometimes prevent
the damage from this baby.
M16 ammo: 20 bullets clip.
Lab Coat: Let you know that Brenda is already been kidnapped. Put the lab
coat in your main hand, then you will see a note. If you did not
bring it back to compound ( just bring the note ), Jack will not
act like Brenda is kidnapped. He will think she is only missing
( a bug ).
Blouse: Let you know Brenda is nearby.
Bloody Bra: Let you know Brenda is here ( in this sector ). Don't know why
they use a bloody "BRA"?
Note: "Lab Coat", "Blouse", and "Bloody Bra" can be used like "Rag" in those
combined items.
Paper: Give you some hints about the game. Not very important. You can
ignore all of these and still finish the game. Combine the 3 torn
pieces will give you a combination to open the safe with Brenda's
Journal.
Pomillia Flowers: These flowers are the source of the "Antidote" for the
virus of the Fallow Trees. Brenda can make the "Antidote"
from one of the flowers if you still do not have the
"Antidote". That will take 3 whole days to stop the virus.
Antidote: Will stop the virus of the Fallow Trees. You can find this in S42.
If you did not find it, then Brenda will try to re-create this
from any of your "Pomillia Flowers".
Money: $$$ will automatically added to your pool at the end of the day.
If a mercenary carry too much money, then he/she might leave your
team for a NICE vacation. You won't be able to re-hire him/her
within ( approximately ) two weeks.
Special Note: There are some special items like, "SmokeBall", "Eagle
SmokeBall", "Gas Detector" via editor. I have no idea of
what are these and how to find/use them.
V. Sectors Information:
General Notes:
(1) This section is nearly complete. There are still some items that I
forgot to record, but most of them are here.
(2) "*" in front of a sector means this sector may have some important
object(s) or mission(s) at that stage. Which means, the object(s)
may not be important later in the game.
(3) The entry position of the sector is written in abbreviated form.
"N/S" means I think either from "North" or "South" doesn't make any
difference, although I feel N is better than S. "N-W" means from
"North" but had better in the "western" part which means actually:
"NW". You may have different opinions. This information is only for
reference.
( These are purely my own opinions. )
(4) All the "Crates" and "Boxes" ( those yellow ones ) will be counted
as "Crates". I did not list the "Drawers". Some of the "Crates" are
actually empty, I still list them because it is a little bit difficult
to remember which one is empty :P. I don't want to confuse all of
you because I can not remember all of them.
(5) Items in the "parentheses" means they should be found in the crates.
Others they should be in open area, drawer, or maybe hidden under a
bed, a table, a coat, or debris. Some important items listed in the
sector with a "B" in "parentheses" right behind these item(s) means
you MAY get them by killing bad guys ( dropped items ).
(6) "Traps" means both "Mines" and "Detonators". ( You should understand
what I mean. )
(7) All the keys are not so important so I did not list any of them. So
does those 2, 3, 4, or 5 pockets vest. But I will try to get these
information ( 4 or 5 pockets vest ) listed.
(8) I may miss some of the "1st Aid Kit" or "Medical Kit" because you
will find a lot of them as the game proceeding. Just keep searching
the switch box on the wall and you will find a lot. Unless you are
"Dr. Death", you don't really need so many kits. Version 1.0 has
less "Medical Kits", so this could be another story.
(9) The condition of the items are not so important so I did not list
all of them.
(10) In FAQ version 2.3, I added the suggested special items for each
sector.
Sectors Information:
S60: Helmet, Tool Kit, Knife, 4 Pockets Vest, Crowbar, S & W .38, and 10
.38 ammos.
*S59: 6 Crates ( Lock Kit, 2 .45 ammos, Wall Probe, 92% Kevlar Vest, 2 empty
Crates ), 3 Crates in larger island ( 68% Grenade, 2 .38 ammos, 30%
Helmet ), Crowbar ( in SE corner ). ( E/N )
Note: If you did not find Micropurifier in Sector 50, then it should ( most
likely ) be in this Sector.
S58: 3 Crates ( 3 .38 ammos, 2 .45 ammos ), Crowbar, Rock, Metal Detector
( B ). ( N )
Suggestion: Crowbar.
S57: 1 Crate ( Tear Gas ), Extended Ears ( B ), Wall Probe ( B ). ( E/N )
Note: If there are 3 or less than 3 enemies, then the "Extended Ears" may
not be available. Also, very dangerous to open the doors in this
sector.
Suggestion: 2 Grenades or Live Explosives, Lock Kit ( but I won't use it ).
S56: 3 outside Crates ( C4, Live Explosive, 2 Grenades ), 4 inside Crates
( Camo, C-17, Metal Detector, 2 9mm ammos ), Rock, Ultra Shield Vest.
( E/N )
Note: Though the second door is not locked, you may need a "Grenade" or
"Explosive" to open it without getting any of your mercs shot. Even
you had opened the door without being shot ( e.g., using "Magic" ),
as long as your merc started to shoot or move, the enemies will
interrupt and start shooting like crazy.
Suggestion: Live Explosive, Crowbar, Lock Kit.
S55: 1 Crate ( Sun Goggle ), Rug, Med Kit, Spectra Shield ( B ). ( N-E )
Note: You need at least 1 "Grenade" to take care of those bad guys in SE
corner. Otherwise, ... ( you will know what I mean ). Also, have
someone swimmed to the central island from East maybe helpful.
Suggestion: Grenade.
*S54: Third Processing Plant. 3 Crates ( 2 C-17, Tool Kit, Med Kit ),
Kevlar Helmet, Lock Kit ( B ), Mod. Beretta ( B ), 1st Aid, 2 glass
jars. Search the tree for detonator, Search the processing unit for
2 more C4s. ( N/E-S )
Note: You should use an explosive to get the bag guy in the NW room. This
bad guy may have a "Remote Control". Also, if you have brought more
explosive, it will be easier to get the two bad guys behind SE door.
Suggestion: Live Explosive ( 2 of them will be better ), Wall Probe ( to
determine whether the NW room bad guy is there or not ), Lock
Kit.
S53: 5 Crates ( 1+1+1+1 Mines, Explosive ), Crowbar, Mod. Magnum ( B ),
Chunk of Steel. Traps in west of bridge and west of island. ( W )
Note: May need explosive to open some doors safely.
Suggestion: Live Explosive, Crowbar, Wall Probe, Lock Kit.
S52: 4 Crates ( 4 money total: $3,780, Spectra Shield, Kevlar Helmet ).
( W )
Suggestion: Crowbar, Wall Probe, Lock Kit.
*S51: 3 Crates ( M16, Metal Detector ), 4 groups of traps ( at least 47 ).
( N )
Note: Most of the traps are lined up, so it is very easy to detect them.
Suggestion: Crowbar, Metal Detector ( 2 will be better ).
*S50: Micropurifier ( B ), 6 Crates ( .45 ammos, 2+3 .38 ammos, 4 Pockets
Vest, Colt .45 ), Helmet ( B ), Rock. Beretta ( B, in HARDER level
only ). ( S )
Note: Sometimes you did not find the "Micropurifier" in this sector. In
such case, just take Sector 59. It will be there. Carsten Engelmann
said he found this thing in S49 in one of his game. I think this is
just a very rare case.
*S49: 2 outside Crates ( Grenades, Colt .45 ), 13 inside Crates in two
rooms ( Knife, 1+1 5-Pocket Vest, 4-Pocket Vest, 2+1 .38 ammos,
2 .45 ammos ), Chunk of Steel. ( E-S/S-E )
Note: Save this Chunk of Steel for the Magnum found in S40.
Suggestion: Wall Probe, Rock, ( maybe ) Grenade, Lock Kit.
S48: 2 outside Crates ( .12G Shot Gun, Live Plastic ), 12 inside Crates
( but 2 of them are actually traps; 1+1 .45 ammos, 9mm ammo, 68%
Colt .45, 1st Aid ), Glass Jar ( second house in the left ). ( N-E )
Note: There are a lot of "Detonators" near the Crate of "SG". Had better
let these traps blow off before you send in the guards. The time for
all the traps to go off will be very long ( no matter it is in real
time mode or combat mode ). Also, 2 "Live Explosives" in the crates
are actually traps. Nobody can disarm them! Even "Mike" cannot do it!
Suggestion: Rock, Crowbar, Lock Kit ( not necessary ).
S47: 3 Crates ( Tool Kit, 9mm Beretta ), 1/3 of the combination for the
safe ( hidden in a vase ), C-17 ( B ), $100 ( B ), 1st Aid. Lots of
traps in the west of this sector ( at least 20 ). ( S/E/N )
Suggestion: Metal Detectors, Crowbar, Lock Kit, Live Explosive.
*S46: 2 Chunk of Steel, Crowbar, Rock, Sniper Scope ( B ), 4 Gas Tanks,
$50 ( B ), a .12G Shot Gun in an open crate. ( N-W/E/S )
Note 1: Peter Kuesters says Ver 1.0 has 3 "Chunk of Steel".
Note 2: Version 1.13 has 4 "Chunk of steel" ( 3 in open area, the other
one was hindden nearby )!!!
S45: 4 Crates in north building ( 4 .38 ammos, .12G ammo, 3 .357 ammos ),
1 Crate in south building eastern part ( Gas Mask ), 7 Crates in its
western part ( 2 .12G ammos, 2 .357 ammos, 2 9mm ammos, Mustard,
Metal detector, Explosive ), C-17 ( B ), 1st Aid, Beer, Canteen.
Lots of Traps in north part, at least 8 behind the northern building,
more than 10 in the NW part. ( E-S )
Suggestion: Metal Detectors, Lock Kit, Crowbar, Wall Probe, 2 Live
Explosives.
S44: 2 north outside Crates ( Spectra Shields ), 3 south outside Crates
( 1+1 Explosive, Detonator ), 4 inside Crates ( Glass Jar, Gas,
1+1 Oil ), 2 50% Camo ( B, same guy usually drop Stun Grenade as
well ), 2/3 of the combination for safe ( B ). ( S/N )
Suggestion: Crowbar, Wall Probe, Live Explosive, Lock Kit, Canteen.
S43: Kevlar Vest ( B ), Kevlar Helmet ( B ). ( N/E )
*S42: 6 outside Crates in SW corner ( Mine, Explosive, Live Plastic,
Sniper Scope, Silencer, Stun Grenade ), 4 inside Crates in western
building ( M14, 4 M14 ammos, 3 Tear Gas, 3 9mm ammos ), 2 inside
Crates in eastern building ( Metal Detector, "The Antidote" or
Spectra Shield ), Crowbar, 1+1 Oil, Rug, Rock. ( N-W/E-S )
Note: You will need a lot of time to take this one. You may want to use
two "Explosives" to open a passageway from South. Also, a lot of
bad guys will drop many goodies in this sector. 3 trap ( mines )
north of the bridage.
The Crates with M14 & M14 ammos are very tight! Use guys with more
than 90 Health and full breath to open them. Even "Magic" ( 90 HP )
could not open them with 95% breath!
Suggestion: Crowbars, Metal Detector, 2-3 Grenades, 2-3 Live Explosives,
Rock, Lock Kit.
*S41: 3 Crates ( M16, 2 Sniper Scopes ). Lots of traps all over the places.
Had better use more than 1 Metal Detector. ( N )
Suggestion: 2-3 Metal Detectors, Crowbar.
*S40: 5 inside Crates ( 9mm Beretta, 2 9mm ammos, Combat Knife, Colt .45 ),
3 outside Crates ( 3 .38 ammos, 3 .45 ammos, 5-poclet Vest ), 1
outside Crate on island ( 4 .357 ammos with booby-trap ), .357 magnum
near that island, Canteen, Med Kit ( in yellow box ).
Last 2 items in the locked ( padlock ) room, the key is lying on the
floor. ( S )
Note 1: Take this sector on Day 1 will make your life easier. Especially
for those who are playing in HARDER level. This sector is a key
point for Day 1. If you can take it, not only there will be 13
trees available for tapping for day 2, but the workers' number
will be 70 instead of 60. This means you can put 31 Guards after
the Tappers. Save your first "Chunk of Steel" ( in S49 ) for this
".357 Magnum". Its ammos (4) are in the crate on island ( beware
of the trap with these ammos ).
Note 2: There is a bad guy in this sector who can throw "Grenades" on you.
Be very patient and careful. This sector has 8 bad guys even on
day 1 for HARDER level, so it is very difficult to take it with
those crapy .38 revolver at that time.
Suggestion: Crowbar, Wall Probe, Lock Kit, ( maybe ) Grenade.
S39: 3 outside Crates ( Grenade, 3 .38 ammos ), 4 inside Crates ( 2 .45
ammos. 4 .357 ammos, 4 .38 ammos ), Metal Detectors ( B ), $670 ( B ).
5 Traps ( Detonators ). ( S-W/E-N )
Note: If you already know the position of those 5 traps, then you can try
to enter this sector from E-S. This will be better than E-N. Fidel
can recognize the two traps near south bridge without using "Metal
Detector".
Suggestion: Metal Detector, Crowbar, Wall Probe, ( maybe ) Grenade, Lock
Kit.
S38: .357 Magnum, Sun Goggle, Kevlar Vest & Kevlar Helmet, 2 1st Aids.
( N-W/E-N )
Note: This is probably the first sector that you met an enemy with long
range weapons ( .12G SG ), be careful. And, if you are lucky, this
bad guy might leave some .12G ammos.
Suggestion: Wall Probe, Lock Kit.
*S37: 5 Crates ( 1+1+1+1 Silencers, 3 9mm ammos ), .12G Rifle in woods,
Crowbar, Metal Detector ( hidden in bed ), Rock. ( E )
Note: Use a "Grenade" or "Explosive" to subdue the bad guys behind the
metal door then ( open the door and ) shoot them.
Suggestion: Crowbar, Live Explosive or Grenade, Wall Probe, Lock Kit.
*S36: 3 Crates ( Camo in a boobytrap crate, Sniper Scope ), $50. ( E-N )
Note: IN THE MORNING of day 9, there will be 8 additional Crates. These
special items include: .12G Shot Gun, 1+1 .357 Magnum, 2 Grenades,
Mine, Oil, and Ammos ( .357 and maybe .12G ).
Suggestion: Crowbar, Wall Probe, Live Explosive, Lock Kit.
S35: Ultra Shield Vest ( B ), Camo ( B ). Traps in South. ( E/N/W )
Suggestion: ( maybe ) Grenade.
*S34: 8 Crates ( M14, Kevlar Helmet, 4 9mm ammos, Live Plastic, Gas Mask ),
M14 ammos ( B, the bad guy hanging aroung those crates usually will
drop couple M14 ammos ). ( S/E )
Note: Need to enter this sector at least twice.
Suggestion: Rock, Crowbar, Grenade, Canteens.
*S33: 4 outside Crates ( M14, Explosive, Oil ), 5 inside Crates in SE
building ( Tool Kit, 2 Tear Gas, Gas Mask, 2 M16 ammos trapped ),
1+1+1 Canteens, Hervo's Note ( about the baby Fallow Tree ), Crowbar,
1st Aid, Rug, C-17 ( B ). 6 Traps in west of island ( surrounding
the detonator ). South bridge has a trap, must trigger it by walking
through it once to prevent accidental injury ( of your guys ). ( E/S )
Suggestion: Lock Kit, Metal Detector, ( maybe ) Grenade or Explosive.
S32: 2 Crates ( 2 C-17, Explosive ), 5 Canteens, 3 .12G ammos, Glass jar,
2 Gas, Spectra Shield ( B ), 3/3 of Combination for the safe. Traps
between houses and to the west & south. ( E )
Note: A lot of bad guys will start to drop different kinds of ammos,
grenades, and they will be pretty difficult to kill. Some of them
can withstand many ( modified ) M14 or .12G Rifle shots without been
killed.
Suggestion: Wall Probe, Metal Detectors, Live Explosive, Lock Kit, Crowbar.
*S31: Fourth Processing Plant. 5 Crates ( $200, C-17, Gas, the other two
are empty ), Colt .45. ( E )
Note: First crate ( Gas ) in the room with 3 crates has trap. This trap
can only be found by "Mike". I had tried "Magic", "Fidel", "Scully",
and "Ivan", they all got toasted.
Suggestion: Wall Probe, Lock Kit, ( maybe ) Explosives.
*S30: Water Poisoning mission. 3 outside Crates ( Kevlar Helmet, 2 .45
ammos ), 6 inside Crates ( Helmet, $250, .357 ammo, 2 .38 ammos ),
Gas Tank, 2 Glass Jars, Extended Ears ( B ), Silencer ( B, may also
drop some 9mm ammos with this guy ), hidden $300 under table. ( W-S )
Note: Don't enter this sector from W-N, it is too dangeous.
Suggestion: Wall Probe, Lock Kit, Crowbar.
*S29: Water Poisoning mission. 6 Crates ( 2 Grenades, Med Kit, Canteen,
Explosive, 1+2 .45 ammos ), $250 ( B ). ( S-middle/S-W; west of
river )
Suggestion: Grenade(s), Crowbar.
*S28: Brenda's new lab. $3,000 hidden in "three corners" ( must use Metal
Detector ). 8 Crates in a locked room ( Beretta, Colt .45, Lock Kit,
Medit Kit, 1st Aid ), 5 open Crates ( Wall Probe ). 1+1 Rug, Oil,
1+1 .45 ammo, Glass Jar, 9mm ammo ( B ). ( E/S )
Note 1: Most annoying sector in the game. Had better take it later in the
game. ( Because of Brenda Rescue mission. )
Note 2: After you take this sector, "Jack" will give you $5,000 for your
reward ( at the end of NEXT day )!
Note 3: Don't try to get into the room with 8 Crates from South. Even
"Magic" can not open it!!!
Suggestion: Wall Probe, Metal Detector, Live Explosive, Rock.
*S27: Second Processing Plant. 3 Crates in NE building ( M14 ammo, 2
.357 ammos, 4 9mm ammo ), 1 Crate in south builing ( $100 ), C-17,
Camo, Med Kit, Spectra Shield ( B ), 2 Glass Jars, Rock. Search the
wall for Detonator, Search the processing unit for C4. ( S )
Note: Need lots of "Silencers" ( from S37 ). There might be a second
"Detonator" or "Remote Control" in this sector ( see Q & As ).
Suggestion: Wall Probe, Crowbar, Lock Kit, ( maybe ) Grenade.
