Jagged Alliance чит-файл №2

FAQ Version 2.2

by: Dzwo-Ren Li
10/09/'95


Table of Content:

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 )




I. Introduction:

"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 something, say, in Jagged Alliance 2,
then this is the address that you should send the information to.

"Sir-Tech" has provided a patch for this game. The file name is
"Ja111.zip". Version is 1.11, please do not use version 1.1 because
they said it is not a good one. You can find this file in WWW:

http://wcl-rs.bham.ac.uk/GamesDomain/patches/ja111.html

or get it directly from FTP sites:

ftp.cdrom.com:pub/dresden/games/patches/ja111.zip
ftp.inf.tu-dresden.de:pub/ms-dos/games/patches/ja111.zip
ftp.cis.nctu.edu.tw:Games/dresden/patches/ja111.zip

According to "Sir-Tech", the version 1.12 is the same as the
version 1.11. The reason for them to put the 1.12 instead of 1.11 is
a little bit hard to understand for me ( commercial reason? ).

This game is only available as a CD version at the beginning. "Sir-
Tech" has disk version at this moment but I don't know where to get these
disk version. 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 )
15 - 25 MB HDD space, 38 MB ( recommended )
( I personally recommend at least 50 MB if you want to keep all the
animation and other stuff. )
DOS 5.0 or better
Mouse
256 color VGA
Sound Support: Ad-Lib, Sound Blaster family, Pro Audio Spectrm,
GUS, Roland LAPC-1/MT-32, MPU401-interface General
MIDI

Someone said "Sir-Tech" is working on a sequal of this game ( Jagged
Alliance - head to Head ) which can let you play with your friend ( from
Charles, Sir-Tech Software ). I don't know much about this rumors.


There is also a DEMO in the net. "GamesDomain" and "HappyPuppy"
( WWW ) both has it. Also, several major FTP sites have this DEMO. The
DEMO version has an unique sector ( other than our 60 ) for you and only
six chosen mercenaries for you. There is no music, no speech but has the
"OK" response of each mercenaries. 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.



I created the first version of this document on July 4th ( Version
1.0 ) which contains only 3 parts: Sectors Information, Items list, and
the Encrypted Codes. Then, Peter Kuesters < UZS240@IBM.rhrz.uni-bonn.de >
started to provide his information about this game. Then I had the modified
version ( 1.1 ) on July 9th which adds 2 more parts: Q & As and the
Miscellaneous Stuffs. Version 2.0 has been re-organized and adds more Q & As
and an advice for novice players. In the version 2.1, I added a Trouble
Shooting section, more Q & As and modify some information. And, I decide to
take out the "mini" in the original title ( mini FAQ ) because this document
is no longer a "mini" one. Version 2.1.1 was created shortly after 2.1
because I found some unacceptable mistakes in the FAQ ( 2.1 ). I finish
this version ( 2.2 ) on Oct. 09, 1995. I wish to add some of my advice for
veteran players, but I could not find enough time to make a complete
document, so I give up. This is part of the reason why version 2.2 has
delayed so long. This version ( 2.2 ) should be better because I replayed
the game one more time and tried to correct all those incorrect information
in FAQ. Also, because I had some personally problems during version 2.1.1
and 2.2, this version was delayed long enough for Peter to come back and
provide his suggestions for the veteran players. As in section VIII.

If you are a veteran player and you wish to know more about the tactics
and Strategics that might help you, please feel free to ask me or Peter. I
will try to transfer your question(s) to Peter. I think he will be glad to
answer your question(s). ( He promises to add additional information if
people need them. )

For the record, I did not take out any information from old version.
( Unless that information is incorrect. ) So, you can just keep the latest
version and throw those old version away.


I still lack the information about the trouble shooting. This part
is difficult to build because most of the players did not have problem
in getting it to run. Whenever there is a player who can not make the
game to run AND can't get it to work even after he/she had followed the
instruction in the quick reference ( the reference card ), I believe most
of them can 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 don't know whether this will work for everyone, but it
works for me. Please check it out in section III ( Trouble Shooting ).

Also, I did not have the Disk Version. So, I can not help anyone with
that version. If there is any kind soul who wants to write some trouble
shooting for that part, you are more than welcome to send them to me. Also,
I really hate to write this, there is a bug in a PIRATED DISK VERSION.
If you have the money problem, don't ask me. Please ask "Sir-Tech" to help
you! If the bug do exist in the Disk Version, I think "Sir-Tech" will be
glad to creat a patch for that reason.



From version 2.0, I intend to separate those spoiler information
from the general non-spoiler advice. So, if you are the person who doesn't
want to watch those spoilers before you finish your game, then you can just
look at those general advice then stop at the "Warning" sign.