S26: 4 outside Crates ( .357 ammo, 2 .45 ammos, 3 .38 ammos ), 5 inside
Crates ( 3 9mm ammos, Detonator, 3 .12G ammos, Wall Probe ), Extended
Ears, .357 Magnum ( B ). Search the wall for another Detonator. ( S )
Note: Bridges will explode. The "Detonator" is in the building. But, this
just like the processing plant mission: disarm the "Detonator" does
not guarantee the bridge won't explode.
Suggestion: Crowbar, Lock Kit, ( maybe ) Wall Probe and Explosive.
S25: 5 Crates ( 1+1 Explosives, 2 Grenades, Sniper Scope, Sun Goggle ),
Chunk of Steel, Compound-17 ( B ). ( N-E/E/S )
Note 1: Need a lot of times to take this sector.
Note 2: Version 1.13 does not have "Chunk of Steel".
Suggestion: Crowbar, ( maybe ) Grenade.
*S24: Brenda is HERE! 1 insdie Crate in south building ( 3 Stun Grenades ),
3 outside Crates behind south building ( 1+1 Explosive, Detonator ),
1 inside Crate in north building ( Gas Mask ), Detonator, Beer,
1st Aid, Sun Goggle. ( S/N )
Note: Bridge will explode. Bad guys in northern building are responsible
for this.
Suggestion: Lock Kit, Wall Probe, Explosive.
*S23: Head Stone in island! 13 Crates ( M16, 1+1+1+1 Mines, 2 Detonators ),
4 Live Plastic. Search wall for another Detonator. Traps in islands
and near bridges. ( E-N then N-W, twice )
Note: Best way to get the "Head Stone" is swimming to the NE island. May
need 2 "Explosives" to take care of the bad guys staying inside the
2 northern buildings.
Suggestion: Metal Detector, 2-3 Explosives, Crowbar.
S22: 1st Aid, $300, Chunk of Steel in island. Lots of traps near shore
line. ( S )
Note: In version 1.13, there is no "Chunk of Steel".
Suggestion: Wall Probe, Metal Detectors, Lock Kit, 1-2 Explosives.
S21: 4 Crates ( Detonator, C4, 1+1 C-17 ), $10 ( B ). ( E )
Suggestion: Crowbar.
S20: 6 Crates ( Spectra Shield, Kevlar Vest, 1+1 Detonators ), $30 ( B ),
1st Aid ( B ), Stun Grenade ( B ). 1 Trap ( I only found this trap
once, in open area south of woods ). ( S-E )
Suggestion: Crowbar, ( maybe ) Grenade.
S19: 3 north inside Crates ( 4+3 .38 ammos ), 4 south inside Crates
( 3+1 .45 ammos, $800 ), outside Crate ( on island: 83% 9mm Beretta
with a 78% silencer! ), Explosive ( on island ), Crowbar ( north
house ), Gas Tank ( east house ), C-17 under table, Rock ( both in
south house ), Spectra Shield ( B ). ( E/N/S )
Suggestion: Crowbar, Wall Probe, 1-2 Explosives ( or Grenades ).
S18: Kevlar Vest ( B ), Kevlar Helmet ( B ). ( W-S )
Note: The replacement information came from Dave. You needed to get to
that sector in the MORNING of D17! Not D16! The Crates are at the
east of the sector: 1 M14, M14 ammo; 12G rifle ( maybe 2 of them );
2 12G shotgun; 5+3 shotgun shells (total 8); .357 magnum + ammo;
+ maybe something else.
S17: 6 Crates in western building ( Beretta with silencer, 2 .357 ammos,
4 9mm ammos, Chunk of Steel, C-17, 2 Grenades ), 3 Crates in eastern
building ( Metal Detector, Wall Probe, Tool Kit ), 2 Gas Tank, Oil,
1st Aid, Med Kit, Rug. 6 Traps in northern woods. ( W )
Suggestion: Metal Detector, Wall Probe, Lock Kit, Crowbar, 2-3 Explosives.
S16: Extended Ears ( B ). Nothing in huts. ( S )
S15: 2 Crates in western building ( Extended Ears, Sniper Scope ), 1 Crate
in NE building ( Oil ), 2 Crowbars ( 1 hidden in bed in 2nd eastern
building ), 1st Aid, .12G Rifle ( hidden in bed in NW room of western
building ), 3 .357 ammos, Oil. ( E/S )
Note 1: May need "Explosive" or "Grenade" to open the padlock door safely.
Note 2: The Crate with "Extended Ears" will need a very strong guy to open
it. With health at 85 is still not good enough!
Suggestion: Wall Probe, Lock Kit, Crowbar, 2-3 Explosives.
S14: 9 Crates ( 1+1+1+1+1+1 Mines, Metal Detector, 1+1 Explosive ).
( N-E/E-N )
Note: Use "Explosive" to blow the trees away.
Suggestion: Crowbar, 2 Explosives.
S13: 8 Crates ( 4 M16 Ammos, Grenade, Sniper Scope, Live Plastic, Kevlar
Helmet, Camo ). .357b Magnum, 4 money ( $1,550 total, 3 in the
clothes hang on the wall, 1 in Drawer ), Glass jar. ( W-N )
Note: May need "Rock" to lure the bad guy out from western entrance.
Beware of the bad guy in the south room! Don't check the Drawer
until this bad guy is gone.
Suggestion: Wall Probe, Lock Kit, Crowbar, 2 Explosives.
*S12: Scientific Journal in NW corner of building! 7 Crates ( Rug, 1st Aid,
Camo, C-17 ), Med kit, Tool kit, 2 Gas, 3 Glass Jars, Oil, Search wall
for another Detonator. ( W/S-W )
Suggestion: Wall Probe, Lock Kit, 1-2 Explosives, Combination for the safe.
S11: Nothing but bad guys. ( S-W )
*S10: 2 Crates ( $510, Gas Mask ), C-17, Crowbar, Oil. 3 Traps that will
open a passageway to another 3 Crates ( M14 & M14 ammo, Explosive
in the open crate )! ( S )
Note: You may need 1 Explosive to open the door if you did not get the
padlock key ( from S20 ). Don't think anybody in your team can open
it at this time, unless you let "Speck" or "Magic" do it. Eastern
building's padlock key is in the other side of the same building.
Another bad guy in this sector should have the padlock key to the
door inside the building with Crates.
Suggestion: Rock, Wall Probe, Lock Kit, Grenade or Explosive.
S9: Sniper Scope ( B ), Stun Grenade ( B ), Sun Goggle ( B ), some
.45 ammos ( B ). ( E/S )
*S8: 4 Pomillia Flowers ( source of the Antedote ). .357 Magnum ( B ),
Metal Detector ( B ). ( S )
S7: 6 $$$ ( total: $2,230 ) 3 in NW island, 1 in NE island, 2 in middle
island in the east. $400 ( B ), .12G Rifle ( B ), Lock Kit ( B ).
( W/S )
Note: Peter said the "Antidote" might be in this sector.
S6: Oil in SE hut. ( S-W )
S5: 1 Crate ( Metal Detector ). M14 ( B, trapped! ), $50, Rug. ( S )
Suggestion: Lock Kit.
S4: Nothing but bad guys. Never wait until Day 31. ( E )
S3: 8 Crates ( M14, M16, 2 M14 ammos, 3 M16 ammos, Silencer, 1+1 Chunk
of Steel, Live Plastic ), Tool Kit, 2 Gas. Many traps outside. ( S )
Note: Trust me, there is nothing worthy outside. Get into the building
and get out of this sector ASAP.
Suggestion: 2-3 Metal Detectors, Wall Probe, Lock Kit, Grenade, 1-2
Explosives.
S2: 11 inside Crates ( 1+1 M16, ammos, 1+1 C-17, Sniper Scope, Chunk of
Steel ), 6 north outside Crates ( Live Plastic, C4, Explosive, 1+1
Mines ), 4 south outside Crates ( 1+1 Tear gas, Grenade ), 1st Aid.
The switch boxes on wall have traps! ( E )
Note: I always "open" a door from east, then ambush the bad guys there.
Suggestion: 2-4 Explosives, Lock Kit, Crowbar.
S1: 3 Crates ( Spectra Shields, C-17, Kevlar Helmet ). ( E/S-E )
Note: Need a lot of "Grenades" ( all kinds ), "Explosives" and anything
you have. The number of the bad guys is near unlimited unless you
manage to get into the room with the eastern door. Fallow Sappling
is in the NW corner in Santino's room. You have 3 turns ( actually
more like 2.5 turns ) to retrieve it before the bombs blew it. You
will need a healthy fast guy to get it. Get this "Fallow Sappling"
is NOT important!
Suggestion: All kinds of your Grenades, more than 4 Explosives.
VI. Q & As
Questions List:
(1) How to prevent "Rescue Brenda" mission?
(2) What is the benefit of rescuing Brenda?
(3) Is there a good strategic to save Brenda?
(4) How to know which sector has processing plant?
(5) How to take processing plant without being sabotaged?
(6) Where are those "Detonators" & "Remote Control" guy ( and the position
of the C4 Explosives in the processing units )?
(7) What is the "Water Poisoning" mission?
(8) What is "Fallow Tree Dying" ( Plague ) mission?
(9) Can I throw a Grenade over a tree? Into a building?
(10) Why there are not many Natives willing to work for me? What can I do?
(11) I am running out of MONEY, what can I do?
(12) "Dynamic Lab" just drop the price of the sapping, what can I do?
(13) Is there any good strategic about the order of taking the sectors?
(14) Is the number of enemies unlimited in Sector 1?
(15) Why my guys can not open a Crate?
(16) What is the max. sectors taken in 1 day? Which level?
(17) How many game days do you need to finish the game?
(18) What is the best starting team?
(19) Who will not work with whom? What are the interaction between these
Mercenaries?
(20) How can I determine whether my merc can shoot at the bad guys or not?
(21) Can I shoot through the wall, trees, bushes?
(22) How can I use "Fidel" more effectively? He always refuse to take cover.
(23) Is "Max. Aim" necessary?
(24) Is "CROUCH" necessary?
(25) How come the condition of my equipment drop so fast?
(26) What to do with those "Useless" items?
(27) What happen with the equipment with those fire/quit mercs?
(28) What's the difference between "M14" & "M16"?
(29) When will the gun becomes "Jammed"? How can I fix it?
(30) What is the difference between the different difficulty level?
(31) Can I re-hire the merc who takes the money and run away?
(32) Can I prevent Santino from suicide so that I can let somebody kill
him with knife?
(33) How can I get the "Fallow Sappling"?
(34) What does Ivan say?
(35) Can I buy equipment? Is there enough bullets to use in the game?
(36) How can you win/lose the game?
(37) How are action points calculated?
(38) I don't want to try out all mercs but I would like to hear their
voices. How do I get it ?
(39) What is the difference between experience levels?
(40) What are the information in those Encrypted Notes?
(41) How to install the DEMO version of this game? It just keep asking
me for a disk.
(42) Should I use a native guide? Whom should I use?
(43) I don't want to fire mercenay so I just let him/her killed. That
seems to be a better idea than getting complain by firing him/her.
Is this good?
(44) Can enemy attack my sectors across the water?
(45) Do I need to put guards in all of my sectors? Is it necessary to
always put 8 guards in my sectors?
(46) Sometimes, the enemy sector has less than 8 guards even it is late
in the game. How can this happen?
(47) How to find those items hidden behind a tree?
(48) What is the factor that influence the performance of my work?
(49) Why the condition of the item degrades after I combine it with
something else?
(50) The items are too many, I can not carry all of them. What can I
do?
(51) Can I heal a guard?
(52) Can I heal the enemy?
(53) Some of the guards is not in perfect condition. Can I replace them?
(54) Did Brenda leave any message for you after been kidnapped?
(55) Is there any "official cheat" or "bug" in the game?
(56) Is there any recipes for combining items?
(57) Can I change the difficulty setting after I start the game? How can
I check what level I am playing?
(58) There are too many keys, what can I do?
(59) How can I know whether there is a window in the side of the building
that I can not see? What can I do?
(60) What is the "three corners" Elio mentioned in sector 30?
(61) Does the computer ( program ) cheats? Why the computer keeps winning
in sector 28?
(62) How to get the M14 in sector 10?
(63) What is the equation of the "Repair Points"? What does it means?
(64) What is the equation of the "Doctor Points"? What does it means?
(65) What is the factor to determine the "Interrupt" situation?
(66) What are the randomness of the game?
(67) How to get Brenda's Journal?
(68) How come the items after combined have degraded?
(69) What is the target's priority of the enemies?
(70) What are the chances for a mechanice to pick a locked door?
(71) Will the second hand holding an object influence the accuracy of
the mercenary?
(72) What is the order of the healing when you assign "Doctor" and "Patient"
at the beginning of the day?
(73) Any hints given in the game for those special events ( quests )?
(74) Humors in the game.
Answers:
(1) How to prevent "Rescue Brenda" mission?
A: There are 2 ways:
(1) Don't let enemy take this sector after you have taken it.
Whatever mean method you use will be fine.
(2) Re-take the sector before the day is over. You won't get this
mission unless you let the enemies control the sector for that
night.
But, why don't you do this rescue mission? See Question #2.
(2) What is the benefit of rescuing Brenda?
A: A lot of $$$$$$$$$. I guess this is based on the amount of your
starting fund. $15,000 for the HARDER level. I don't know whether
the reward will be greater in EASY or NORMAL or not.
(3) Is there a good strategic to save Brenda?
A: Let "Magic" or whoever can pick the lock swim across the water to the
door behind south building. Let him/ her open the door. There will be
a Crate with 3 "Stun Grenades" and another door. Open this door, then
you will find Brenda.
Note: One of your guy will "Escort" Brenda back to compound. That
means he will not join your team for the rest of the day. I
don't know who will "Escort". Maybe the most expensive guy in
your team. "Magic" always volunteers to do this in my game :).
(4) How to know which sector has processing plant?
A: Hit the green TREE button at the beginning of the day. I hate this
because the document did not say it. I found this by accident.
(5) How to take processing plant without being sabotaged?
A: You need a lot of "Silencers" and you need to kill whichever enemy
you have encountered immediately. Do not fire while enemy is moving
( the INTERRUPT situation ). If enemy is still alive after you shoot
him, he will let the other guys know that you are there.
Each processing plant has 1 "Detonator" and a "Remote Control".
Please refer to Question #5 for detail information. The "Remote
Control" is an IMAGINARY device held by a specific enemy in that
sector. If you get that guy first, then the only threat will be the
"Detonator". Some people just disarm the "Detonator" and keep using
weapons without "Silencers". Nothing happened. Guess that was because
the "Remote Control" guy was killed before that.
After I did some experiment with second processing plant, I have a
new idea about this. If you disarm the "Detonator" successfully, you
can let the enemies find your existance in one condition: the guys
been found are far from the position of the "Detonator"! If the
enemies find your guy ( first encounter ) near the "Detonator", then
they might "think" the way to the "Detonator" is blocked! In such
case, the program seems to be cheating in letting the enemy use the
"Remote Control" to activate the "C4(s)" in the plant. ( No matter
you had disarmed the "Detonator" or not. ) If enemy finds your guys
in the other side of the sector, then they will stupidily think they
are still safe to activate the "Detonator". In that way, you can just
let your hidden mercs kill those enemies one by one.
Additional note: If you can find and disarm all the "C4s", then you
don't need to worry about it at all.
(6) Where are those Detonators & "Remote Control" guy ( and the position
of the C4 Explosives in the processing units )?
A: Here are some graphics about the "Detonators":
The "Detonator" for 2nd Processing Plant ( NE building ):
******* D = door
* * * = wall
* * 1 search north wall here to detect "Detonator"
**D****
*1 *
* *
**D** ( Info provided by Peter )
The "Detonator" in the sector with the bridges ( S26 ):
small house in the NW:
********
* * 1 search west wall to detect "Detonator"
*1 *
* *
* ****
* * D
**D***** ( Info provided by Peter )
The "Detonator" for the bridges ( S23 ):
the SE-building:
****
* * 1 search west wall to detect "Detonator"
D *
* *
*1 *
**** ( Info provided by Peter )
The "Detonator" of 3rd Processing Plant:
If the coordinate of the wooden sign ( 3rd processing plant ) is
( 0, 0 ), then the detonator is on a tree to the NW of this sign.
The coordinate will be ( -2, 3 ).
( Info provided by Carsten )
The "Detonator" for the safe ( S12 ):
D I
I I I
I I =I
I I
D Door from East
I I
===========I
WWWWWWWWWXI <--
I
====D====D========I Bushes
I
W = Wall
X = "Detonator" ( Info provided by Carsten )
The "Detonator" for the 4th plant ( Oct. 4, 1995 ):
*
2 *<- east-wall of plant
***D****D****
* 1 *
*
********** *
* * *
* * *
1 search north wall to detect "Detonator"
2 is the direction of the north entrance
( Info provided by Peter )
As for the "Remote Control" guy in the processing plant:
2nd Plant: The guy hides in the SW corner room with "Glass Jar".
3rd Plant: The guy hides in the NW corner room with 2 "C-17" in
the Crate.
4th Plant: Can't tell. Probably the guy hides in the SW corner
locked room or the in entrance of the left hand side
door in the south.
( Note: These guys do not necessary stay at these positions! The
room could be empty, then you can't tell who has the
"Remote Control". Good Luck! You'll need it. )
Positions of the "C4 Explosives" in the processing units:
2nd Plant: Enter from door in the east, the first square with
the processing unit.
3rd Plant: Coming from north, the second square. Also, the
first square to block your way. ( I found 2 of them. )
4th Plant: Here is the positions of all those "C4s":
XXXXXX
XXXOXX
XXX X
XXXX X: The processing units
XXXO O: The unit with C4.
XXX
XXXX There are 4 "C4s" in 4th plant.
XXXO
XXO
X
XX
XXX
XXX
( Note: Although these "C4s" will be in near useless conditions, you
can still combine them with "Detonator" at any condition and
get a better one after that. )
(7) What is the "Water Poisoning" mission?
A: I heard this before I got the game. So, I always arrange my team to
take the lake before the end of day 3. I don't know what will happen
if you do not take the lake after day 3. In this mission, you need
to take BOTH sectors 29 & 30.
There seems to be a bug in some version that when you take both S29 &
S30 after day 2, Brenda will still ask you to do something because
water is not right. I don't have this bug. But, other people had
reported this.
(8) What is "Fallow Tree Dying" ( Plague ) mission?
A: Officially called "Virus Quest" in "Sir-Tech".
Here are the info provided by Peter Kuesters:
Some time after you take a certain sector ( someone said 55, but I
really don't know which one ) a virus starts appearing. You can get
rid of it either by bringing the "Pomillia Flowers" to Brenda or by
recovering the "Antidote". The "Antidote" is in Sector 7, if you did
not possess it before the virus started. It is in Sector 42, if you
already possessed Sector 7 but not Sector 42. If you possess both
sectors 7 and 42, the virus will probably never appear.
Susi provides additional information:
The program will triggers the event in either sector 55 or 25. If you
did not possess these two sectors, then the event may not start.
Here is another alternative to solve the problem: ( by ? )
Just use the explosive to blow the infested tree away then the
virus won't spread. ( Surely this is not a scientific way. )
Note: After you explode the tree, it will be able to produce Fallow
Sappler again. But I can not confirm this information.
Comment from designer Alex: ( Sep. 3, 1995 )
Virus Quest: The trigger here is how MANY sectors you own, not
any specific sector #. Also, there must be a sector in your
posession that is one of only several where the virus may start,
and Santino must own one of the sectors where he is able to hide
the "Antidote". The last two conditions are generally not difficult
to satisfy. The exact # I don't remember precisely, I believe it
to be 30 ( half the island ). This MAY actually vary with the
difficulty level ( less sectors at higher difficulty ) but in any
event it's around 30. Experiment if you want to get the precise
values!!! :-)
Additional Note from Peter Kuesters ( Oct. 4, 1995 ):
The "Antidote" may sometimes be in sector 52. ( So there are
three sectors where you can look for it: 7, 42, 52)
Note ( Mar. 28, 1997 ): Once I had to give up a sector late in a day
to rescue "Brenda" because my funding was running low. So, I decided
to give up a sector ( brought back a Quick Saved file and replayed
it ) that day. There is a difference on the next morning: Virus
Quest! So, the magic number of this one should be: 30 sectors or 54
trees. Of course, this was tested in HARDER level.
Also, you may be confused by those "Pomillia Flowers" and the
"Antidote". "Pomillia Flowers" is the source of the "Antidote".
However, Brenda could not reproduce it at will if she did not have
her Scientific Journal ( in S12, another tough one ). She will need
two full days to make it, and another day to test it. So, you will
lost 3 full days of production + 2-4 trees dying. The "Antidote" is
a flash of liquid that Santino hided in some sectors. If you found
it, Jack can use it immediately. That is a big difference.
(9) Can I throw a Grenade over a tree? Into a building?
A: You can throw a Grenade over trees. If there is an open path into
a building, you will be able to throw it in. But, be warned! There
is also a possibility that the Grenade will hit the wall, so .....
I am not sure whether you can throw it through a window or not. Even
you can do it, that seems too risky. ( Just my opinion. )
Someone in the net mentioned that you can place the "Eagle" items in
the window, then it will explode as if installed inside the house.
The "Eagle Silencer" and "Eagle Screamer" seemed to be more effective
than others in this case.
I did not try this method but I accidentally placed an "Explosive"
on a window once, the explosion occured inside the building and it
did not break down the wall!
Note from designer Alex: ( Sep. 3, 1995 )
Throwing "Grenade" into a building. I seem to remember that
somebody once wrote that a "Grenade" thrown through an open door
still explodes at the entrance just as if the door was closed. If
this is so it is NOT intentional, and would be a ( minor ) bug in
the code. Otherwise there's no reason you could not throw into
buildings. Hmmm, now that I think about it, though, I believe there
may be a bit of a "hack" in the code that does in fact prevent one
from throwing from the outside into the inside. I recall something
like that was necessary to prevent much more serioues problems
involving throwing things over/through walls and we left it this
way as the lesser of two evil. So if it's not letting people to
throw from outdoors indoors, I believe this is a "feature" :-)
Note: After reviewing this paragraph, I recalled I had this kind of
problem in S37, north building. Fidel stand one step toward
the west of the door in the left and he can not throw the
"Grenade" to the east door. After restore the saved file, I
let him stand at the door, and he can throw it to the east
door. I think Alex is correct about the limitation.
Also, I recalled several times my guys were throwing "Grenades"
besided the wall and got toasted by doing this. The wall will
block the way, but the tree won't.
Additional Note from Peter Kuesters ( Oct. 4, 1995 ):
Using an "eagle" on a wall is as effective and less dangerous
than using it on a window. ( There seem to be weird walls in
Metavira... ).
(10) Why there are not many Natives willing to work for me? What can I do?
A: Because you did not take care of business, so that the Natives still
don't trust you. The number of sectors that you have taken, the
number of the bad guys you have killed, the number of Natives
that had died, all of these will contribute to the results. If such
kind of situation happened, you can only "RAISE" the salary of the
Natives to lure them to work for you. This is a one-way ticket, so
I don't recommend this. The better way to do is taking more sectors
then more Natives will be happy to work for you.
This is why I said taking S40 on day 1 is so important. If you
are playing on HARDER level, take 4 sectors on day 1 will give you
70 Natives on day 2. After you hire 39 tappers, you can still have
31 guards on day 2. That is really helpful. Then, day 3 will be even
better after you take 3 or 4 more sectors on day 2.
(11) I am running out of MONEY, what can I do?
A: Please refer to the information of the sectors. Make sure you get
all those $$$ in each sector. Once again, you had better take more
sectors and gain more trees so that you can get more incomes. To do
this, you probably want a team with high Marksmanship & high APs.
Also, beware of the fact that more trees means more processing
plants. And, this is the other thing you need to think about it.
( See Question #12 )
(12) "Dynamic Lab" just drop the price of the sapping, what can I do?
A: There is nothing you can do to prevent this to happen. I think this
event is triggered by time rather than whether you own the second
processing plant or not. After several game days when Jack had told
you about "Dynamic Lab", they will drop the price in 2-3 days. The
only thing you can do is getting more TREEs. The more trees you own,
the better chance that "Dynamic Lab" will raise the price again.
They will raise the price by $20 each time. I believe the first
raise will happen when you can process 80+ trees. That doesn't mean
you OWN 80+ trees. You must be able to PROCESS 80+. Next raise will
be 90+, and 100+. But, there seems to be a factor to allow the price
raise in every other day. After you OWN EVERY trees in the island,
they will raise the price back to $500 several days later.
From the designer Alex Meduna <75162.2430@compuserve.com>:
The "sapling price" quest ( Dynamic Labs ) is triggered
principally by the number of trees being processed or owned. I
believe the magic # is 21+ trees processed, which means it normally
won't start until you have the second plant online & processing.
But, the other possible condition is 40 (41?)+ trees OWNED, which
is there so that you can't simply avoid processing more than 20
trees to keep the quest from starting. There may be some other minor
conditions attached ( such as "no other quest can start that day" )
which could conceivably delay it another day or two.
( Note: My experience on Mar. 27, 1997. "Jack" starts to talk
about "Dynamic Labs" when the number of owned trees changed
from 18 to 32 at the beginning of day 4. So, 30 probably is
the magic number. )
(13) Is there any good strategic about the order of taking the sectors?
A: I don't think so. One thing is for sure, if you are not taking some
sectors, some events will happen that forces you to take certain
sector later. At that time, you will know what sector is important
that you should take them ASAP.
Here is my experience about the first few days:
Day 1: S59, S50, S49, and S40.
Day 2: S39, S29, S30, and S20.
Day 3: S10, S9, S19, and S28.
Day 4: S38, S48, S58, S37 ( for the Silencers ), and S27.
At the end of Day 3, "Magic" is hired. Don't worry about the money
because Jack will give you $5,000 at the end of Day 4 because you
had taken S28 on Day 3. Actually, you can hire "Magic" at the end
of Day 2 if you had taken 7 or 8 sectors at this time. Your overal
rate will be higher than 40%, which is good enough to hire "Magic"
or "Static". Yet, you won't have enough money to hire them because
they are too expensive. There are 1 modified Magnum, 2 Useful
( perfect or near perfect ) Bretta, and many Colt .45 available for
that day, so there will be no problem to take 5 sectors this day.
Also, the enemy should had launched several attacked ( failed, of
course ) in first 3 days, so there will always be less than 8 bad
guys in a sector. Also, if the enemy had taken S28 this day, then
lucky you. you will be able to start Day 5 in this order:
Day 5: S28, S47, S57, S56, and ( maybe ) S46.
After this, the enemy won't keep bothering you at S28 because they
already had BRENDA :).
After Day 5, you can do whatever you want to enjoy the game. But,
be careful. There are several things you need to keep in your mind:
(1) You had to rescue Brenda ( for the huge reward ) before she is
killed. That means you had to do this before Jack said something
like "I think it's too long that she could never survive that
long" stuff. If you had heard this at the beginning of the day,
then you know you had screwed up!
(2) Try to take the third processing plant ASAP. That will give you
more income.
(3) Beware of the route to S7. When you had the "Virus Quest", you
will need to get there for the "Antidote".
If you can do better than this list, then you probably don't need
this FAQ at all :).
(14) Is the number of enemies unlimited in Sector 1?
A: Maybe NOT. But the number is nearly unlimited for the game play.
You will need to get into the building ( the room with an eastern
door ) ASAP. As soon as you get any of your guys into that room,
the enemies will not generate any more. Actually, 'aggressive' seems
to be a better strategic for this sector. I used to play it slow and
safe. But my recent games showed that if I let couple of my guys
take some shots, then I can get into that room before 10am. Then,
I don't need to worry about the number of the enemies at all.
The number of enemies still follow the "8" rule. If there are still
8 enemies, there will be no new enemy. One time I happened to STUN
5 enemies just across the river for more than 10 turns, that game
was so easy that I only need to take care of 2 enemies each turns.
Those 5 guys just keep lying there. ( Of course, I keep throwing
"Tear Gas" & "Stun Grenade" to keep them there. )
The generating rate might depends on the level. Someone reported
that they only encountered 6-7 enemies in Sector 1 when playing in
EASY level, then that's it. For HARDER level, the enemy will be
generated in enemy turn whenever a bad guy had died. For the NORMAL
level, from my memory, the enemies will be generated about 2 turns
after they had been killed.
Many people claimed that if you stayed in S2 on that particular day
and killed all those intruders, then you will probably encounter
less enemies in S1. I tried to verify this information, but the
enemies just won't show up as fast as they did in S1. That depends
on luck. So, there is no telling whether this strategic will work
in your game or not.
( May 5, 1997; HARDER level )
Recently, I tested the game to see whether the number is really
unlimited or not, here is the results:
I let Sparky & Speck stayed home to repair stuffs, so I pulled
out the other 6 mercs ( Ivan, Fidel, Fox, Magic, Lynx, & Mike;
Scully replaced Fidel later ) to kill some bad guys. Here are the
records:
Day 1: 18. Day 2: 20. Day 3: 29. Day 4: 37 ( 45 ).
Day 5: 40 ( 46 ). Day 6: 52. Day 7: 14. Day 8: 21.
Day 9: 0(!) Day 10: 0(!) Day 11: 7.
After Day 6, I am running out of .12G, M14 & M16 ammos. So, I stayed
in S2 so that I can use handguns to kill bad guys. The numbers in the
paranthesis are reported at the end of day which are a little bit
different from my record. Since there were no enemy killed on Day 9
& 10, Jack was angry and took everything I had in the camp to force
me to attack the enemies. To my surprise, there were only 7 enemies
left in S1. No more!!!
The summation of these numbers is 252. I think I might have missed
some, so the actual number of this could be 255 or 256!!!
(15) Why my guys can not open a Crate?
A: The crate is nailed too tight. You will need a "Crowbar" to open
it. Furthermore, the merc may be not healthy, not strong enough or
he/she is tire ( low BLUE bar ). The condition of the "Crowbar"
will also influence the chance of opening it. BTW, there are some
Crates that are so tight that only certain mercs with almost full
health can open it. In such condition, make sure they have the full
BREATH ( BLUE bar ).
EX 1: The crate of M14 in S10. A health "Ivan" can open it by
losing about 1/2 of his breath. "Fidel" and "Ice" both can
not open it.
EX 2: The crate of M14 ammo in S10. A health "Ivan" can open it
by losing 2/3 of his breath. Ice can open the M14 crate
as the game on Mar. 26, 1997. Maybe "Ice" was not healthy
in EX 1.
(16) What is the max. sectors taken in 1 day? Which level?
A: 10 by Peter Kuesters. He did it without using any Alt-X on HARDER
level. ( Oct. 4, 1995, new record )
9 sectors on D6:
57 -> 56 -> 45 -> 55 -> 54 -> 44 -> 43 -> 33 -> 32
with Ice, Fidel, Ivan, Fox, Magic and Mike.
10 sectors on D8:
15 -> 5 -> 4 -> 14 -> 16 -> 17 -> 18 -> 8 -> 7 -> 6
with Ice (mod. Beretta), Ivan (M14), Fox (mod. Magnum),
Mike (mod. M14) and Magic (mod. M16)
( Note: This time, Peter finishs the game in 10 days. Also a
new record. See #17. )
Once I took 7 sectors on Day 4:
38 -> 48 -> 58 -> 57 -> 47 -> 37 -> 27
with Ice, Fidel, Ivan, Fox, Magic, Lynx.
(17) How many game days do you need to finish the game?
A: Peter Kuesters can do it in 12 days ( he said he might be able to
do it faster if not taking all the sectors ). But, not everybody
can do this.
Note: As of Oct. 4, 1995, Peter re-played and finished the game in
10 days!
According to the "average 3 sectors per day" rule, you should be able
to finish it by day 20. Of course, the more experience you have, the
better you can do it. My first game took 27 days ( NORMAL ). Second
game took 20 days ( HARDER ). I think this should be normal for any
veteran players => 3 sectors/day.
(18) What is the best starting team?
A: Don't think there is an answer for this. Almost everyone pick "Ivan"
at the beginning. But, there are still some person who did not do it.
As long as you have a team with "Sharp Shooter", "Doctor" ( not
necessary ), "Mechanic" ( Pick the Door ), and "Bomb Dude", then
this team should be okay.
Also, if you choose those fast guys, then you can do the job better
by taking more sectors in a day.
(19) Who will not work with whom? What are the interaction between these
Mercenaries?
A: Here are some of them:
Most of the mercs won't come back if you FIRE him/her.
A lot of mercs will quit if you did paid the salary of any mercenary.
Same when you don't pay the the chopper's fee to deliver a dead
merc's body back.
If you abuse your mercs ( without letting them to rest enough during
the day time ), many of them will quit! Maybe not the first day that
you were doing this, maybe the second day when you treat them the
same way.
"Sparky" doesn't want to work with her brother "Gary".
"Gary" doesn't want to work with his brother "Larry"
No problem with "Sparky" & "Larry".
"Hurl" will quit if you have "Fidel" in the team ( or, killed by
"Fidel" ). ( Uh, "Hurl" is a male, not a female. )
"Fox" will quit if you have too many casualties. She will come back
( after she quits ) if you improve your casuality situation.
"Wolf" can't stand you raise salary of any other people.
"Mike" & "Scully" are good friends. So do "Magic" & "Sidney". Any
one of them will quit if their buddy is killed or fired. ( ? about
the "good friends". See #66. )
"Biff" doesn't want to kill anybody. If he really kills a bad guy,
he will quit and say thing like, I want to go back to school. He
won't join if you have any guy get killed.
"Skitz" will kill "Sparky".
** "Reuben" will kill "Ivan"(!) and other people.
"Ivan" will try to kill "Reuben" too.
"Ivan", "Larry", "Bernie", and "Kelly" won't work with "Reuben".
( Maybe not really killing each other. Check with the A.I.M. to
see whether they are still alive or not. I did get "Ivan" back
after I fire "Reuben", but I lost a bunch of M14 & .357 ammos
PLUS a modified M14! )
"Fidel", "Leech", "Reuben", and "Skitz" will refuse orders while in
the middle of a combat. You will need to either deal with this
personality or use the tricks.
( Maybe there are more mercs will refuse order like them, but not
all of the mercs had been tested. )
"Kaboom", "Larry", "Moses", and "Pops" have AMNESIA.
( This seems to be the personality of these guys. Has nothing to do
with their "Wisdom". I once tried to raise Kaboom's "Wisdom" to
100 via editor, but he STILL forgot the order! )
When you fire "Vinny", then hire "Magic" & "Scully", "Scully"
will ask for double salary because "Vinny" said something to him.
( This looks like determined by Randomness. See #66. )
** Someone said if you fire "Tex", he will say bad things to many(!)
people in A.I.M.
"Ice" will quit if you fire too many mercenaries ( including the
replacement, the turnover rate ). He won't allow you to fire people
after they worked for you just one day.
When a merc does not want to work for you ( QUIT situation ), you
will need to increase their salary 50% to keep them. ( 50% is the
salary for another exp. level. )
"Len" will only work for you if your turnover rate is below 20 or
less.
"Static" gets bored if nobody of your team dies or gets fired.
"Mike" won't work for you if your turnover rate is too high ( over
30% ).
"Weasel" won't work with "Ears".
"Raffi" won't work with "Doc".
"Cliff" won't work with "Raffi".
"Jimmy" won't work with "Lynx".
"Sam" won't work for you if you have "Ivan".
"Magic" won't join if you have "Kaboom".
"Screw" don't like "Bob".
"Hector" don't want to work with "Smoke".
"Lynx" don't want to work with "Smoke".
"Magic" will work for you if your overall performance is over
40%. Same for "Static".
"Mike" will only work for you if your overall performance is 100%.
"Scully" and some other high marksmanship mercs ( "Hitman", "Kelly",
"Spike", "Lynx", etc. ) will only work for you when your overall
performance is over 60-70%.
"Fox" and "Smoke" will join on day 2.
"Leech" will join after 3-4 days.
"Sidney" will join after about one week.
"Vicki" will join on day 15.
The following could be determined by Randomness:
"Ice" won't work for you if "Hector" is fired or buried in the river.
"Ice" or "Magic" is also touchy about "Fidel" getting fired without
reason. ( Probably not "Magic". )
"Turtle" and "Bob" won't work for you if you fire "Gary".
"Bernie" won't work for you if you fire "Reuban"(?!).
Just for amusement:
Get a loser squad: Speck, Yuntz, Skitz, Lance, Biff, Reuban, It,
Kaboom and Wink. It's definitely a TRIP trying to make it through
a sector with these guys. ( I can imagine this. Maybe add Pops,
Larry, or Moses. )
(20) How can I determine whether my merc can shoot at the bad guys?