Special Note: Peter Kuesters is currently the best player of all.
Just check his record then you will agree with me.
He promised to provide an advice for the veteran
players, but unfortunately, he will not be available
until mid-October ( Business, I guess ). So, his advices
will be delayed till he comes back.

If anyone wants to provide any information about this game which is
not included in this document, here is my e-mail addresses:

< li@chem_petro.engr.ukans.edu > ( preferred )
or < ren@kuhub.cc.ukans.edu >

I thank all the following persons for providing information about
this game ( 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
Bryan Worra

( Peter & Carsten provide a lot of information in this FAQ. I
appreciate their effort. )

** Alex Meduna <75162.2430@compuserve.com>
( Alex is the game designer who provides some information to solve
some of our questions. )

And, also for those who has posted the info in the news that I saw
it but forgot to keep it ( I just remember 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 decide to
use Mr. Tanzi's table in Section 7 ( Miscellaneous Information ) because
I am a little bit lazy in converting Mr. Abel's table into text ( sorry,
John ).


You can find this FAQ from FTP site:

ftp.franken.de/people/hakan/ja

For 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. )

This is also the "Unofficial Jagged Alliance Homepage" in the WWW.


Other WWW sites ( GamesDomain & Gamer's Ledge ):

http://wcl-rs.bham.ac.uk/Gamesdomain/faqs
http://www.medio.net/users/mgodsey/games.html

( Note: I did not contact HappyPuppy. Last time I tried to send
them a message about this FAQ, the mail did not go out. )

Other than this, you can either download it from NewsGroups or
send me an e-mail requesting for this FAQ. You will be welcome to send this
document to whoever wants it as long as no $$$ is involved. If you
really feel this document helps you solve your problem(s), an e-mail
to me will be glad. I will try to send the newer version ( if any ) to
you when it is available.

There is a Strategic Guide ( not FAQ ) in CompuServe. The author is
Wade. D. Glasscock < 76153.2466@Compuserve.com >. If you have access to
this network, you may want to have a look at it. If you have the WWW
access, then you can try GamesDomain:

http://wcl-rs.bham.ac.uk/GamesDomain/faqs/ja.html

( Or try HappyPuppy. )

I had reviewed this guide. The spoiler and non-spoiler information
are all mixed together. If you don't want the spoiler, please consider
carefully before you have a look at it. There are some minor mistakes, such
as "the Spectral Shield too heavy" stuffs. BUT, generally, the suggetions
in this guide are good for any Novice Players. You may have different
oppinions after you gain some experience of your own.



Finally, some announcement:

"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. Suggestion for Novice Players:

Congratulation you just got a good game ( in most people's opinions )
for yourself. Before you start, let's talk about something that might
not mention in the manual or not emphasis in the manual.

Many people were frustrated in their first trial of this game. For
example, I re-started twice before I continued my "first" NORMAL game. If
you feel your butt has been kicked, that should be quite normal :). You just
need to pay more attention in your game playing. Once you can get through
the first few sectors, you should be able to enjoy the game play. IF ( I
mean it ) you don't like it after you had taken several sectors, then you
can try to look at all those spoiler information in this document and
decide whether you like the game or not. Maybe you just miss a lot of
important stuffs. Maybe you really don't like the game.

The Final Goal of this game is to win the island back for Jack. Base
on this, you 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 ( in
U.S. Version, of course ). This is the most important part 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, the best combination is purely based on your playing style. Some
mercs can let your team works fine, some might just waste your money and
contribute nothing. The choice is yours. Here are some tips in choosing
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 than a lower one.
Higher than 90 is the best, 80 - 90 is good, 70 - 80 is OK, 60 -
70 is still acceptable, and below 60, you had to think about it
for more than once. Once you start the game, you can tell the
difference. According to this, you should consider Ivan. Fidel,
and Ice at the beginning. For others, you must consider their
other skills ( 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
section "Q & As" #37. You may want to watch only this question
there. ) Usually, the older guys will have lower Agility, so I
never consider them. Best choice is over 88. If not, over 80 is
still OK. You must reconsider when it is below 80.

(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
later. So, make plan on Day 1 is very important. ( Especially
important in "Hard" 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 "Dr." guys 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 in this case. ( When you
consider her other abilities. ) Playing more cautiously is the
only way to prevent your money flow into those "Dr." guys' pockets.
( Think about it! The cheapest Dr. is Eli. He costs $1,400. The
next one will be about $2,700. Does this really worth it? )

Disarm Explosive is pretty tricky. The higher the skill the better.
But, this doesn't guarantee he/she can always disarm an Explosive
safely when his/her skill is very high. 40 is the minimum
requirement. 80 or even 90 is highly recommended. If you are those
person who never "quick save" before you disarm a trap, then I
suggest you make a list of all those explosive experts and make a
real good plan of hiring them from day 1. And, be sure to fire/hire
a lot.