A: There is a basic principle: If you can see him, you can shoot him!
( Use <F9>. ) If the bad guy is in a wide open area, you can shoot
him with any of your guys. But, if the range is too far then you may
not cause any damage ( especially the handgun ). If this is in the
woods, then this is the best way to determine whether you want to
shoot him or not => "Interrupt"! In "Interrupt" situation, that means
your merc has a pretty clear line of sight, so you can guarantee he
has a chance to hit him.
Exception: When your merc is behind a lot of "bushes", you may want
to forfeit this chance. There is a higher chance that
you will hit the bushes rather than the bad guy.
(21) Can I shoot through the wall, trees, bushes?
A: This part is a little bit tricky. If you find you can not shoot
through the wall, but the bad guy(s) can, you might be a little bit
frustrated. BUT, you can shoot him back!!! If you find your guys was
hit behind the wall ( bad guy shot through the wall ), then you shoot
back immediately and don't move this merc. You can get him in the
same way. BUT, if you move, then this condition will be changed and
you will be still shooting at the wall again. Don't know about the
trees, but the bushes have the same condition. If the bad guy can
shoot you, then you can shoot him. Of course, bad guy will take the
first shot and your merc(s) has better chance to get hurt.
(22) How can I use "Fidel" more effectively? He always refuse to take cover.
A: He always refuses to move IF HIS TARGET DID NOT MOVE. So, you have
to make sure he is in a well covered place before you can take that
shot. When his target moves, he is willing to move again, so move
him before shooting again.
There are two other ways to do the trick: hitting <ESC> or remove the
weapon from his main hand ( then put it back ). These two methods are
more like cheating, but they do work.
"Leech", "Reuben", and "Skitz" has the same problem, and you can treat
them the same way.
(23) Is "Max. Aim" necessary?
A: Yes in some cases. In wide open place, "Max. Aim" will have much
better chance to hit the target. In "Interrupt" situation, the
"Max. Aim" is better because you will have a pretty good line of
sight, and this "line of sight" maybe very precious in the woods.
But I really doubt it when the enemy is behind a cover or wearing
a good body armor. In such case, sometimes 1 or 2 APs less than
"Max. Aim" will have a better result than "Max. Aim".
Yet, this is not guaranteed because "not Max. Aim" also means
"Greater Chance to miss". But if you hit, the damage is usually
greater than "Max. Aim" in this case. There are a lot of variables
here and I don't know exactly how they work.
I would simply suggest that you use 1 or 2 APs less than "Max.
Aim" in the woods for couple times, and decide by yourself when
do you want to use "Max. Aim" and when you don't.
Note: When you find the "Max. Aim" did not do any damage to the
enemy ( with good body armor or hide behind a tree ), you
may try the second shot with 1 AP less than "Max. Aim". You
will probably see the difference.
WARNING: These principles do not apply to those low marksmanship
guys!
(24) Is "CROUCH" necessary?
A: YES! Although this always take 2 APs, but it worth it. Especially
"CROUCH" behind a bush. But, be sure your mercs are wearing a
"Helmet" as well. "CROUCH" also means the chance of "Hit on the
head" is increased too.
(25) How come the condition of my equipment drop so fast?
A: Two reasons. (1) Staying in the water for a longer time. (2) Hit
by an "Explosive" or "Grenade".
Keep using a gun will drop its condition too, but not that obvious.
If you only take 2 shots per turn, then the condition won't drop
so fast. If you fire more than 3 shots in the same turn, then it
is most likely the condition will drop in next turn.
"Jammed" guns will drop the condition by 1 or 2%.
(26) What to do with those "Useless" items?
A: You will need to fix it at home before you want to use them. Gun,
"Grenades", "Wall Probe", "Metal Detector", "Explosives", "Eagle"
items, "Molotov Cocktail", and "Armors" are all fixable. Don't
remember what else can be fixed. All the kits ( "1st Aid", "Medical
Kit", "Tool Kit", and "Lock Kit" ), "Camo-U-Flage", "Compound-17",
and "Crowbar" are not fixable. I don't remember about the "Chunk of
Steel", but you DON'T need to fix it.
You don't really need to fix the "Useless Detonator" or "Useless
Explosive". Combine them with a good condition item has a pretty
good chance to get a 100%(!) "Live Explosive" by "Fidel". Even the
item is not 100% after that, the condition will usually be more
than 50%.
There is another usage of these "Useless Grenades". Just put them
in those "Eagle" items and the condition will be around 70 - 80 %.
That is already pretty good.
One more thing. If you are desperate and have nothing to take out
a hidden enemy ( like in S29 ), you can try to throw the "Useless
Grenade" to this bad guy. There is a slightly chance the "Grenade"
will still explode within 2 turns ( not immediately like a good
condition "Grenade" ) and take effect LIKE an ordinally "Grenade".
( I can not confirm this information. In my experience, you can NOT
throw a "Useless Grenade". So, maybe only for those "Grenade" at
10-20% without the "useless" sign on it. )
(27) What happen with the equipment with those fire/quit mercs?
A: If you fire him/her, you keep all the stuffs. If he/she quits, then
he/she will bring the equipment with him/her. So, fire him/her
before he/she quits. ( Beware of your turnover rate. )
(28) What's the difference between "M14" & "M16"?
A: Peter Kuesters made a little experiment with this once. He has
"Magic" using Mod. M14, "Scully" using Mod. M16. "Scully" has
slightly better armor. "Magic" wins all the times. But, my own
experience shows the difference between these two things are
difficult to tell. In sector 1, most of the time, M16 is better
than M14; BUT, sometimes, M14 has better effect than a M16. Who
knows, both weapons are GOOD! Sometimes, I think a direct hit at
the "Bullseye" ( heart, maybe ) with good body armor maybe worse
than a hit at the other part of body ( say, arms, legs ).
Yet, there is a slight difference between M14 & M16. The M14 will
cost one more AP to fire it.
(29) When will the gun becomes "Jammed"? How can I fix it?
A: Not sure about this. The only thing I know is a gun in perfect
condition ( 100% ) never "Jammed". I had a 98% "mod. Beretta"
"Jammed" once. And it takes about 7-8 times of re-firing to fix
it. And I had used a 70% gun about 10 shots without it been
"Jammed". Maybe firing too many times in a short time ( too many
bad guys, huh? ) will increase the chance.
There is no better way to treat a "Jammed" gun in the field. As
manual said, continuously firing it might do the trick. The most
times I used was about 7-8 times ( for that 98%! condition "mod.
Beretta" ). There is a person in the net said he fired more than
20 times before it worked again! I think this is purely depends
on your luck. Of course, a mechanical at home can always fix it
for you, but you won't be able to get it until the next day.
Torbj|rn Lindgren said, let a higher Mechanical skill merc shoot
it in the field will have a BETTER CHANCE to make it work again.
He suggested skill over 40 for doing this.
( I had verified this one. )
Note: Susi suspects that the condition of the ammos might be
one of the reasons when we have those > 90% gun jammed.
Mar. 26, 1997: 100% "modified Magnum" JAMMED in battle! You can
imagine how frustrated I was. It happened when this
gun had a 30% silencer ( the only one I had at that
time ) attached to it. So, the attached item can be
the reason in this case.
(30) What is the difference between the different difficulty level?
A: One thing I am sure, the starting fund is different. EASY gives you
$25,000. NORMAL gives you $20,000. HARDER gives you $15,000. Cash
flow handling becomes very important early in the game in HARDER
level.
The price for the chopper is different. $600 for EASY, $800 for
NORMAL, and $1,000 for HARDER. Same for delivering a dead merc's
body back.
The AI is different. But I can not exactly describe this part. On
HARDER level, the enemy will always try to hide behind cover, come
out to shoot you and hide again. The other bad guys will come and
shoot you from other direction or throw a "Grenade" on you. The
tendency of enemies using "Grenades" is increased too. The enemies
will probably ignore the "Rock" when you throw it.
The bad guys' number in S49, S50, S59 ( for your first day mission )
is different. NORMAL only has 4 in each sector; HARDER has 6! On day
2, HARDER always has 8 bad guys in every sector, while NORMAL still
has 6 on day 2. That's all I know.
Carsten tested the EASY level and found there were only 2 enemies in
first three sectors.
Also, the last sector ( S1 ) will be different. The EASY level seems
can not regenerate the enemies quick enough. The HARDER level will
always regenerate a new enemy in their turn whenever you kill one.
(31) Can I re-hire the merc who takes the money and run away?
A: From the designer Alex Meduna:
When mercs run away with your money, they should appear to
be "on assignment" when you get back to the A.I.M. screen. What's
actually happened is that the merc in question has chosen to take a
little vacation with the proceeds of his theft... He *will* come
back off assignment, but this takes a relatively long time, I
believe 2 weeks ( they are having fun over there, after all! ).
What I am NOT sure of is whether that merc will hire back on with
you or not when he returns. It could be either way, I'm at home and
don't have the source code available, and the situation has never
really come up in any game I know of ( usually game over by then,
or you don't want the guy any more anyway ). One could do a little
experiment, by giving some putz a pile of money to make him steal,
then wasting time for 14 or so days until he returns and trying to
hire him back. I think he will in fact join, since there's no
special quote for this scenario...
BTW, are you guys aware that each merc has his own likelihood of
stealing on you? In general the salary the merc is currently making
is the main factor in his decision, the amount of money he could
steal must be quite significant in comparison to his regular wages
to tempt him. But some mercs are far more reliable than others, and
a few of the scummier ones won't think twice about it! Most of the
higher level mercs make too much off you anyways to bother stealing
the sums that you find on the island...
Note: Somebody in the net mentioned once that in the "Official
Strategic Guide" by "Sir-Tech", there is a table of how much
money the merc will tend to steal.
(32) Can I prevent Santino from suicide so that I can let somebody kill
him with knife?
A: Probably not. Someone ( I don't remember who ) in the net said
something about this:
Guess he is like the Obi-wan in Star War. Once he decide to
suicide, nobody can stop him. I tried to sneak to the other side
of the wall and use those "Eagle" stuffs and there is no damage
to that wall! Nothing can break the wall with the switch.
( I had confirmed this one. Those 3 squares of wall were really
indestructable. I was using 100% "Live Explosive" & 100% "Live
Plastic". )
Additional Note ( Oct. 4, 1995, from Peter Kuesters ):
Once I managed to get into Santino's room and threw a "Grenade"
at him before he got his interrupt. He did not take damage, he did
not even fall down, he is truly immortal! I doubt those explosions
will be able kill him, he probably just puts on a ring of
invisibility and disappears :)
Artjom said he killed Santino once ( Nov. '96 ):
I had "Fidel" putting 2 "Explosives" on the wall of the SANTINO's room
and "Magic" hiding behind the bush. The wall exploded. Then "Magic"
raised from his knees and HE says something like "I wanna ... blah,
blah, blah". "Santino" activated the "Detonator". The door and other
piece of wall blew up. "Santino" remained... ALIVE. "Fidel" came in
and took the "FALLOW SAPPLING". "Magic" tried to shoot at "Santino"
but bullets did not reach him, they disappeared. Then came "Ivan"
with a cool idea of killing "Santino" with "Combat Knife". The
"Knife" option didn't show up, so "Santino" could not be killed with
a "Knife". Next turn "Ivan" took a "Grenade" and threw it at the foot
of "Santino" ( Strong guy! Really! ) and the "Grenade" exploded.
"Lucas Santino" is DEAD. The main thing is: I've killed him.
( Editor's Note: I knew this kind of scenario. I had a similar
situation once. The two "Explosives" opened the door next to
the "Fallow Sappling" to three open squares. Then "Lynx" came out
and "Santino" turned on the switch. But he STILL standed there.
After that, "Lynx" shot probably 5 shots with "Mod. M16", but the
bullets just WENT RIGHT THROUGH "SANTINO"! These bullets went
THROUGH him! So, what I believe is Artjom saw "Santino" dead
because "Santino" wanted to die. Artjom did not kill him. But, you
can put on your own opinions here. )
(33) How can I get the "Fallow Sappling"?
A: This is a little bit tricky too. The bomb will explode while you
are moving your guys. The sequence of the bombs to explode seems
to be the same. You will need some practice, "Quick Save" or <Alt-X>
to do this.
You only have about 2.5 turns to do this. Otherwise, the "Fallow
Sappling" will be destroyed. Use those quick guys.
Don't forget one thing, there are two mines in that room too.
A successful way will be opening the door near the "Fallow Sappling".
Then use "another merc" to encounter "Santino". Then, your fast guy
can get to the "Sappling" in the first turn ( after the first
explosion ). Then, take the "Sappling" in turn two and move out of
the house. Since those two mines are in the middle of the house,
your guy won't need to worry about them.
( Additional note: As Dave had pointed out that the explosion
sequence may not be the same everytime. I think
I had verified that it won't go off in the same
sequence everytime. )
(34) What does Ivan say?
A: The followings are from Eugene:
When you hire him (the best part). "O'K, I'll work for you, damn
capitalist"
When enemy is shooting him: "I am in the middle of the fight" or
"they are shooting at me!"
When he spots enemy: "I see an enemy, he doesn't see me"
When he finds an item: "I see something"
When he suspects a bomb: "It may be a trap"
When he is tired ( low in Breath ): "This hot is killing me"
When he kills the last enemy in the sector: "This place must be
safe now"
When he receives an order: "O'K, O'K"
When he kills an enemy: "Good"
When he got shot: "Damn!"
When he needs bullets: "My bullets are gone"
When he searches an empty Crate: "Nothing"
When he opens an empty Crate: "Empty"
When he can not open a Crate: "I can't open it"
When it is late in the evening ( 6pm ): "It's getting late. I think
we'd better go back."
When you ask him to shoot your own team member: "So, that's the
way the Wild West does it!"
When the team is travelling to another sector without him: "We
must be together."
When you fire him: "I wish you spent your holiday in Kiev!"
( My personal note: I think maybe Ivan is from Kiev, so if you
spend holiday in Kiev, he has a chance to stab you there :).
Is this reasonable? )
When Santino suicides: "He is serious. It will blow up."
When the game finished: "I am proud of the job we did here."
The followings are from "Susi": ( Susi's translation is a little bit
direct, without the modification. )
1. Well, I'll work for u, damn capitalist.
2. I see something.
3. I can't open it.
4. It's mien-trape. ( Before he dis-arm a trap. )
5. A, there's it look like. ( When Ivan find micro-purifier. )
6. It's can be trap. ( When he suspect an area has traps. )
7. I see enemy. He don't see me.
8. At me shooting.
9. I am in the hit of the battle.
10. My weapon is jammed.
11. I have end ammunitions.
12. This hot killing me.
13. This place must be safe now.
14. Don't touch me.
15. A... then on west this is made thus.
16. I want u have the holiday in Kiev.
17. NYET- No. ( Re-hire him. )
18. I pride work, some we ended here. ( End Game )
19. Seems, something in pocket. ( Brenda's lab coat. )
20. Good, good. ( It really means: "O'K, O'K". )
21. Good. ( Satisfaction, after a kill. )
22. Damn. ( when he see bad guys )
23. Nothing (or) Empty.
24. I need help. ( When he can not find a way out. )
25. I found FALLOW tree. ( 'Fallow' was written in english. )
26. I can't move...My legs don't submit. ( After serios wounded. )
27. Day is ending. (We) Will need safe return ( @ 6pm )
(35) Can I buy equipment? Is there enough bullets to use in the game?
A: No and Yes. You can not buy anything so use ammos cautiously. The
amount of the ammos will be more than you need if you are not
shooting things like crazy. Furthermore, if you planned on how to
kill enemy when you see one, that will save some bullets. To prove
my statement, I had these ammos right before I attacked Sector 1
( in my first HARDER level game ):
.38 ammos box: 62 .45 ammos clip: 18
9mm ammos clip: 19 .357 ammos box: 17
.12G ammos box: 11 M14 ammos clip: 23
M16 ammos clip: 21
These do not include those ammos that I scattered in other sectors
because my team could not carry all of them. Like these should be
more than enough to finish S1.
Later, with more experience, I could save more ammos of those better
weapons with better strategics.
Note: There is a tricky way to get more .12G, 9mm, and .357 ammos.
( .38 & .45 ammos are not important ) If you "Quick Save" right
after you take a sector, and you just happen to find that the
enemies will launch an attack on your nearby sector within 30
minutes. Try to get your team there! If the guards defeat the
enemies, you got nothing! If your team is in the sector, you
will have a lot of chances to pick up those dropped ammos by
the enemies. The type and the ammount of those ammos are
random, so you should "Quick Save" before enemies attack. If
you are not satisfied with the results, just "Quick Restore"
and play it again.
(36) How can you win/lose the game?
A: The final goal is to beat "Lucas Santino". If you manage to get
into the last room of sector 1, "Santino" will suicide and you
win the game. Skip any sector before winning sector 1 does not
matter. Don't know what is the condition to lose the game. Just
know that if you lose Sector 60 ( you lost your employer! ), then
you lose the game.
(37) How are action points calculated?
A: Health, Agility, Dexterity, Experience level, and Breath. Agility
is the most important one. Health, Dexterity, Experience level, and
Breath will modify the number. There is a upper limit ( 25 APs ) and
a lower limit ( 8 APs ) for this value.
Carsten Engelmann found the equation for this:
APs = Health/20 + Agility/10 + Dexterity/20 + (Exp.Lev.+1)/2
The breath is hard to put in the formula because there is no
numerical value in the game.
Note: This equation only valid when the mercenary is in full Health
and with full Breath. After a mercenary is injuried, this
equation won't work until he/she gets back to full Health.
(38) I don't want to try out all mercs but I would like to hear their
voices. How do I get it ?
A: Information provide by Carsten Engelmann:
All the sound files on the CDROM are mostly 11kHz, stereo and 8bit.
The format is probably VOC. They can be played with Mediavision's
playfile.exe.
Look for the file e.g. 'nat' and play it with playfile.exe or
'vplay -S -s11' under Linux. It's the collection of Elio's sayings.
Other mercs have numbers. E.g. Bud has 11, Reuben has 20. I don't
have a Soundbalster so I don't know the tools but it's probably the
'voc'.
(39) What is the difference between experience levels?
A: He/she will have higher Salary ( of course ), more AP ( usually +1 ),
see farther and have more chances to identify a trap, etc. after he/
she increased the Experience Level. Each level will increase the
salary by 50%. Probably also increase the ability in other areas
but this part is not so obvious.
(40) What are the information in those Encrypted Notes?
A: (a) Code: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Real: C F V H N W P B X L - K M E I - S - A Z D R - T O Y
( "-" is not important )
Dave adds these: P -> J, W -> U.
(b) All Personnel,
Stay clear S4 on D31
Stork is a Boobytrap
L.S.
(c) All Personnel,
Scientific Journal
is not to fall into
enemy hands, first
sign of enemy
presence near my lab-
Journal is to be
destroyed immediately
L.S.
(d) It's a note from "Hervos". He said Mr. Lucas is making a baby
Fallow Tree. ( This is not an encrypted codes. All you need is
a native to read this note. )
(e) Thanks/????????????????????? ( Somebody help me here! )
(f) Two notes to solve the mystery of stork in S18 ( from Dave ):
S. Franz
Await Replacement S18
ETA D16 L.S.
W. Pravdo
Relieve S.F. AM
Day before ship L.S.
Note: Now this is clear. S.Franz is expecting a replacement
from Santino. That person will arrive one day before the
stork. So, the replacement will be D16, and the stork
will be D17!
(41) How to install the DEMO version of this game? It just keep asking
me for a disk.
A: The DEMO version will ask you to put the files in floppy disks
before the installation. This will work. But, if you use the
function "SUBST" of DOS to emulate a drive ( say, Z: ), then
you can just install it from hard drive ( root directory of
Z: ).
(42) Should I use a native guide? Whom should I use?
A: It depends. The advantage of native guide is Free, Advice, and
an extra man to carry items. Each one has his advantages & dis-
advantages. Like Elio, he is very fast, but his marksmanship is
too low ( 23 ). Hamous has pretty decent marksmanship but he is
way too slow. I personally prefer Elio because he is fast and
strong enough to open a lot of crates. I don't really need him
to fight. Other people prefer Hamous just because he can join
battle. It just depends on the way you play.
(43) I don't want to fire mercenay so I just let him/her killed. That
seems to be a better idea than getting complain by firing him/her.
Is this good?
A: Surely the other mercs will not complain because the turnover
rate does not increase in this case. BUT, beware of the side
effect! This will increase the casuality rate and also need chopper
to send the dead body back. Also, I heard someone mentioned that
if a merc's "buddy" got killed, he/she will quit. Then, you will
have to increase his/her salary to keep him/her. Remember, his/her
equipment will be gone if he/she quits! I don't recommend such kind
of tactics.
(44) Can enemy attack my sectors across the water?
A: Yes. If the sector is adjacent to an enemy sector, then enemy
can launch an attack from there even it is not "Safely Linked".
So, be sure to put 8 guards there.
(45) Do I need to put guards in all of my sectors? Is it necessary to
always put 8 guards in my sectors?
A: If the sector is not directly adjacent to an enemy sector, then
it is not necessary to put guards there because enemy can not
attack this sector directly. If this sector has enemy sector(s)
adjacent to it, then you had better put guards there because the
enemy might get a "free" sector if there is no guard there. You
had better always put 8 guards in such kind of sectors. But this
depends on your financial situation. If you can afford 8 guards
in all the sectors adjacent to enemy sectors, then it is the best
way to protect it. If you can't afford it and you wish to risk a
little bit, then you should consider what level you are playing at.
If that is HARDER, you may want to put less than 8 guards in those
sectors where enemy may not attack you.
The enemies can attack the same sector three days in a row.
Ex: S49 on Day 2, 3, 4, all from S48 ).
If a sector is separated from enemy sector by water, then you can
consider put less guards there. If you are playing in NORMAL or
EASY level, then you can consider just put 6 - 7 guards in your
sector and reduce the amount of those backup guards.
(46) Sometimes, the enemy sector has less than 8 guards even it is late
in the game. How can this happen?
A: Remember the enemy can launch attack on your sectors? That's why
sometimes the number of them has decreased. If you remember to
record the number of enemies that were sent to attack your sectors,
then you can calculate how many enemies are left in that sector.
If you attack that sector immediately, then you are going to face
only that number of enemies there most of the time. ( So, don't just
hit <ESC> when an "enemies attck" happens in your other sectors. )
Of course, sometimes you need to guess which sector did they launch
the attack before the day ends. One more thing, if you did not attack
that sector immediately or the next day, there is a pretty good
chance that the enemies will reinforcement that sector.
The shortest time to get a reinforcement in an enemy sector is
about 0.5 hour in my own experience. ( My previous experience is
4 hours as the shortest. ) 1 day is the most common time needed.
Note 1: Enemy can reinforce across water without following the
"linked" rule, but you can't if that sector is not linked.
Note 2: The enemy will reinforce the sector that you are attacking
IF you take too much time fighting in that sector. Other than
this, the program seems to determine this randomly.
(47) How to find those items hidden behind a tree?
A: Hit the <Ins> key. See advice (17) in suggestion for the Novice
Player.
(48) What is the factor that influence the performance of my work?
A: I don't have the formula here. One thing is for sure: the daily
performance ( the one at the end of the day ) is based on the
number of the enemies that you had killed, not on how many sectors
that you had taken. Your casualities and number of Natives died
might be considered but the factor is not clear. The overall
performance was based on these factors and the sectors that you
had taken. The turnover rate ( the mercs that you had fired ) might
be a factor here.
(49) Why the condition of the item degrades after I combine it with
something else?
A: There are two reasons for this to happen: (a) the person to do this
job does not have high relative skill (b) the condition of one ( or
several ) item(s) is not good enough.
It is pretty easy to make up if it is the first case: just let
someone else do it. The person with the right skill will usually
increase ( or maintain ) the condition after he/she combines them.
The second one is a little bit tough. You will need to have some
experience about what condition is good to combine the items. After
you had tried several times, you will probably have an idea of
doing this. I would suggest you to try it out if the condition is
over 50%. If it is under 50%, then you had better have it fixed
before using it.
(50) The items are too many, I can not carry all of them. What can I
do?
A: Some of the items can be put in the same pocket with other same
( or different ) items. You don't need to put each item in each
slot. Check out the figure of the item. If there is a small number
in the right lower corner, then you probably can put it together
with other same items. For example: ammos. There is a limitation of
how many of the same items can be put in the same pocket. Maximum
number is 5. But there are some items, "Medical Kit", "Sun Goggle",
which you can put only 2, or 3 "1st Aid" in the same pocket.
Other than this, you can also combine things before you put it in
the pocket. For example: "Silencer" or "Sniper Scope" with the gun.
That will save some rooms. Also, combining "Gas" & "Oil" in "Glass
Jar" will save one slot.
CAUTION: If the item is for repair, the "Silencer" or "Sniper Scope"
which was combined with the gun will not be fixed unless it
is detached.
If the items are really too many that you are still running out
of the pockets ( it happens all the time ), then you can determine
which items are needed immediately and which are not. Then, put
those necessary items in your pockets. Put those unnecessary
items in some certain place in the sector. ( There is no rain or
thief in Metavira, so don't worry about these items. ) You can
always come back latter to collect them.
(51) Can I heal a guard?
A: Yes. If you find a guard just injuried or is in poor, weak,
critical, or dying condition, you can always try to let a merc
to heal him. If the guard does not have wound, you will find
the merc just stand next to the guard ( that means the wound
does not need bandage ).
(52) Can I heal the enemy?
A: Yes. Once there is a person in the net said he healed the enemy
but the enemy still attacked the merc after been treated! He just
let his merc kill that enemy anyway. ( I never try this. )
(53) Some of the guards is not in perfect condition. Can I replace them?
A: Probably not. Since you can not control the guards except to ask
part of them to move to another sector. You can only hope these
weak ones will move so that you can isolate them.
Also, you can try not to move the guards into a newly captured
sector. Next morning, just send some FRESH guards to that sector.
But, some of the FRESH guards are still in "POOR" conditions
because this is really randomly determined.
(54) Did Brenda leave any message for you after been kidnapped?
A: Put her "lab coat" in the right hand, then you will find a message
attached to the lab coat:
NEED HELP
LUCAS MEN
THEY PLAN TO
TAKE ME TO A
SMALL ISLAND
BRENDA
Written in BLOOD(?).
(55) Is there any "official cheat" or "bug" in the game?
A: Yes.
Carsten:
Before a "Quick Save", let your mouse cursor hold an item ( like
"Medical Kit" ) before doing this. Then, use "Quick Restore" ( by
using keyboard's <Alt-R> ). You will get two items instead of the
original one after the restore. ( Good to get "Medical Kit" this
way. )
( Thanks Alexander J. Pirchl <alex.p@kitz.netwing.at> for pointing
out the "Quick Restore" must be done by using keyboard. )
Andy Ellsworth <are1@cec.wustl.edu>:
Do not set the "Reserve Point" function on. Let your merc walk
until their APs drop to "red". That is below the minimum required
APs for the weapon in main hand. Then, set the "reserve point"
ON again! Now, you can let the merc keep walking again ( just
once ), when the APs reach zero, he/she will keep walking to
wherever you ask him/her to do.
Note: There is only one limitation here, before you turn the
"Reserve Function" on, you need to have at least some APs
to move an extra square. If you have only 2 APs but you need
3 APs for another square, then this trick won't work.
Matt Richer <richerr@sidburyrc.edu.on.ca>:
After the bridge is blown up, just move your mercenary through
the original bridge. It will only take 2 APs for each square.
But, you need to direct the merc step by step since the program
will direct the merc to avoid the damaged bridge.
Note: This only works at those bridges which were blown out by the
enemies.
Vincent Raymond:
Fidel kills a water snake without any knife. ( Should be a bug. )
Also, if you are low in ammo, there is a slightly cheating way
to get more ammos:
See Q35.
Another cheat ( bug ) in the game:
If you know where a trap ( mine ) is, then use the "Metal
Detector" to search that square in less than 2 squares away.
Since the detector will find out that square is a mine and you can
not go there, so the game will show you the blue flag, but you
DID NOT lose any APs.
Artjom:
After you had explored the place, if there is any enemy that you
suspect where he is but you don't want to risk your guys to move
in and get hurt, you can ask the merc to move to that specific
position. If the merc refused to move to that specific position
several times, then you can guess there is an enemy there.
Note: I had confirmed this information.
Artjom also mentioned something about getting shot without taking
any damage and step on a mine without being hurt. If you really want
to know about them, ASK him.
There are also some other bugs in the game.
1. Using <CTL-F> will force a turn. So, if you are low in APs, press
this then you will get almost full APs back immediately. Again,
this is cheating because your mercs can start shooting again while
the enemies did not get THEIR TURN.
2. A trick to travel to the other sector without everyone standing
near the edge. You will need a merc to stand within 5 squares to
the edge. Then, all the other mercs should be 3-4 squares away
from this guy. When everyone still have at least 5 APs, then you
can ask the team to transfer to the adjacent sector. It's good to
retreat when you need it.
3. When your merc or the enemy is standing at the corner or at the
door, you won't hit the enemy in close range. So does the enemy.
Nobody can hit the other parties in such condition, so just relax.
Try to shoot him in next turn.
4. Sometimes, the program ( version 1.13 ) will force a turn ( just
like using <CTL-F> ) without any reason. I had encountered many
times the game will skip one turn of both parties and so my mercs
will regain full APs and the time had passed 2 turns.
5. There are enemies in a row. You will see the second but not the
first one. If you tried to shoot the second ( visual ) one, then
the first ( front, invisible ) one will take the shot. You may not
see this enemy even in very close range. You probably need to move
another merc to nearby position to find out this first enemy.
(56) Is there any recipes for combining items?
A: I guess not. I believe those "Molotove Cocktail" and "Eagle" items
were gotten via trial & errors.
(57) Can I change the difficulty setting after I start the game? How can
I check what level I am playing?
A: No. If you go to the team information screen, you can see this in
the upper right corner ( first one ).
(58) There are too many keys, what can I do?
A: True. There are too many keys and you can not tell the difference
from them. There is a way to make your life easier: Only use the
keys you found in the same sector or adjacent sector. If there are
any key left, just throw it away.
My suggestion is simple. Other than the afore-mentioned method, just
bring the "Padlock Keys" with you. The Padlock are much harder to be
picked. Once you have "Mike", just bring a "Lock Kit" with him.
There is only 1 door that "Mike" can not pick in the island. ( You
can use "Explosive" on that one. )
(59) How can I know whether there is a window in the side of the building
that I can not see? What can I do?
A: Carsten reminded me about this problem. Sometimes, when the mercs
walked around these hidden windows, they got shot. There seemed
to be no way of telling the existence of the window.
My method works most of the time: When a merc is moving toward the
back of the building, let him/her stand right next to the wall! Move
him/her square by square! If there is a window, he/she will probably
see it 1 square(!) before he/she stands right in front of window.
In this case, this merc has only SLIGHTLY chance to be shot. This
is the method I used all the time.
After you have confirmed there is a window there, you can always
send a merc with "Wall Probe" to verify the existence of the enemies
inside the building. If there is no enemy, then you should be able
to move safely around this window.
(60) What is the "three corners" Elio mentioned in sector 30?
A: Most people believe the treasure is actually in sector 28 rather
than sector 30. There is a "three corners" ( triangle shape ) in
sector 28. AND, treasure ( $1,000 ) at each corner.
(61) Does the computer ( program ) cheats? Why the computer keeps winning
in sector 28?
A: I think the program did cheat. BUT, in favor of the player! Not
the computer. Just consider the superior fire power of those red
shirts then you will surprise that how can those poorly armed
( with .38? ) guards can defend the sector. Whenever the computer
fails to take a sector of yours, the program is cheating for you.
( I think it only consider the propability rather than the actual
situation. )
Here is one of the evidence: Once the computer send couple red
shirts into one of my sectors ( S28 ). After awhile, all my guards
are gone, and all but one red shirts are dead. I still have 3 Tappers
in the sector. Considering the situation, the bad guy should
slaughter those 3 Tappers easily. Guess what, the computer keep
showing the information as though those Tappers are guards ( fine
at this point ). Then, after one of the Tappers is dead, the red
shirt DIES, too! Those two Tappers kill that bad guy ( with what? ).
Is this cheating or not? Or, maybe the bad guys was wounded so
seriously that he could not survive till he kill all the Tappers?
As for sector 28, the computer needs to re-capture this sector
to give you the "Rescue Brenda" event, so the computer will keep
sending red shirts to take that sector. Most of the time, the
invading squad will include 1 "Shot Gun" guy, 1 "Beretta" guy, and
sometimes 1 "Magnum" guy. With such kind of superior firepower, how
can they not win??? That sector is their first priority. As long as
the computer still has any sector adjacent to that sector, CP will
always send its men to capture that sector. Nothing special really.
I would be surprised that the bad guys can not take that sector!
(62) How to get the M14 in sector 10?
A: You need to trigger the "Detonator" ( trap ) for a series of
explosion. That will open a passageway for you. To open the Crate
with M14, you need a very strong healthy guy to do it. Usually a
healthy "Ivan" can open it ( will lose 1/2 of his breath ). If my
memory did not go wrong, "Fidel" & "Ice" can not open this Crate
( with their full health ). Also, the Crate with M14 ammo will take
"Ivan" about 1/3 breath to open it.
As for how to trigger the "Detonator", there are some ways to do
this safely. Tony's method could be the best right now: just throw
a "Rock" to the trigger the "Detonator".
I had confirmed this method. The benefit of this method is those
enemies will come to search you after the explosion. You can ambush
them in the south. ( The newly opened passageway will let you go to
the other part of this sector. )
If you do not have "Rock" at that moment, then you can try it when
you are in real time mode. Let a healthy fast guy to step on the
third "Detonator" ( the one that "Metal Detector" can not detect at
that time ) and run away immediately. He/she should survive after
this. You probably need some pratices for getting this without
casuality. So real time ( with "Quick Save" ) is the best way for
trying this.
(63) What is the equation of the "Repair Points"? What does it means?
A: From Tony:
Repair Points = ( Mechanical Skill ) * ( Dex. ) * 0.015
Each point can fix 1% of any item.
(64) What is the equation of the "Doctor Points"? What does it means?
A: From Carsten: ( Still can not verify this equation )
Doctor Points = 2 * INT( DEXT * MEDIC /500 + WISD * MEDIC /100
- MEDIC/5)
In C format:
DPs = 2*(int)((int)((dext+4)/5)*medic/100.+medic*wisdom/100.
-medic/5)
Each point can heal 1 HP of the patient.
(65) What is the factor to determine the "Interrupt" situation?
A: The "eye sight" of each mercenary will determine this. When an
enemy comes from unseen to seen during the turn, the opposite
site will have a chance to "Interrupt". But, sometimes, the
reaction of the mercenary also plays an important role here.
I don't know the factor here, but generally, the principle is
simple ( unseen -> seen ). So, let a merc to shoot an enemy then
run away will usually lure the enemy to chase after him/her, thus
creates the opportunity for other mercs to ambush ( "Interrupt" )
the enemy.
Note: If you see an enemy then move to unseen position ( determine
by <F9> ), there are some chances the enemy will chase after
this merc. If so, the "Interrupt" usually won't happen to this
merc.
Also, the angles of the merc can see is important. I don't know
how wide a merc can see, but I am quite sure he/she can not see
his/her BACK! ( By hearing some noise first. ) Unless he/she is
wearing a "Extended Ears".
Further note. I FEEL the weapon the merc is carrying might be a
factor here. See the table that Peter provided in section VIII.
In my experience, "Fox" is the most alert merc, so she has a lot
of chances to "Interrupt" enemies. "Ivan" is the second best.
(66) What are the randomness of the game?
A: Many of the factors were determined by random in this game. Unless
it is very important, the outcome will vary all the time.
( That's why most people consider the <Alt-X> as "cheating" because
this will prevent a lot of the randomness to take effect. )
For example: If you fire "Vinny" in order to hire "Magic", there is
about 50% chance "Magic" will ask for "double salary" because he
had talked with "Vinny". ( So, the "good friends" situation might
be triggered by this randomness. )
"Jammed Gun" is a typical event triggered by randomness. ( Or the
ammos also parcipitating? )
The items dropped by enemies are random most of the time. You can
tell the difference if you played same sector several times. You
will find some items are always available and some are actually
determined by random factor. Most of the time, "Spectral Shield",
"C-17", Weapons ( like "M14", "M16", "modified Beretta" ), "Helmet"
( both types ), "Extended Ears", and "multi-Pocket Vest" are ( more
likely ) always available. Ammos ( especially the amount of the
ammos ), less important weapons, and less important items are ( more
likely ) determined by random factor.