Mechanic part is tricky too. This can be divided into two parts:
at home or in the field. For at home, Dex. is another factor you
must consider. The "Mechanic formula" is based on these two
attributes. Sparky or Speck is the best choice for this job at the
beginning. ( Sparky is better. ) For in the field, you might want
he/she has 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 Magic
( the best choice, let Mike do this job is wasting your money, you
only need Mike to pick lock very late in the game ). Mechanical
skill over 80 is highly recommended.

Note: You don't need to have a guy has all these skills. An expert
in one skill will be good enough.

(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 seem to have relationship with the
ability to open 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 sitting 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. 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 recently discard him 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 ( a little better than Speck ), 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 day, then he has a pretty good chance to improve his
AP at the end of the day. 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 person 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 will offer
you native guide the second day. The guide is free and he will also provide
some information about the sector first time 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 for 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 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.
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 trails
might improve the situation. ( USE "Quick Restore"! Don't quit the
game and re-start it. ) If you use the "Alt-X" instead of "quick
save" before entering it, then the position of the enemies in that
sector will be the same.

(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 assume where the enemy might be. Once you
are familiar with the symbol 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 easy level,
the enemy might not take cover all the time and if you try to
lure him, he will probably response to that. In Hard level, the
enemy will take cover all the time and might not come out of the
door if he feels it is not safe to do that. In such case, you will
need to have a good plan to get them. Becareful when you are chasing
an enemy. They might ambush your merc 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 get
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" enemy by
walking out of a cover. Your merc might miss that shot and enemy
will have easy shot at 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(s) 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 always have enough ammos to play.

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 the safety. Bush will be
better 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 bullet to pass.

(9) Had better always reserve 2 APs for your merc to Crouch. That will
reduce a lot of the 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 him/her. 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 ( "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. Maybe more:
C + D => E. That means: A + B + D => E.
Combining 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 in making bomb items. Mechanical
expert is good in combining and modifying items.

(12) All the processing plants in enemy hand have detonators. You must
use silencers to take those sectors. If you can find the detonator,
then you might use weapons without silencer after you disarm the
detonator. ( 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.

(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 in winning. 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
about this ( the US version ). And, after a merc is hit, his/her
breath will TEMPORARY drop a lot like the health. You must let
him/her rest long enough to re-gain these full bar.

(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 has 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 position in previous
screen size. To check it out, press and hold "Ctrl" key to get
the hand cursor. A pickable item will cause the hand to become
"red".

(18) Always use the items with the best condition. 100% gun, 100%
lock kit, 100% Grenade, 100% whatever. If you are using a first
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 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 other same thing 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 setting, go to the wooden
window in the control room. The setting is at the upper right
corner in this screen. Once you start a game, you can not change
this setting.

(22) For Novice Player: 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. Unless you already familiar with the
system, don't take these two settings off. Check out how many
APs you needed to move to any position. That information really
helps.
When you are familiar with the strategic of the enemies and when
you can predict ( at least "guess" ) the enemies lay out, 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 hide behind a 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, this might not so important.
BUT, if you are playing HARD as a novice player, then you will
be doomed if you did not accomplish this target at the beginning
of the game.


I think I already provide too many information for novice player. Just
remember one thing: record whatever you think is useful ( like in 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 enemy are those "red" guys! PLEASE! Don't shoot
at those poor "blue" or "yellow" guys. Mercs are in "green". Guards are in
"blue". Tappers in "Yellow". Bad guys in "RED"! This has been explained
very clear in the manual, but obviously too many people did not 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.





III. Trouble Shooting

This section is really a tough one! I will do my best to help all
of you.


Offical Trouble Shooting: ( Partly 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.
( My problems never came from SMARTDRV. )

3. If the game "freeze" or "lock-up", you can try to hit "ESC" or
press "CTL-F".
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 said he could not get the game
going with version 1.0 even he turned off the "Smartdrv" or whatever
things. But, after he upgraded to version 1.11, everything is 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 I solved ( not really ) them:

1. The game won't start at all. It just keep telling me that I need to
configure the sound before I run the program. I swear I did that for
a dozen times but it just 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 a new file in this drive ( while in the setting
section ).

Solution: I brought the CD to a friend's house. Installed the game in
his machine. Copied the suspicous file "sound.cfg" back to my home.
Then, it WORKED! I can even modify the setting in this file after
doing this.