To determine whether the items are determined by random or not,
you need to play more times to decide.
Most of the items dropped by the enemies which are listed in the
"Sector Information" section are more likely non-random. Or, have a
higher chance to occur.
Sometimes, the "Grenades" ( all kind ) are not random determined.
In sector 1, these rules can't be applied.
The time required for an "Explosive" to go off. It will be either
1 or 2 turns by random factor. So, you should be prepared for any
possible outcome.
(67) How to get Brenda's Journal?
A: Brenda's Journal is in the NW corner in the building in S12.
Although Carsten has found the "Detonator", this seemes not really
important because it is ( sometimes ) very difficult to get there
withour being noticed.
This is how I got the Journal twice using the same method:
(1) Use an "Explosive" to open the wall next to the safe.
(2) Have "Mike" waiting in the corner and using a "Lock Kit" to
open the safe, then move one step away.
(3) The third guy comes and picks up the Journal.
This is because I always forgot to bring the "combination" with team
in that day. If you have the "combination" ( 3 torn pieces of paper )
with you, then anyone can do it in step (2).
Seems only "Mike" is capable of Lock Picking this safe ( according
to the equation by Carsten ).
Special Note: After your team retrieve the Journal, the day will
END! Make sure you get there after 6pm or have all
the Mechanics repairing a lot of items, and only bring
in 2-3 guys to get the Journal.
(68) How come the items after combined have degraded?
A: Either you did not use the correct person ( professional ) to do
it or the condition of the original items are too bad. If you
are using right person to combine the items, the condition will
be either maintain or increase most of the time. But this is not
100% guaranteed! If the wrong person is doing the combining, it
IS 100% guaranteed the condition will be lowered! Even worse,
the combination might not succeed! The object might be even
damaged or DESTROYED!
For those "Explosive" items, the outcome of the combination might
vary a lot! You may use a 80% "Explosive" + a "Useless Detonator"
and get an 100% "Live Explosive". Beware of such kind of explosive,
it could be very DANGEROUS!
(69) What is the target's priority of the enemies?
A: Carsten found some general rules:
(1) Most expensive guys. ( I had verified this one. )
(2) Most injured guys.
(3) ? ( I forgot. )
(70) What are the chances for a mechanice to pick a locked door?
A: Carsten used "JAEDIT15" to get values like this:
AP = Actionpoints
RP = Repair Points
Doors = wisdom*dexterity*mechanic/200 + 250*(experience level)
( Mailing Carsten errors will lead to a correction. )
Nickname Salary Hea Agi Dex Wis Med Mec Mks Lev APs RPs Doors
Mike 12000 97 95 94 96 67 98 99 8 23 138 6469
Magic 5600 90 99 98 80 14 91 93 4 21 133 4591
Spike 6000 77 69 86 85 11 76 92 5 18 98 4057
Scully 7500 90 90 96 93 36 61 91 5 21 87 4003
Boss 2950 80 76 84 71 9 99 84 3 17 124 3720
Static 3100 79 66 95 60 10 98 84 3 17 139 3531
Vicky 2850 79 85 72 85 16 90 80 3 18 97 3522
Speck 365 69 51 77 86 11 99 49 1 13 114 3491
Kelly 4700 95 87 91 81 13 67 94 4 20 91 3466
Len 6500 96 83 89 83 35 54 83 5 20 72 3252
Wally 650 82 55 62 83 24 95 24 2 14 88 2956
Screw 1500 82 66 71 68 4 82 64 3 16 87 2719
Sam 2750 75 58 55 91 11 65 86 4 14 53 2621
Juan 0 74 62 88 74 0 70 24 1 15 92 2535
Moses 1900 49 39 29 89 29 88 84 5 10 38 2376
Vinny 385 73 75 74 65 0 87 65 1 15 96 2348
Pops 2800 38 14 4 88 18 9 85 9 8 0 2319
Sparky 205 52 68 88 51 0 86 47 1 14 113 2185
Jimmy 800 84 82 73 47 0 92 56 2 17 100 2068
Wolf 1850 87 73 84 74 44 48 74 2 17 60 2003
Eli 1400 81 73 58 77 70 65 49 2 15 56 1963
Needle 1900 92 80 81 88 98 34 62 2 18 41 1708
Rusty 1650 74 71 89 68 0 30 64 3 17 40 1665
Elroy 345 63 54 88 50 12 81 55 1 13 106 1645
Ice 1300 90 88 87 71 0 35 86 2 19 45 1580
Hector 410 79 84 88 72 6 38 61 1 17 50 1459
Stella 3500 85 24 75 88 89 21 69 3 12 23 1451
Grunty 490 82 79 76 72 14 40 69 1 16 45 1350
Lynx 3300 81 79 86 71 23 19 99 3 18 24 1348
Bob 1200 81 68 66 97 37 26 72 2 15 25 1344
Mitch 3800 83 71 88 97 96 13 56 3 17 17 1322
Sidney 4000 80 70 91 78 39 0 91 4 18 0 1024
Bud 1100 73 79 75 69 19 18 78 2 16 20 971
Hitman 1800 80 81 40 74 3 11 93 3 16 6 930
Ivan 1500 94 90 95 83 5 10 91 2 19 14 902
Ears 375 72 67 58 79 22 26 54 1 14 22 851
Bernie 2650 69 39 48 85 94 4 75 3 11 2 849
Fox 515 77 85 100 76 60 15 54 1 18 22 826
Carp 575 55 54 52 77 2 15 67 2 12 11 812
Snake 1150 65 89 86 57 0 12 80 2 17 15 806
Cliff 3000 73 60 53 87 79 0 83 3 14 0 768
Tex 275 71 71 57 52 0 32 65 1 14 27 721
Leech 1150 63 58 70 54 9 10 98 2 13 10 701
Rev 740 74 46 41 54 15 15 64 2 11 9 674
Fidel 1500 88 83 64 71 3 6 85 2 17 5 648
Gary 315 83 68 59 60 11 22 67 1 14 19 638
Turtle 250 53 8 21 85 2 12 75 2 8 3 614
Smoke 560 78 87 80 44 7 20 69 1 17 23 608
Doc 1750 74 77 61 83 83 3 66 2 15 2 586
Beth 330 77 90 36 80 44 22 55 1 15 11 572
Kaboom 210 71 93 91 13 0 27 58 1 18 36 413
Larry 140 46 72 54 58 49 7 50 1 13 5 365
Weasel 180 56 44 36 60 0 5 54 1 10 2 310
Wink 240 92 80 68 59 2 2 38 1 17 2 296
It 155 95 55 74 29 0 3 61 1 14 3 288
Hamous 0 66 68 66 35 0 2 74 1 14 1 279
Raffi 100 70 93 14 29 4 2 44 1 14 0 260
Reuban 35 57 45 39 28 0 0 32 1 10 0 256
Skitz 90 48 60 51 31 0 0 47 1 11 0 256
Lance 230 76 69 61 56 21 0 44 1 14 0 256
Hurl 400 100 81 71 55 44 0 60 1 17 0 256
Elio 0 83 84 81 58 0 0 23 1 17 0 256
Biff 95 73 74 71 58 0 0 47 1 15 0 256
Examples for doors:
The door in the SW building in S39 needs about 1300 opening points.
The N door in the N building in S2 needs about 4650 opening points.
(There is a random modifier in these values)
Each door has a set value for each day. If your merc has a higher
"Door Open" value, then he will pick the lock successfully.
Note: Seems only Mike is capable in picking the Safe with Brenda's
Journal.
Also, there might be a random factor to influence the value here when
you are playing in NORMAL or EASY level.
(71) Will the second hand holding an object influence the accuracy of
the mercenary?
A: Here is the answer from the game designer Alex Meduna
<75162.2430@CompuServe.COM>:
NO! It doesn't matter what is in your "ready hand" ( really
referred to as the "holster" slot ) at ANY time, no matter what
you're doing or using. The "hand" position in JA is considered
to be "both hands", not just one. The holster is something
hanging at your hip.
(72) What is the order of the healing when you assign "Doctor" and "Patient"
at the beginning of the day?
A: Alex Meduna <75162.2430@CompuServe.COM> describe the order clearly.
(1) The "Doctor" will try to heal himself/herself first.
( They are a little bit selfish. )
(2) If there are any "Doctor Points" left, the rest will spread
EVENLY to every patient.
If you want someone to heal first, you have to assign other person
to "Rest" instead of "Patient". They can not be healed but guarantee
the "Doctor Points" will be used to that specific person.
Note: "Rest" 1 day will also regain some HPs. It depends on how
strong that mercenary is. It depends on your luck, but
usually less than 20 HPs.
(73) Any hints given in the game for those special events ( quests )?
A: When you got any new quest, bring a "Wall Probe" with you right
away. Whenever you find a building, try to use "Wall Probe" in the
building. IF there are at least two enemies in the building, you
may get a hint for that quest ( the important information ).
Here are some information that I recall from my memory for each
event ( I did not write them down, so ... ):
a) Water Poison: Tell the boys don't drink the water, I put enough
poison in the water.
b) Encrypted Code: Lucas and his resupply code. Can't he just use
Damned English.
Note: There is a piece of paper with the last 1/3 of these codes.
c) Rescue Brenda: They will never find her. She is in the island
just out of seashore ( or coast ).
Note: This hint limits the possible sectors to only 2!
d) Head Stone: They will need strong swimmers to get to that head
stone!
( or ): Yeah! Gonna need some stong swimmers if they ever
plan on find that tombstone.
Note: Also limits the possible sectors to only 2!
e) Virus quest: ? ( I don't think there is any hint except Brenda
will tell you what to find for "Antidote". But, she will not make
it until you find her scientific journal or about 2 days later.
But, the newly made "Antidote" need one more day to test it. So
that will cost you 3 whole days! )
(74) Humors in the game.
A: When your guys are in the field, try to get the "Hand Cursor",
then let this guy search or pickup item from another merc's
location. Funniest scenario so far: "Fox" and "Fidel".
Warning: These humors have something to do with S*X. If you don't
like this kind of idea, please don't try it.
VIII. Miscellaneous Information
Comments for those high Marksmanship mercs:
Mike: Perfect! Well, except the Salary. ( 23 APs )
Lynx: Good one, and well worth the price. ( 18 APs )
Leech: Slow but OK with that price. Will refuse order like Fidel while
in the middle of a combat. ( 13 APs )
Kelly: Not that good. His response ( "INTERRUPT" ) was bad. I am a
little disappointed about him. Other people still think he is
OK. The possible reason is he can not see very far. That should
be the reason why his response is not good. ( 20 APs )
Magic: Very Good! Highly recommended. Well worth the price. ( 21 APs )
Hitman: OKay. But he is too slow. ( 16 APs )
Spike: So far, the only comment I got said his salary seems too high!
( I have no idea about this guy. )
Ivan: Good one. What can I say, almost everyone has him at the beginning.
He is very strong too. ( 19 APs )
( Note: If you are lucky that Ivan happens to get 1 HP in level 2,
that will increase his APs to 20. )
Sidney: Not good. Like Ivan at the beginning, but a little bit slower.
( 18 APs )
Scully: Good one, worth the price. ( 21 APs )
Special:
Ice: Good one. Easy to improve Marksmanship to about 88. Also very fast
and healthy. ( 19 APs )
Fidel: Best Bomb dude ( except Mike ). A little bit slow. ( 17 APs )
Snake: Good shooter and has a Camo-U-Flage with him. The drawback is low
HPs and no significant secondary skill. ( 18 APs )
( Note: Sanke will gain 1 more AP if he ever increase his HP by
1 point. And, this is very possible for the first 2 days. )
Bud: Good shooter and somewhat useful field doc. His 78 marksmanship
can be easily raised to 80 by the killing number. ( 16 APs )
Strongly suggest: ( in order )
Mike, Magic, Scully, Lynx/Ivan, Ice, Fidel.
Bud and Snake depends on your choice.
You may have some opinion about Ivan should be higher than Lynx, but I have
the reason to put him in front of Ivan. Lynx is a little bit slower but you
can count on him while in Sector 1. You can put him in a position where you
usually put Mike there, and Lynx can still handle it very well because of
his 99 marksmanship.
Another fact is that he can shoot from more than half sector away with the
"Sniper Scope". You only need to have him holding a "M14" or a "mod. M14"
with "Sniper Scope" and staying away from the front. But he should have a
clear line of sight to everywhere. When any of your guys is in deep trouble,
just call 1-800-Lynx-Eye. He had saved so many embarassing situations for my
team. This tactic is very useful when there are wide open areas or water
separating areas in the sector, such as S4, S5, S6, S16, S18(!), S21, S22,
S26, S33, S34, S35 ( if attack from east/south ), S37, S38, S44, S46, S47,
S51, S53, S54, S55(!).
Attribute of all four Native Guides:
( From < sca@advge.magwien.gv.at > in newsgroup )
sal hp ag dex wis med mec mk exp
Elio 0 83 84 81 58 0 0 23 1 ( 17 APs )
Hamous 0 66 68 66 35 0 2 74 1 ( 14 APs )
Juan 0 74 62 88 74 0 70 24 1 ( 15 APs )
Native # 4 0 68 55 88 82 46 0 11 1
Here are the tables of ranking of all Mercs' different skills. When you have
some special requirement ( like a Bomb Dude ), you can check the table of the
Explosive and determine which one you want. I think this should be handy for
all the players. These tables are prepared by Mr. Jean-Marc Tanzi. I correct
all the wrong figures and change part of the order ( when there is a tie,
the salary will determine the ranking ). Note that the APs used here were
calculated from Carsten's equation. I had corrected all the errors in APs,
so that the figures in the tables are all correct now. The first table was
prepared by Carsten himself. There are APs, DPs ( Doctor Points ), and MPs
( Repair Points ). This table should be very handy for everyone.