2. The game will let the computer down ( need to "reset" it ) after "Exit
to DOS".

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. But,
in my recent game, "Alt-X" will still lock my keyboard. It worked
before, but it won't work now.


3. The "Enemy Turn" message seems to stay forever.

Explanation: The longer this message means the more enemies in this
sector. But, sometimes, this message is ridiculous long when you
compare it to other turns that you have waited.

Possible Reason: No idea.

Solution: Try to hit the "Alt-X" or "Alt-R". In this way, the program
seems to have some "Interrupt" to these response. You will get the
screen asking you to confirm the choice. Just hit "No" to let it
go back to the program. Sometimes this still not work, then you have
to really "Alt-X" ( quit to DOS ) and re-start the game again. Believe
me, after doing this, the message will end very soon.

* My recent experience shows that "Ctl-F" ( suggested by Sir-Tech ) did
a better job than "Alt-X" or "Alt-R" most ( not all ) of the time.


4. The game hangs obviously while someone pick an item ( in the Inventory
screen ).

Possible Reason: Program bug. When you use the "auto-scroll" your
mouse cursor will be in the edge. But, anyone picks up an item 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 two persons to pick two different items at the same
time then moving your mouse for "auto-scroll". This bug happens all the
time if you have A to pick up A1, then ask B to pick up B1, then you
want to monitor some place so move the mouse to scroll the screen
( especially "up" ). Avoid this then you will be happy. Otherwise,
"Reset computer" is the only solution for you.


5. Guards M.I.A.?

Explanation: Sometimes at the day times, I need to 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: Program 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 ).





* * * * * * * *

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 better guys wear
this thing. Put it in the position of "radio".

Canteen: Each time you use it will 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 picture! 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 a 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
and ( maybe ) harder to "shoot" them. Use it the same way as
the Canteen. ( In "Inventory" screen )

First Aid Kit: Need explain?

Medit Kit: Ditto. 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
only show up in such condition. Note: Had better use 100% kit
every day. Can use either at home or field.

Tool Kit: Use it to repair items. Also need to put it in merc's right hand
to let the "Repair" option to show up. Note: Had better use those
100% kit every day. Also, it can only be used at home for repair
purpose.


Lock Kit: 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.

Rock: Throw it to get the attention of enemy. If they 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 door. Bad guys
may come out of the door. This thing is not that good in HARD
level since enemy has better AI in this level. Also, you can throw
the rock to a position with a trap. It will trigger the trap if
you throw it right on the trap.

Silencer: Attached with Colt .45 & 9mm Beretta. Will reduce the sound of
the gun shot. Other enemy might not hear the battle here. 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.

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!
Could make mistake: I once detect a never exist enemy! ( Might
be a bug. )

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: ?

Alarm Clock: Bug Detector. ( What bug??? )

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. Most of the time, the hit
position is on the body!

Spectra Shield: Provide 40% protection. Prevent damage from most hand gun
and 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 by 50%
( 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, each hit
will still reduce the condition of armor and merc's breath.

Chunk of Steel: Make a weapon becomes a modified one. Must let those
High Mechanical skill person do it.
Note: Beware of the restriction. The low mechanical skill person not only
can't do it, but also will damage the weapon.

Sun Goggle: Provide better marksmanship(?).

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! A correct sequence will usually create a better condition
item. Wrong sequence usually create a worse condition item.

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.

Tear Gas: Throw it to spread an area with tear gas. Will last 1 to 3 turns.
Continuously inhale 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 near 50%
breath! A continuous one will cause the victim lies on the
ground for several turns.

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. ( Need additional info
here. ) It won't blow away wooden door like Grenade.

Detonator: Will make the Explosive or C4 ( Plastic Explosive ) "alive".

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 open metal door, wall, and tree.

Live Plastic: C4 + Detonator. Works like Live Explosive. Can't tell the
difference ( waterproof? ).

Mine: Install to the ground. ( I never use it. )

Knife: Use to kill the opponent next to a mercenary. Mercenaries will try
to use it when he/she was attacked by snake in water no matter this
item is in their main hand or not.
Caution: If the knife is not in his/her main hand when attacked by snake,
it will take about 1 - 2 extra turns to get the knife to the main
hand. This could be detrimental!

Combat Knife: Better knife than Knife. ( How good? )

S & W .38: 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
combine with Silencer. ( Never try the modified one. )

.45 ammo: 6 bullets clip.

9mm Beretta: Good hand gun. Shoot faster and better. Can use it in short
range even in Sector 1. Can combine with Silencer or Sniper
Scope.

9mm ammo: 15 bullets clip.