AP = Actionpoins
MP = Repair Points
DP = Doctor Points
By APs ( This is the corrected table ):
Sal. hea agi dex wis med mec Lev AP MP DP
Turtle 250 53 8 21 85 2 12 2 8 3 2
Pops 2800 38 14 4 88 18 9 9 8 0 24
Reuban 35 57 45 39 28 0 0 1 10 0 0
Weasel 180 56 44 36 60 0 5 1 10 2 0
Moses 1900 49 39 29 89 29 88 5 10 38 42
Skitz 90 48 60 51 31 0 0 1 11 0 0
Rev 740 74 46 41 54 15 15 2 11 9 12
Bernie 2650 69 39 48 85 94 4 3 11 2 140
Carp 575 55 54 52 77 2 15 2 12 11 2
Stella 3500 85 24 75 88 89 21 3 12 23 146
Larry 140 46 72 54 58 49 7 1 13 5 48
Elroy 345 63 54 88 50 12 81 1 13 106 8
Speck 365 69 51 77 86 11 99 1 13 114 18
Leech 1150 63 58 70 54 9 10 2 13 10 8
Hamous 0 66 68 66 35 0 2 1 14 1 0
Raffi 100 70 93 14 29 4 2 1 14 0 0
It 155 95 55 74 29 0 3 1 14 3 0
Sparky 205 52 68 88 51 0 86 1 14 113 0
Lance 230 76 69 61 56 21 0 1 14 0 20
Tex 275 71 71 57 52 0 32 1 14 27 0
Gary 315 83 68 59 60 11 22 1 14 19 10
Ears 375 72 67 58 79 22 26 1 14 22 30
Wally 650 82 55 62 83 24 95 2 14 88 36
Sam 2750 75 58 55 91 11 65 4 14 53 18
Cliff 3000 73 60 53 87 79 0 3 14 0 122
Juan 0 74 62 88 74 0 70 1 15 92 0
Biff 95 73 74 71 58 0 0 1 15 0 0
Beth 330 77 90 36 80 44 22 1 15 11 58
Vinny 385 73 75 74 65 0 87 1 15 96 0
Bob 1200 81 68 66 97 37 26 2 15 25 66
Eli 1400 81 73 58 77 70 65 2 15 56 96
Doc 1750 74 77 61 83 83 3 2 15 2 126
Grunty 490 82 79 76 72 14 40 1 16 45 18
Bud 1100 73 79 75 69 19 18 2 16 20 24
Screw 1500 82 66 71 68 4 82 3 16 87 4
Hitman 1800 80 81 40 74 3 11 3 16 6 2
Elio 0 83 84 81 58 0 0 1 17 0 0
Wink 240 92 80 68 59 2 2 1 17 2 2
Hurl 400 100 81 71 55 44 0 1 17 0 44
Hector 410 79 84 88 72 6 38 1 17 50 8
Smoke 560 78 87 80 44 7 20 1 17 23 4
Jimmy 800 84 82 73 47 0 92 2 17 100 0
Snake 1150 65 89 86 57 0 12 2 17 15 0
Fidel 1550 88 83 64 71 3 6 2 17 5 2
Rusty 1650 74 71 89 68 0 30 3 17 40 0
Wolf 1850 87 73 84 74 44 48 2 17 60 62
Boss 2950 80 76 84 71 9 99 3 17 124 12
Static 3100 79 66 95 60 10 98 3 17 139 10
Mitch 3800 83 71 88 97 96 13 3 17 17 182
Kaboom 210 71 93 91 13 0 27 1 18 36 0
Fox 515 77 85 100 76 60 15 1 18 22 90
Needle 1900 92 80 81 88 98 34 2 18 41 166
Vicky 2850 79 85 72 85 16 90 3 18 97 24
Lynx 3300 81 79 86 71 23 19 3 18 24 30
Sidney 4000 80 70 91 78 39 0 4 18 0 60
Spike 6000 77 69 86 85 11 76 5 18 98 18
Ice 1300 90 88 87 71 0 35 2 19 45 0
Ivan 1500 94 90 95 83 5 10 2 19 14 8
Kelly 4700 95 87 91 81 13 67 4 20 91 20
Len 6500 96 83 89 83 35 54 5 20 72 56
Magic 5600 90 99 98 80 14 91 4 21 133 22
Scully 7500 90 90 96 93 36 61 5 21 87 66
Mike 12000 97 95 94 96 67 98 8 23 138 126
By Salary:
NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP
Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10
Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11
Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15
Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14
Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13
Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14
Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10
Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14
Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18
Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14
Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17
Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8
Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14
Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14
Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15
Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13
Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13
Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14
Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15
Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17
Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17
Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16
Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18
Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17
Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12
Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14
Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11
Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17
Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16
Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17
Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13
Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15
Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19
Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15
Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19
Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16
Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17
Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17
Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15
Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16
Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17
Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18
Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10
Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11
Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14
Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8
Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18
Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17
Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14
Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17
Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18
Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12
Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17
Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18
Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20
Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21
Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18
Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20
Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21
Mike Mike 12000 97 95 94 96 67 97 98 99 8 23
By HPs:
NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP
Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8
Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13
Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11
Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10
Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14
Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8
Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12
Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10
Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10
Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13
Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13
Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17
Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13
Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11
Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14
Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18
Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14
Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14
Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15
Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15
Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16
Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14
Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11
Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17
Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15
Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14
Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14
Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15
Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18
Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18
Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17
Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17
Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18
Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17
Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16
Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17
Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18
Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15
Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15
Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18
Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16
Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14
Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16
Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14
Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17
Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17
Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12
Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17
Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17
Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19
Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21
Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21
Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17
Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18
Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19
Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14
Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20
Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20
Mike Mike 12000 97 95 94 96 67 97 98 99 8 23
Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17
By Agility:
NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP
Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8
Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8
Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12
Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10
Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11
Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10
Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10
Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11
Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13
Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13
Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12
Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14
Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14
Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13
Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14
Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11
Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14
Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16
Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17
Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14
Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14
Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14
Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15
Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14
Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18
Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18
Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14
Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17
Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17
Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13
Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15
Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17
Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15
Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15
Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17
Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15
Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16
Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16
Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18
Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17
Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18
Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17
Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16
Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17
Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17
Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20
Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17
Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18
Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18
Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17
Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20
Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19
Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17
Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15
Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19
Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21
Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14
Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18
Mike Mike 12000 97 95 94 96 67 97 98 99 8 23
Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21
By Dexterity:
NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP
Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8
Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14
Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8
Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10
Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10
Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15
Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10
Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16
Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11
Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11
Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11
Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12
Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14
Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13
Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14
Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14
Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14
Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15
Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14
Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14
Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15
Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14
Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17
Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15
Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17
Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13
Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15
Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17
Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16
Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18
Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17
Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14
Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15
Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16
Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12
Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16
Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13
Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17
Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18
Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17
Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17
Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17
Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18
Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18
Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19
Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14
Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13
Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17
Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17
Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17
Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20
Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18
Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18
Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20
Mike Mike 12000 97 95 94 96 67 97 98 99 8 23
Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19
Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17
Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21
Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21
Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18
By Wisdom:
NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP
Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18
Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10
Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14
Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14
Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11
Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17
Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17
Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13
Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14
Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14
Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11
Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13
Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17
Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14
Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17
Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15
Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13
Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17
Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10
Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14
Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17
Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15
Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16
Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17
Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16
Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19
Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17
Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17
Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18
Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17
Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16
Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16
Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17
Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18
Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12
Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15
Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18
Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14
Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15
Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21
Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20
Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14
Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19
Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15
Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20
Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8
Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11
Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18
Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18
Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13
Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14
Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18
Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8
Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12
Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10
Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14
Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21
Mike Mike 12000 97 95 94 96 67 97 98 99 8 23
Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15
Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17
By Medical skill:
NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP
Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10
Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11
Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15
Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14
Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10
Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14
Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18
Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14
Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15
Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17
Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17
Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19
Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17
Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17
Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8
Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12
Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17
Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16
Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14
Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16
Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19
Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17
Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17
Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13
Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17
Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17
Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14
Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13
Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14
Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18
Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13
Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20
Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16
Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21
Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11
Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18
Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8
Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16
Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14
Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14
Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18
Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14
Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10
Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20
Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21
Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15
Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18
Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15
Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17
Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17
Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13
Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18
Mike Mike 12000 97 95 94 96 67 97 98 99 8 23
Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15
Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14
Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15
Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12
Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11
Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17
Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18
By Explosive skill (over 30):
NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP
Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10
Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17
Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15
Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16
Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10
Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19
Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11
Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20
Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14
Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18
Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17
Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18
Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21
Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11
Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17
Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13
Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18
Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17
Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17
Mike Mike 12000 97 95 94 96 67 97 98 99 8 23
By Mechanical skill (over 30):
NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP
Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17
Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14
Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18
Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19
Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17
Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16
Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17
Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20
Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21
Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15
Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14
Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20
Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18
Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13
Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16
Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14
Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15
Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10
Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18
Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21
Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17
Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14
Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17
Mike Mike 12000 97 95 94 96 67 97 98 99 8 23
Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13
Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17
By Marksmanship:
NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP
Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14
Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10
Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17
Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14
Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14
Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11
Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15
Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14
Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13
Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15
Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13
Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10
Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14
Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18
Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15
Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13
Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17
Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17
Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18
Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17
Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14
Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17
Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18
Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11
Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16
Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17
Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14
Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15
Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15
Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14
Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12
Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16
Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17
Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12
Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15
Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17
Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8
Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11
Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16
Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17
Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18
Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14
Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20
Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10
Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17
Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17
Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17
Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8
Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19
Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14
Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19
Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18
Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21
Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18
Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16
Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21
Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20
Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13
Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18
Mike Mike 12000 97 95 94 96 67 97 98 99 8 23
And last by APs: ( Just for reference )
NAME ID Sal. He Ag Dx Ws Me Ex Mc Ma Rk AP
Herman Regents Turtle 250 53 8 21 85 2 5 12 75 2 8
Murray McGillicutty Pops 2800 38 14 4 88 18 6 9 85 9 8
Reuben Reuban 35 57 45 39 28 0 1 0 32 1 10
Willy Augustin Weasel 180 56 44 36 60 0 40 5 54 1 10
Murray Ebstern Moses 1900 49 39 29 89 29 31 88 84 5 10
Bruce Bonner Skitz 90 48 60 51 31 0 69 0 47 1 11
Rev. Clyde Potter Rev 740 74 46 41 54 15 41 15 64 2 11
Dr. Bernie Gloveless Bernie 2650 69 39 48 85 94 0 4 75 3 11
Howard Melfield Carp 575 55 54 52 77 2 5 15 67 2 12
Dr. Margaret Trammel Stella 3500 85 24 75 88 89 0 21 69 3 12
Larry Roachburn Larry 140 46 72 54 58 49 82 7 50 1 13
Elroy B. Tolken Elroy 345 63 54 88 50 12 6 81 55 1 13
Speck T. Kline Speck 365 69 51 77 86 11 8 99 49 1 13
Timothy Jenkins Leech 1150 63 58 70 54 9 17 10 98 2 13
Dr. Raffitto Leevon Raffi 100 70 93 14 29 4 2 2 44 1 14
Carl Goodman It 155 95 55 74 29 0 0 3 61 1 14
Megan Roachburn Sparky 205 52 68 88 51 0 28 86 47 1 14
Lance Fisher Lance 230 76 69 61 56 21 0 0 44 1 14
Tex R. Colburn Tex 275 71 71 57 52 0 2 32 65 1 14
Gary Roachburn Gary 315 83 68 59 60 11 14 22 67 1 14
Edward Stockwell Ears 375 72 67 58 79 22 18 26 54 1 14
Walter Yuntz Wally 650 82 55 62 83 24 48 95 24 2 14
Samuel Garver Sam 2750 75 58 55 91 11 22 65 86 4 14
Dr. Clifford Highball Cliff 3000 73 60 53 87 79 10 0 83 3 14
Biff Apscott Biff 95 73 74 71 58 0 0 0 47 1 15
Mary Beth Wilkens Beth 330 77 90 36 80 44 0 22 55 1 15
Vincenzo Massimo Vinny 385 73 75 74 65 0 4 87 65 1 15
Capt. Bob Adams Bob 1200 81 68 66 97 37 33 26 72 2 15
Dr. Eli Summers Eli 1400 81 73 58 77 70 0 65 49 2 15
Dr. Ahmad Koolhan Doc 1750 74 77 61 83 83 0 3 66 2 15
Helmut Grunther Grunty 490 82 79 76 72 14 25 40 69 1 16
Lt. Bud Hellar Bud 1100 73 79 75 69 19 8 18 78 2 16
Patrick Phillips Screw 1500 82 66 71 68 4 24 82 64 3 16
Frank Hennessy Hitman 1800 80 81 40 74 3 34 11 93 3 16
Wink E. Dickerson Wink 240 92 80 68 59 2 1 2 38 1 17
Hurl E. Cutter Hurl 400 100 81 71 55 44 0 0 60 1 17
Hector Alvarez Hector 410 79 84 88 72 6 17 38 61 1 17
Lesley Peterson Smoke 560 78 87 80 44 7 90 20 69 1 17
Jimmy Upton Jimmy 800 84 82 73 47 0 16 92 56 2 17
Johnny Edwards Snake 1150 65 89 86 57 0 22 12 80 2 17
Fidel Dahan Fidel 1550 88 83 64 71 3 97 6 85 2 17
Russel Hunter Rusty 1650 74 71 89 68 0 71 30 64 3 17
Peter Sanderson Wolf 1850 87 73 84 74 44 32 48 74 2 17
Glen Hatchet Boss 2950 80 76 84 71 9 53 99 84 3 17
Kirk Stevenson Static 3100 79 66 95 60 10 24 98 84 3 17
Dr. Mitch Shudlem Mitch 3800 83 71 88 97 96 24 13 56 3 17
Marty Moffat Kaboom 210 71 93 91 13 0 84 27 58 1 18
Cynthia Guzzman Fox 515 77 85 100 76 60 8 15 54 1 18
Dr. Mark Kranhium Needle 1900 92 80 81 88 98 6 34 62 2 18
Victoria Waters Vicky 2850 79 85 72 85 16 28 90 80 3 18
Rudy Roberts Lynx 3300 81 79 86 71 23 50 19 99 3 18
Sidney Nettleson Sidney 4000 80 70 91 78 39 14 0 91 4 18
Maj. Spike Scallion Spike 6000 77 69 86 85 11 53 76 92 5 18
Ice Williams Ice 1300 90 88 87 71 0 0 35 86 2 19
Ivan Dolvich Ivan 1500 94 90 95 83 5 40 10 91 2 19
Col. Leo Kelly Kelly 4700 95 87 91 81 13 0 67 94 4 20
Corp. Len Anderson Len 6500 96 83 89 83 35 47 54 83 5 20
Earl Walker Magic 5600 90 99 98 80 14 22 91 93 4 21
Robert Sullivan Scully 7500 90 90 96 93 36 58 61 91 5 21
Mike Mike 12000 97 95 94 96 67 97 98 99 8 23
* * * * * * * *
The ending words of each Mercenary:
Mike: We showed them!
Scully: Some people just never learn!
Magic: One day, Metavira will come up in a conversation, and I'll
be able to say I was there! ( Best one. )
Lynx: Success! This island belongs to us!
Fidel: We do it! We do it good!
Ivan: ??????
Hitman: We showed'em, Ace! We showed'em real good!
Sidney: We've beat him! This island belongs to Jack!
Sparky: Like that was awesome... Real awesome ...
Elio: It be quiet in Metavira again.
Kelly: What a way to put it away!
Ice: We showed them, man! We showed'em good!
Boss: That was a job well done!
Speck: I never been prouder than in the work we've just accomplished!
Fox: Whew... That was close! But... It's over now. We did it!
Biff: I can't believe it's finally over.
Pops: I could not have picked a better way to end my career.
Hurl: I'm shaking like a leaf, but we did it! The island is safe!
Tex: HEEHAW... We did it, partners!
Reuban: Reuban fix island. Everything good now!
Ears: We've done it... This place belongs to Jack again.
Moses: That's it for me! This is the perfect moment to retire!
Screw: We pulled it off! Santino's history!
Beth: It was pretty hairy, but we did it!
Grunty: It's been a long haul! But a job well done!
Bob: This is definitely one of my proudest victories!
Doc: That was close! But it's all over now!
Kaboom: That was fun!
Carp: That was quite a piece of work.
It: I gotta get a real job!
Smoke: Whooooweee! Chalk one up for the good guys!
Bernie: Our work is done! It's Jack's Island now!
Wink: We did it!
Gary: Ya... We did it!
Larry: Yaaaaahhh... Would a breuski(sp?) go down nice right about now!
Rusty: I don't think Santino will ba a problem anymore!
Jimmy: It's over! We're running the show now!
Hector: We do job... Metavira be safe now... Jack be happy!
Leech: We're running this place now!
Raffi: We da best!
Lance: It sure feels good to get that first one under your belt!
Weasel: Thisthing is finally over!
Spike: Boy did we kick butt!
Wally: We've done it!
Turtle: This calls for a celebration! Perhaps, some fine dining...
Sam: We've done it son... This island belongs to Jack now!
Cliff: One day I'll be able to tell my grandchildren about this place...
Eli: They'll be talking about this one in the trade papers for years
to come.
Elroy: I'd say we've earned our pay!
Skitz: I'll never forget this place.
Vicki: ALL RIGHT, man!
VIII. Suggestion for Veteran Players ( by Peter Kuesters )
Veteran suggestions
Questions:
(1) The enemy keeps throwing "Grenades" at me, what can I do?
(2) I don't have enough weapons/armor, who needs them most?
(3) How can I take out guys inside buildings without getting shot?
(4) How effective are the weapons compared to each other?
(5) Which items should I take with me, there are too many?
(6) What kind of team is optimal?
(7) How can I take a sector fast?
(8) Why would anybody want to use "Mines"?
(9) Should I prevent the rescue-Brenda-mission?
Answers:
(1) The enemy keeps throwing "Grenades" at me, what can I do?
A: There are several occasions when an enemy will throw a "Grenade"
at your mercenaries ( only few enemies have grenades ):
i) You just entered a sector, an enemy is standing fives steps
away from your group, gets an interrupt and kills half your
mercenaries with a grenade.
A: There is nothing you can do, this is an unfairness due to
the sector-based nature of the game, I always "Quick-Save"
before I enter a new sector so I can reload if this happens.
ii) The enemy knows where your guy(s) is/are hiding, but he has no
clear line of sight.
A: Don't hide behind lot's of bushes if you suspect the enemy
might throw a grenade.
"He who lives to run away lives to fight another day."
( Wizardry 7 manual ? )
iii) There are many of your mercenaries standing close to each other.
A: Spread out your mercenaries, the sectors are big enough.
Q': I listen to all the above advice, but I still get hit by
"Grenades" sometimes.
A: It is hard to explain how one plays the game. I play by
intuition, so I can't give you a set of rules that will
ensure safety. Experience will allow you to recognize a
dangerous situation and avoid it. Even I get hit by
"Grenades" sometimes, but the occasions are very rare.
Editor's Note: Read the SIGN! Only a few enemies have "Grenades".
If you found there is an enemy who can shoot you
but did not. Instead, he walks toward you. Then,
LOOK OUT! Here comes the "Grenades".
(2) I don't have enough weapons/armor, who needs them most?
A: This depends on your strategy. I prefer to give the best armor
and the worst weapons to my "scouts". They will explore the
sector, while the best weapons are in the hands of "snipers"
who stay a little behind them and will shoot at any enamy who
shows up. The "scouts" get the "Grenades", because they are closer
to the enemy and throwing range is rather limited. "Extended Ears"
and "Gas Masks" will be first given to the "scouts", they need to
spot the enemies/have protection from gas.
Editor's Note: Peter explains his strategic to me before. My strategic is
somewhat similar to his, so I understand what he is talking
about. Peter divides his team into two groups. Each group
has its "Scout" & "Sniper(s)". The "Scout" must be very
fast. Usually with very high APs. The main "Sniper must
have very high "Marksmanship". The rest are relatively not
important. I think you can just let them pick up items or
open the Crates during the battle. For example: in the
early game, his team will have "Fox" & "Ice" as "Scouts",
"Ivan" and "Fidel" as "Snipers". Whenever "Fox" or "Ice"
found an enemy, he/she runs for cover. BUT, they need to
attract the attention of the enemies. Next turn, they run
back to the trap. Whenever the enemies chase "Fox" or
"Ice", "Ivan" or "Fidel" can ambush the enemies. With
reserved APs & Best weapons + "Interrupt", these enemies
will be very good targets for "Ivan" & "Fidel".
Note 2: The combination is important, too. "Ice" can shoot if that was
a situation when you should not run & hide, then he can shoot
without mercy. "Fox" seems to shoot better than her marksmanship
had shown. Yet, don't count on it. If you had played before and
you knew where the enemies usually gathered, then use "Ice" to
lure them. He could damage some enemies while trying to hide.
"Fox" will be in danger if there are too many enemies.
(3) How can I take out guys inside buildings without getting shot?
A: That's what "Explosives" are for. Just place an "Explosive" next
to a door, stand back with a couple of guys and wait for the fun
to begin.
Q': Why place the "Explosive" next to the door?
A: This way you will get a bigger opening, both the wall with the
"Explosive" and the door will blow away.
In the beginning of the game, "Grenades" are useful, too, because
they can blow away wooden doors.
(4) How effective are the weapons compared to each other?
A: I made a table which lists all the weapons, their range and
average damage point blank versus 75% armor and 0% armor ( 10
shots ):
Damage
range vs.75% vs.0%
S&W 10 0 30.7
Colt 11 1.6 38.3
Beretta 12 3.1 42.3
Magnum 13 2.0 32.3
mod. Colt 13 2.8 30.4
mod. Ber. 14 4.7 49.7
mod. Mag. 15 2.9 39.8
Shotgun 16 9.3 54.0
.12g rifle 18 7.6 ?
mod. .12g(R) 20 11.1 56.3
M14 20 11.1 37.8
Mod. M14 25 20.5 60.0
M16 25 11.2 54.6
Mod. M16 30 14.7 72.5
Note: with 10 shots, you can't really get a valid statistical
value, but this table should suffice to judge a weapons
effectiveness. I think the values vs. armor are relatively
accurate, the ones versus no armor should be used with
caution, there is too much deviation.
(5) Which items should I take with me, there are too many?
A: This really depends on how you play. I ( almost ) never take
any keys with me. Only in the beginning do I pick up "Oil",
"Gas-can" and "Rag". I don't need "Jars", since I only construct
"Eagle-fearballs".
The papers are unnecessary.
Don't take ammo with you for weapons you won't use anymore.
Don't take weapons with you if you won't use them anymore.
This way, there won't be much of a problem with items.
(6) What kind of team is optimal?
A: Again, this mainly depends on how you play.
This is who I would suggest using:
Field mech: "Speck" and "Sparky" in the beginning, later you'll
need both of them to repair stuff, then hire "Mike".
Field doc: Why??? there are enough kits, anybody can bandage in
the field, they just use more bandages.
Explosives expert: "Fidel"! He can shoot, too.
Home doc: "Fox", hire her on D2, she won't join on D1.
Who else: "Snipers", mercenaries with a high marksmanship,
"Ivan" and "Ice" are my favorite.
(7) How can I take a sector fast?
A: Kill the enemy fast. You should have good equipment, otherwise
the enemy will kill you fast. On the first couple of days, I
can't take more than about 4 sectors average, later I can do
about 6-7 sectors average.
This strategy assumes you have a well equipped team of at least
4 mercs:
-Spread you team all across the sector, two mercs should suffice
to take out any enemy quickly.
-Don't use reserve points, but always take cover and have some
movement remaining to run or shoot in an "Interrupt" situation
( If you have a great team, you might forget about the movement
left with some dudes, just keep about 5 points that will carry
over to the next turn ).
-Don't use "Silencers" with all your guys, you want the enemy to
come for you.
(8) Why would anybody want to use "Mines"?
A: Usually, they are pretty useless, but in sectors 2 and 13, they
can be quite helpful. Bury them in doorways to ensure no enemy
will surprise you from behind. Your mercs can walk over them, so
this does not block your freedom of movement.
(9) Should I prevent the rescue-Brenda-mission?
A: No, unless you don't want the additional 15k from Jack. This
extra money allows you to get a more expensive team earlier in
the game, thus making it easier for you to beat the game faster.
IX. Strategic Guides ( by Li ) for the Beginning of HARDER Level
( Partially Done )
I suppose everyone who wants to have a look at this part had at least
finished 1 game. So, these spoiler should be OKay for you. If you had not
finished any game before, please do not continue because:
(1) You will lose a lot of pleasure of finding something new or funny.
(2) You may not understand what I am talking about.
I will try to provide some advice of my own. These will be in a format
of Strategic Guide for each sector at the beginning of the game.
If you are a veteran player, you should have some ideas of how the game
works with your own experience. I do not intend to interfere your thinkings.
The information I provided here might conflict with your own experience. If
you don't agree with my opinion, that's fine. You can always develop your
own theories and I do believe your theories should work as well as mine. But
if you have trouble in your game, then you might want to refer to my ideas.
(a) General Advice:
I think everyone should agree with me that high "Marksmanship" mercs are
essential to the job in Metavira. High APs' mercs will make your team works
better. Based on these knowledge, my game usually only has limited mercs to
choose from. "Ivan", "Fidel", "Ice" are 3 MUST HAVE to complete the early
part of the game. Others are all optional.
"Sparky" is a MUST HAVE for "home Mechanic". She is much better than
"Speck" and she is also cheaper. I had tried "Sparky", "Vinny", & "Speck"
before hiring "Magic" for the "field Mechanic". I would highly recommend
"Vinny" for this job. "Vinny" is a very good bargain ( also considering the
salary ). If you know how to use "Speck" effectively, then I would suggest
you to use him instead of "Vinny".
"Field Doc" part is real tricky! I hate this part, too. I don't want to
spend a lot of money on those expensive "Doctors", but I can not gaurantee
my guys won't get hurt. My first 3 games started with "Bud". His medical
skill is already good enough for me. But I feel ( just as Peter ) that I
don't need any "field Doc" for the first day and just hire "Fox" on day 2.
Here is the squad of Peter's for the first few days ( usually ):
Day 1: Ivan, Fidel, Ice, Snake, Vinny.
Day 2: Fox, Sparky, Speck. ( Two "home Mechanics"! )
Later on, plus Eli ( Doc + 3rd "home Mechanics"! )
Mine is slightly different:
Day 1: Ivan, Fidel, Ice, Bud, Vinny.
Day 2: Fox, Sparky, Smoke ( Bakeup "Bomb Dude". )
I use Elio.
I tried "Ears" in one of my game on day 1, but he hurt me in "Turnover
Rate" more than his contribution. So I don't suggest this tactic.
I also tried this combination twice:
Day 1: Ivan, Fidel, Ice, Snake, Vinny.
Day 2: Fox, Sparky. + Elio.
You can see that I agree with Peter about using Snake on Day 1. This is
a pretty good team at the beginning already.
However, I tried the following combination and found this would be
much better:
Day 1: Ivan, Fidel, Ice, Grunty, Speck.
Day 2: Fox, Sparky. + Elio
I tried this once which is really a great team format. Although I miss
"Snake" ( backup "Shooter" and his "Camo-U_Flage" ), I can overcome this
dis-advantage by cautious playing. Later, on Day 4, "Magic" is hired so
that "Speck" can be the second "home Mechanic". In this formation, you
just need to fire "Elio" for "Magic". I did fire "Grunty" for "Lynx" at
the same time. So, in the record, I only fire 1 merc. Then, later, I fire
"Ice" for "Mike". In this case, I only fire 2 mercs ( in the record ). And
I have my team in such formation:
Scouts: Fox, Ivan/Magic/Mike ( mixed combination ).
Shooters: Lynx, Ivan/Magic/Mike, Fidel.
Bomb Squad: Fidel, Mike ( backup ).
Field Docs: Fox, Lynx, Mike ( backup ).
Field Mechanics: Magic, Mike ( backup ).
Home Docs: None.
Home Mechanics: Sparky, Speck.
"Fox" and "Ivan" are two most alert mercs in the game. With "Magic" &
"Mike" slightly behind them. All 4 can be very good "Scouts". "Fox" is the
only dedicated "Scout". The other 3 can switch positions whenever it's
necessary. "Lynx" is very reliable in long range shooting. You should give
him the best weapon in the game and let him have clear line-of-sight to
everywhere. "Fidel" is kind of useless when you have those superstars, but
he can still shoot in many occations. "Fidel" disarms bombs most of the
time. "Mike" will only do that when necessary. "Magic" pickes lock most of
the time. "Mike" will only take over only when there are some nasty locks.
With this formation, I did finish the game in 15 days with only 2 mercs
( "Grunty" & "Ice" ) been fired. I did search for every possible Crates and
hidden stuffs in every sector in this game.
There are also some other advice like: CROUCH all the time, how to shoot
through wall/tree/bushes, etc. These had been discussed in the "Q & As".
(b) Strategic Guide:
This "Strategic Guide" will follow the route of my last game through
Metavira. ( BG means Bad Guy. )
Day 0: Hire 5 mercenaries. Ivan, Ice, Fidel, Grunty, Speck.
Day 1: Bring 5 mercs out.
S60: Get the 10 .38 ammos and the 70% Helmet in the house south of
your starting position. Get your "field Mech" to open the door
( southern one ) in the SW building ( with "Lock Kit" ), then
find the "Tool Kit" there. Get one guy to the east, in the middle
behind the two buildings, there will be the 60% "Crowbar". Get
your guy with the .45 Colt to the SE building and find a 80%
"Knife", 94% ".38 Revoler", and a "4-Pocket Vest" there ( throw
the "2-Pocket Vest" away, you don't need them anymore ).
Then, get your team to the edge of the map. You should be ready
to move out before 7:30am. If you need 10 more minutes, that
won't kill you :).
S50: There usually will be a BG in the SE corner. You should be
careful not to let him "Interrupt" you at the first two turns.
If this BG isn't there, then lucky you! You can deploy your team
then lure those BGs to you now. Your guys should spread out and
have them in two groups ( basically ). The BGs will come from two
directions ( N along the trees, NW ). You should deploy your
team so that you can ambush them in the open area in the middle.
Usually, the BGs from North, might go along the trees and bushes
line, so you should have a guy ready to take out these sneaky
BGs. The guys from NW will be fighting you all the time. They
will try to get to South then turn to East. You should have at
least one guy waiting near the first Crate. After taking the 2
".38 ammos", he/she should be waiting there to ambush such kind
of enemies. I would suggest any guy with 60+ marksmanship there,
because you might need to shoot with a little distance there. You
don't need to take the "Rock" there. It's too risky. Sometimes
that will trap your guy in that corner without any chance to
escape. So, you must make sure you are absolutely safe to take
the "Rock". Move 4 guards to this sector after BGs are gone. You
should be able to finish this sector in 1.5 hours. That means you
should be ready to move out by 9:00 - 9:30 am.
While you are waiting for the guards to arrive, you can open the
other 5 Crates and leave your only "Crowbar" in this sector.
There will be another "Crowbar" in sector 59. Move your team back
to sector 60.
S59: Better to enter this sector from East ( a little below middle
line ). If you have no choice but have to enter from north, then
you had better make sure you "Quick-Save" the game before enter.
Sometimes, if you enter from North, you will have pretty exciting
"shooting contest" happening within 2 turns. If you win out, of
course, you will finish this sector pretty soon. But if you have
bad luck, ...., don't say I didn't warn you.
There will be a "Crowbar" near the end of the trees' line in the
South. Have a spare man/woman to take it. The others should
deploy, prepare to combat. There will be ( usually ) a BG in the
woods area to your North. Have a guy hide behind the bush ( with
3 trees ) ready for "Interrupt" or shoot from that BG's side.
Trees in the middle of open area will be your only cover there.
Have at least one guy staying there. Not a good cover, but it's
OKay. Have a "Scout" rush to South ( near the "Crowbar" ). I
usually use "Ice" to do this job because there might be a BG
there whom he should take care of. The path is full of '2-APs'
road, so you will be able to get there in two turns. If you fail,
then you will have a miserable life in this sector! Get there
fast, and fortify there ( that's why I use "Ice" instead of
using "Fox" ). After you had fortified this position, then you
can start to march on ( the other guys ). After you had taken out
whatever BGs coming to you from North, you will probably have
taken out 3-4 BGs. Then, search carefully toward West. The Crate
in the South is empty, don't even bother to open it. The other
Crates have a lot of goodies. You probably need to wait until the
sector is clear to find them out. The other 2 BGs are usually
hiding behind Western woods area. You will either try to find
them carefully, or wait at some proper positions to ambush them.
Either way, you will need at least one guy march from South and
another guy from North. The middle area is pretty dangerous, so
make sure your guys are well covered.
It would probably take 2 hours to take this sector. Then, you
can search for the goodies.
The three Crates in the island have a 68% "Grenade" ( can use it
immediately ), a 30% "helmet" ( provide only 1% protection ),
and 2 ".38 ammos". If you feel they are not worth it, then you
don't have to get them. Actually, if your time is tight, I would
not recommend you to go after these things. Your guy could be
caught by water snake and this guy might have only half BREATH
when your team is already to enter next sector. It's your call.
If you want to take 4 sectors in the first day, then you will
need to get out of this sector before 1pm. Otherwise, the 4th
sector maybe too hard for ya.
S49: Enter from SouthEast corner will be better. Split your guys into
two groups. One group with "Fidel" ( the bomb dude ) will go
toward East to open those two Crates. The Crate with "Grenade" is
booby-trapped, so you will need a bomb dude to take it. You
should deploy a "Shooter" to monitor the center open area. BGs
usually will show up in the middle. The other group should go
West. You must not go beyond the trees in the middle of open
area. If you go any further, then there is a chance the BGs will
see you. Go to the woods in the West. Then, go toward North
behind the trees. Sometimes, there will be a BG showed up behind
these trees, so your guys should march carefully. You should
deploy like this:
X: Tree or Bush O: Your guys
o: Another good position if you have extra man
1: Position where BGs usually show up
1
X 1 XXXXX
X X
X XXXXXX
X
X X X X
X X X
OX XX X
X XX X X
Xo XX XXX
XXXXXXXX O
If the BGs did not show up after you had deployed, then you can
throw a "Rock" to lure them. If you can not see them after you
had deployed at those two positions, then you are about to ambush
them, because there are always ( at least 2 ) BGs near these two
positions.
Usually, there will be at least 2 BGs in the building. One at the
first room, and the other at the inner rooms ( which is pretty
nasty for you ). You can use a group to go around the building
and enter from Northern entrance. That room usually doesn't have
any enemy, you can pick up the ".45 ammos" and "5-Pocket Vest"
there. Then, get the "Chunk of Steel" in the next room. Now you
are ready to enter that room from both directions. Use the "Wall
Probe" to determine the position of the BG, or use a "Rock" to
lure the BG's attention to the other door, then open the door.
You will need to shoot the BG at least 1-2 shots. Otherwise,
your guys will be in danger. As for the inner room, you have no
choice. Use the "Wall Probe" to identify the position of the BG
( he must be far away ). Then, open the door and duck! Let the BG
come out for you. Ambush him! Since that was in the house, the
range will be short and you can do a lot of damage to that BG by
just 2 shots.
Although the inner room BG might cause you some troubles, your
guys can pick up the items while deploying. So, this sector
should be finished within 3 hours. Now you can move on to the
fourth sector. If you only have 2 hours left, then I would
suggest you just attck the sector next to you. Kill couple BGs
and return. You won't be able to take sector 40 if you have
only 2 hours left. A lot of goodies in sector 40, so you should
try to make it on schedule.
S40: Enter from South. You need to take a little bit time to plan on
your attack. You will need guys to take the "Magnum" in the East.
You will need your "field Mech" to open the door in the East and
take the goodies in that room ( "Bretta", "9mm ammos", "Combat
Knife", "5-Pocket Vest", ".45 ammos" ). Two ammos of "Magnum"
are booby-trapped in the Crate on the small island. You will need
a bomb dude to take it.
At least 1 BG will hide in the house. A lot of them might stay
in the East side of the house ( woods area ), or coming out from
West side of house. This depends on your luck. There is no
guarantee which format you will meet, so you should split your
team evenly. You can not emphasize at any direction, otherwise,
your guys will be surprised how come all the BGs are coming in
that area. Try to ambush the BGs in the open area surrounded by
woods in the East. Try to ambush the BGs in the open area in front of
the door in the West. If you are lucky enough, you might get all
your guys healthy after this sector.
One of the BG will try to throw "Grenades" on your guys. Be aware
of the sign of "Grenades" incoming. There will be 8 BGs, so you
will need a little bit time to take this sector. Get all the
goodies you want before the day ends.
Day 1: Hire Sparky, Fox.
Day 2: Take Elio. Bring 7 mercs out ( Sparky stays home ).
S39: Starting from S49 will be better since you don't need to go
across the river at the first hand, and you can clear the
building first. However, you may need to go across the river to
find those "chicken" BGs hiding in the open area at the middle
of the east bank. Going from S40 has the advantage of clearing
out the sector in all directions. However, you may find yourself
in trouble if the BGs are hiding at the other side of the river
and they won't cross the river! That could be nasty. To clear the
BG(s) in the building, you probably need a wall probe to find out
where he is. Using the handgun ( ".38 Revoler" ) to open the door.
But it depends on your luck. An easier way is to open the door by
using "Grenade". But you must have a guy staying in front of the
door by using "Grenade". When you are sure the BG is near the
door ( MOVEMENT, DEFINITE MOVEMENT, etc. ), move your guy away
from the door then throw the "Grenade" at the door.
The BGs could be hiding in the middle bushes at the middle of the
west bank. These BGs are hard to take out since they will have
pretty good cover. You will need guys to go behind them or ( at
least ) surround them in all directions to get them. There are
three Crates in the islands in the West near the middle bridge,
you can take these after the battle. "Fidel" can recognize the
two "Detonators" at both ends of the Southern bridge without a
"Metal Detector". You can send him to clear them. But you need to
make sure he doesn't get shot. The other two traps are in the
open area in the East of both North and middle bridges. The fifth
one is in the open area in the West of the middle bridge. You
probably need that "Metal Detector" to find them.
S29: Sometimes ( depending on your luck ) there will be a BG in the
SE land which you will have trouble to deal with ( across a
distant water ). No matter what, you will need to split your
guys into two groups as before. Let your "Scout/Shooter" and
"Shooter" group ( usually "Ice" and "Fidel" for me ) go West.
They will probably need another guy to watch their back. If you
have 7 guys, you can consider add another guy to this group
because the enemies may reinforce from all three sectors. You
will kill the reinforcement from S28 easily this way. The other
group will go East along the woods near the center.
The enemies will usually have 1 - 3 at the center area ( with
those Crates ) at the beginning. 1 - 2 BGs in the woods where
your Eastern group will encounter. Another 1 - 2 BGs along the
woods' line where your Western group will go.
The Western group will need cover in every turn because it would
be too late for your guy(s) to hide if BGs show up. The enemies
usually stand at two positions ( if there is no gun fight yet ).
One will be about 12 - 15 squares from South, behind the woods.
The other one will be near 1/3 from top which has a lot of trees
to cover. It would be difficult to hit them, if they take cover.
So, let them go for you and ambush them first. If you hurt them
successfully, then you can try to chase them. Don't worry about
"Grenade" attack. These BGs don't have "Grenades". After this
group had reached near 1/4 from the top, then you can move them
toward East to merge with the other group. Yet, you may want to
keep a fast guy in these woods to see whether enemies had
reinforced from West or not.
The Eastern group will have some tough time to advance if there
are BGs in the nearest woods. Use the most alert guy(s) to scout
( usually "Fox" with "Ivan" protecting her ). You will need at
least 3 guys for this group. There might be a BG staying near the
shore line to your East. There could be another BG in the center
of the woods, so advance carefully. Use all 3 guys to kill them
ASAP. Then, let your "Scout" and "Shooter" move North. The 3rd
guy will stay at a special position. This place is near the East
of the shore line, behind a bush where you can see BGs coming
from center area if they decide to. Since the BGs are still in
water, they can not shoot. That would be a perfect position to
slaughter them. The other two will advance along the woods line
to the North of this center area. You will usually encounter the
BGs when your direction is about to change from North to East.
Be very careful for this group because when you are going east,
the BG you see ( no matter in the center area or just in the
woods ) might throw "Grenade" at you. The key point is, you had
to see them far away and shoot them to CRITICAL or near CRITICAL
conditions so that they can't throw the "Grenade" very far away.
Otherwise, your guys are in danger. There are some woods north
of the creek, so your "Scout" should march behind them. After
this group had reached here ( no matter there are battles or
not ), the other group ( western ) should had finished their
search in the West and they will join this group soon. You must
count the number of the BGs because you would like to know how
many of them had stayed in the center area, and how many will be
in the woods in the East. When you see the BG(s) in the center
area, make sure that will be the only one or two in the center
area at this time, then throw a "Grenade" to take 2/3 of their
health. Once this is done, then you can hide your guys along the
woods that separate the center area. Use <F9> key. If you can see
them, you can shoot them. But, since you are behind a lof of
bushes and trees, make sure the BG that you are shooting is
standing instead of lying! You will have a better chance to hit a
standing guy behind bushes and trees. If you did not use a
"Grenade" to hurt these BGs, then you are risking your guys in
the gun fight. Since you can shoot them, they can shoot you, too.
And there is no telling whether the BG(s) can see you or not.
Just beware of the enemy reinforcement. If you see some BGs
from unusual places with POOR, WOUNDED conditions, then that is
the reinforcement. The Crate at South with "Explosive" is
booby-trapped. Had better use your best bomb dude to take it
during real-time and be sure to save before try it.
After all is done, swim to the SE land of this sector. Prepare
to enter S30 from SE. If you go from NE, then you will be in
a lot of troubles!
( TO BE CONTINUED )