.357 Magnum: Most powerful hand gun. Can combine with Sniper Scope. But
a modified Magnum can also combine with a Silencer.

.357 ammo: 10 bullets box.

.12G Shot Gun: Good when opponents are still using hand guns.

.12G ammo: 6 bullets box.

.12G Rifle: Better in early stage. Can replace .12G Shot Gun. Can combine
with Sniper Scope. Using the same ammos as Shot Gun.
Note: As my note in sectors, this thing will show up when you get the .12G
Shot Gun. That makes the SG almost useless.

M14: Next to the best weapon. Can combine with Sniper Scope.

M14 ammo: 20 bullets clip.

M16: Best weapon. Can combine with Sniper Scope. 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 thing.

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 something. 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 these and still finish the game. Combine the torn pieces
will give you a combo for opening the safe and get Brenda's
Journal in the safe.

Flowers: Rumor these 4 flowers are the cure ( Antidote ) of the virus of
Fallow Trees. I never use them. Brenda will use them when you
bring them back.

Money: $$ will automatically added to your pool at the end of the day.
If a mercenary carry certain amount of the 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 for this section:
(1) The last update of this section is still not complete. I forgot to
take note of those un-important ( IMO ) items at about first 1/3
of the island.

(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 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 opinion. This information is only for
reference.
( This information was last updated on: 8/23/'95. AND, these are
purely my own opinion. )

(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 list in the sector without "parentheses" means they are not
found in the crates, maybe in open area, drawer, or maybe they are
hidden under a bed, in a coat, or in debris. Items list in the
"parentheses" means these items are somewhat important and I think
it should be mentioned even you will always find them in the crates.
I guess you will always open the crates, won't you? Some important
items list in the sector with "B" in "parentheses" right behind these
item(s) means you may get them from those bad guys. Although sometimes
this doesn't happen.

(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 add the
information of 4 or 5 pockets vest because those are what you really
want.

(8) I did not list most of the First 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 of them. ) Unless
you are "Dr. Death", you don't really need so many kits. Version 1.0
has less medical kits, this could be another story.

(9) The condition of the items are not so important so I did not list them.

(10) Please forgive me for any typo errors.


Sectors Information:

S60: Helmet, Tool Kit, Knife, 4 Pocket Vest, Crowbar, S & W .38, and
.38 ammos.

*S59: 9 Crates ( Grenades, Lock Kit, .45 ammos, Wall Probe? ), Crowbar,
Kevlar Vest (B?). ( N/E )
Note: If you did not find Micropurifier in Sector 50, then it should
be in this Sector.

S58: 3 Crates, Crowbar. ( N )

S57: 1 Crate ( Gas Mask? ), Extended Ears ( B ), Wall Probe ( B ). ( E )
Note: If there are only 3 or less than 3 bad guys, the Extended Ears
may not exist. Also, very dangerous to open the doors in this
sector.

S56: 7 Crates ( 2 Grenades, Live Plastic, C4, Camo, C-17 ), Ultra Shield.
( E/N )
Note: May need Grenade or Explosive to open the second door safely.

S55: 1 Crate, Sun Goggle, Spectra Shield ( B ). ( N-E )
Note: May need at least 1 Grenade to take care of those bad guys in
SE corner. Otherwise, .... Also, have someone swim to the
island from East maybe helpful.

*S54: Third Processing Plant. 3 Crates ( 2 C-17, Tool Kit ), Kevlar Helmet,
Lock Kit ( B ), Mod. Beretta ( B ). ( N/E-S )
Note: May need a explosive to get the bag guy in the NW room. This
bad guy might have a "Remote Control". If you have Explosive,
it will be easier to get the two bad guys behind SE door.

S53: 5 Crates ( 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.

S52: 4 Crates ( $3,780, Spectra Shield, Kevlar Helmet ). ( W )

*S51: 3 Crates ( M16, Metal Detector ), lots of Traps ( at least 47 ). ( N )

*S50: Micropurifier ( B ), 6 Crates ( .45 ammos, .38 ammos, 4 Pocket Vest ),
Helmet ( B ), Rock. Beretta ( B, "Hard" 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 his
last game. I think this is just a very rare case.

S49: 15 Crates ( 2 Grenades, Colt .45, 5 Pocket Vest, Knife, ammos ), Chunk
of Steel, Wall Probe ( B ). ( E-S/S-E )

S48: 12 Crates ( .12G ShotGun ), Glass Jars. ( N-E )
Note: There are a lot of traps near the crate of SG. Had better
let these traps blow off before you send in the guards. Also,
2 "Live Explosives" in the crates are actually traps. Nobody
can disarm them! Even Mike can not do it!

S47: 3 Crates ( Tool Kit, 9mm Beretta ), 1/3 of the combo, C-17 ( B ),
$100 ( B ). Lots of traps in the west part ( at least 19 ). ( S/E/N )

*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: Peter Kuesters says Ver 1.0 has 3 Chunk of Steel.

S45: 12 Crates ( All kinds of ammos, Gas Mask ), C-17 ( B ), Metal Detector,
Beer, Tool Kit, Canteens. Lots of Traps in north part. ( E-S )

S44: 9 Crates ( Explosive ), Spectra Shield, 2 Camo 50% ( B ), 2/3 of the
combo. ( S/N )

S43: Kevlar Vest ( B ), Kevlar Helmet ( B ). ( E )

S42: 12 Crates ( M14 & M14 ammos, Stun Grenade, Silencer, Live Plastic,
Explosive, Sniper Scope, Metal Detector, Tear Gases, 9mm ammos,
Spectra Shield ), Crowbar. ( N-W )
Note: You will need a lot of time to get this one. Maybe use an
Explosive to open some passway will be a better idea. Also,
a lot of bad guys will drop a lot of goodies in this sector.

*S41: 3 Crates ( M16, Sniper Scope ). Lots of traps all over the places.
( N )

*S40: 9 Crates ( 9mm Beretta, .38 & .45 & 9mm & .357 ammos, 5 Pocket Vest ),
.357 magnum. ( S )
Note: Take this sector on Day 1 will make your life easier. If you
are playing in Hard level, this sector is a key point for
Day 1. Save your first Chunk of Steel for this .357 Magnum.
Magnum in the open area in the east. Its ammos (4) are in the
crate on island ( beware of the trap with its ammos ).

S39: 7 Crates ( Grenades, .45 & .357 ammos ), Metal Detectors ( B ),
$670 ( B ). 5 Traps. ( 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.

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 those long range weapons ( .12G ), becareful. And, if
you are lucky, the bad guy with the SG might leave .12G
ammos after his death.

*S37: 5 Crates ( 4 Silencers, 9mm ammos ), .12G Rifle in woods, Crowbar,
Metal Detector ( in bed ), Rock. ( E )
Note: Use a Grenade to subdue the bad guys behind the metal door
then open the door and shoot them.

*S36: 3 Crates ( Camo in a boobytrap crate, Sniper Scope ), $50. ( E-N )
On day 9 "IN THE MORNING" there will be 8 additional crates.
These special items include: .12G Shot Gun, 2 .357 Magnum,
2 Grenades, Mines, and Ammos.

S35: Ultra Shield Vest ( B ), Camo ( B ). Traps in South. ( E/N/W )

*S34: 8 Crates ( M14, Kevlar Helmet, 9mm ammos, .45 ammos, Explosive ).
( S/E )
Note: Need to enter this sector at least twice. Also need Canteens
for those who open crates.

*S33: 9 Crates ( M14, 2 M16 ammos with trap, Gas Mask, 2 Tear Gases, Tool
Kit ), Canteens, Hervo's Note ( About the baby Fallow Tree ), Crowbar.
6 Traps in west of island. South bridge has trap. ( E/S )

S32: 2 Crates, ( 5 ) Canteens, Spectra Shield ( B ), 3/3 of Combo. Traps
between houses & to the west. ( E )

*S31: Fourth Processing Plant. 5 Crates, Colt .45. ( E )
Note: First crate in the room with 3 crates has trap.

*S30: Water Poisoning mission. 9 Crates ( Kevlar Helmet, $250, ammos ), Gas
Tank, Glass Jars, Extended Ears ( B ), hiden $300 under table. ( W-S )
Note: Don't enter this sector from W-N, it is too dangeous.

*S29: Water Poisoning mission. 6 Crates ( Grenades, Medical Kit, Canteens,
Explosive, ammos ), $ ? ( B ). ( S-middle/S-W; west of river )
Note: May need 1 Grenade for the bad guys in the middle.

*S28: Brenda's new lab. $3,000 hidden in "three corners" ( must use a metal
detector ). 10 Crates ( Beretta, knife, ammos, medit kit ) ( E/S )
Note: Most annoying sector in the game. Had better take it later
in the game. ( Because of Brenda Rescue mission. )

*S27: Second Processing Plant. 4 Crates ( M14 ammo, .357 ammos, 9mm ammo ),
Camo, Spectra Shield ( B ), $100, Glass Jars. ( S )
Note: Need lots of Silencers ( from S37 ). There might be a second
detonator or "Remote Control" in this sector ( see Q & As ).

S26: 9 Crates ( lots of different ammos, Wall Probe ), Extended Ears.
( S )
Note: Bridges will explode. The detonator is in the building. But,
this just like the processing plant mission: disarm detonator
does not guarantee the bridge won't explode.

S25: 5 Crates ( 2 Explosives, 2 Grenades, Sun Goggle ), Chunk of Steel,
Compound-17 ( B ). ( N-E/E/S )
Note: Need a lot of times to take this sector.

*S24: Brenda is HERE! 5 Crates ( 3 Stun Grenades, Explosive, Detonator ).
( S/N )

*S23: Head Stone in island! 13 Crates ( M16, Mines, Detonators ), 4 Live
Plastic. Traps in islands and near bridges. ( E-N then N-W, twice )
Note: Best way to get the "Head Stone" is swim to the northeast
island. May need 2 explosives to take care of the bad guys
staying inside those 2 northeast buildings.
If you take care of the detonator will keep the bridges from
exploding.

S22: ? Crates, Chunk of Steel in island. Lots of traps near shore. ( S )
Note: May need 1 explosive for the southeast building.

S21: 4 Crates ( Detonator, C4 ), $10 ( B ). ( E )

S20: 6 Crates ( Spectra Shield, Kevlar Vest, Explosive, Medical Kit ),
Stun Grenade ( B ), $30 ( B ). 1 Trap ( I only found this trap once,
in open area south of woods ). ( S-E )

S19: 8 Crates ( 9mm Beretta, Colt .45?, .38 ammos, $800 ), Explosive,
Crowbar, Gas Tank, Oil, C-17, Spectra Shield ( B ). ( E/N/S )

S18: Kevlar Vest ( B ), Kevlar Helmet ( B ). I don't remember I ever find
any replacement. ( W-S )

S17: 8 Crates ( Beretta, .357 Magnum, different ammos, Chunk of Steel,
Metal Detector, C-17 ), Gas Tank, Oil, Tool Kit. 6 Traps in north
part. ( W )

S16: Extended Ears ( B ). Nothing in huts. ( S )

S15: 3 Crates ( Extended Ears, Sniper Scope ), 2 Crowbars, .12G Rifle,
.357 ammos, oil. ( E/S )
Note: May need Explosive or Grenade to open the padlock door.

S14: 8 Crates ( 6 Mines, Metal Detector ). ( N-E/E-N )
Note: Use Explosive to blow the tree away.

S13: 8 Crates ( M16 Ammos, Grenade, Sniper Scope, .357 Magnum, Kevlar
Helmet ). $1,550 in the clothes hang on the wall. ( W-N )
Note: May need "Rock" to lure the bad guy out from west entrance.
Beware of the bad guy in the south room! Don't check the 4th
cloth ( for money ) until this bad guy is finished.

*S12: Scientific Journal in NW corner of building! 7 Crates. ( W/S-W )

S11: Nothing but bad guys. ( S-W )

*S10: 2 Crates ( $510 ), C-17, Gas Mask, Crowbar. 3 Traps
that will open a passway to another 3 Crates ( M14 & M14 ammo, Live
Explosive )! ( 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.

S9: Sniper Scope ( B ), Stun Grenade ( B ). ( E/S )

*S8: 4 Flowers ( Antdote ). .357 Magnum ( B ), Metal Detector ( B ). ( S )

S7: 6 $$ ( total: $2,230 ) in the islands. $400 ( B ), .12G Rifle ( B ),
Lock Kit ( B ). ( W/S )

S6: Oil in hut. ( S-W )

S5: 1 Crate. M14 ( B, trapped! ), Metal Detector. ( S )

S4: Nothing but bad guys. Never wait until Day 31. ( E )

S3: 8 Crates ( M14, M16, M14 ammos, M16 ammos, Silencer, C-17, Chunk of
Steel, Live Plastic ). Lots of traps outside. ( S )
Note: Trust me, there is nothing worthy outside. Get into the
building and get out of this sector ASAP.

S2: 17 Crates ( 2 M16s, M14, ammos, 3 Comp-17, Chunk of Steel, Explosive,
C4, Live Plastic ). Many traps in the wall switch box. ( E )
Note: I always "open" a door from east, then ambush the bad guys
there.

S1: Enter from East or SE. Need a lot of grenades ( all kinds ),
Explosives and whatever you have. The number of the bad guys is
unlimited unless you mange to get into Santino's room. Fallow
Sappling in the NW corner in that room. You will need a healthy
fast guy to get it. Getting this "Fallow Sappling" is not that
important!
Note: There are some crates in this sector, but I did not care about
them.





VI. Q & As

Questions List:

(1) How to prevent "Rescue Brenda" mission?
(2) What is the benefit of rescuing Brenda?
(3) How to know which sector has processing plant?
(4) How to take processing plant without being sabotaged?
(5) Where are those "detonators"?
(6) What is the "Water Poisoning" mission?
(7) What is "Fallow Tree Dying" ( Plague ) mission?
(8) Can I throw a Grenade over a tree? Into a building?
(9) Why there are not many Natives willing to work for me? What can I do?
(10) I am running out of MONEY, what can I do?
(11) "Dynamic Lab" just drop the price of the sapping, what can I do?
(12) Is there any good strategic about the order of taking the sectors?
(13) Is the number of enemies unlimited in Sector 1?
(14) Is there a good strategic to save Brenda?
(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? ( Last update: 9/05/'95 )
(20) How can I determine whether my merc can shoot at the bad guys?
(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 baby Fallow Sappling tree?
(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 am I 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. I did not get this
mission once when I re-take the sector immediately ( I was
nearby, in the 2nd plant mission, at that time ).



(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 HARD level. I don't know whether
the reward will be greater in EASY or NORMAL or not.



(3) 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.



(4) How to take processing plant without being sabotaged?
A: You need a lot of silencers and kill whatever enemy you have
encountered immediately. Do not fire while enemy is moving ( the
"INTERRUPT" situation ). If enemy still have enough APs, they will
let the other guys know you are there. The 2nd processing plant
has either 1 or 2 detonator. One is on the wall in the island (
refer to #5 ), I suspect the other one is in the buildings with
the plant ( SW corner room ). Some people just disarm the first
detonator and keep using non-silence gun. Nothing happened. But,
there is another person ( other than I ) has possession of the
first detonator and still had plant been sabotaged with loud
gunshot sound.

After I did some experiment with this second 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 from the south part of the sector! If the enemy
finds your first guys in the island, then they will know the way
to the detonator is blocked! In such case, the program seems to
be cheating in letting the enemy use a "Remote Control" to activate
the Explosive in the plant. ( No matter you disarm the detonator or
not. ) If enemy finds your guys in south part, 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.

Carsten said the detonator of the 3rd plant is somewhere in the woods
in the north. After some hints, I finally found that detonator ( see
#5 ). After you disarm this detonator, you can probably let the bad
guys hear the noise at this moment. The bad guys outside seem to be
separated from the bad guys inside the buildings. There is also a
bad guys in NW corner of the room ( with 2 C-17 in a crate ) he
can ( somehow ) remotely activate the explosives. You can try to
install an Explosive in the west wall of this room and place a
mechanic ( like, Magic ) outside the door. Once the explosive
explode, Magic can use Lock Pick to open the door and kill the
wounded bad guy. This will keep the plant safe from sabotage.

The 4th plant always has less than 8 bad guys there, so I can take
care of them with "Silencers" without knowing where is the detonator.

As on Oct. 4, 1995, Peter found the detonator for the 4th plant.
Please see #5.



(5) Where are those "detonators"?
A: Here are some graphics about the detonators ( by Peter ):

The detonator in plant 2 on the island (rough layout)
******* D = door
* * * = wall
* * 1 search north wall here to detect detonator
**D****
*1 *
* *
**D**


The detonator in the sector with the bridges (S26):
small house in the NW:
******** 1 search west wall here
* *
*1 *
* *
* ****
* * D
**D*****


The detonator in Sector 23 (Bridges):
the SE-building:
****
* * 1 search west wall to detect detonator
D *
* *
*1 *
****

Carsten found 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 ).

Hoang Pham < hpham@eskimo.com > mentioned about the detonator
in plant 4, but I lost the information about this.

Special Note: Watch the Q #4 for additional information about
these plants.

Carsten found the detonator for the safe ( S12 ):

D I
I I I
I I =I
I I
D Door from East
I I
===========I
WWWWWWWWWXI :

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.




(12) 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.



(13) Is the number of enemies unlimited in Sector 1?
A: YES! You need to get into the building ASAP. One person claims
the number is limited, this is not true. Although the "Enemy
Turn" message will be quicker for some time, that is because
the computer is "Generating" more enemies.

BUT, the number of enemies seems still follow the "8" rule. If
one enemy did not die, the other one will not be generated. 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 in each turns. Those 5 guys just keep
lying there. ( Of course, I keep using 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 HARD level, the enemy will
be generated in enemy turn whenever a bad guy has died. For
the NORMAL level, from my memory, the enemies will be generated
about 2 turns after they had been killed.

As of Oct. 4, 1995, someone in the net mentioned about this in
September. He claimed the number is somewhere near 99. I don't
think this number is true. I said so because I always let my
mechanics fixing items before I took S1. That gives me a whole
day to play with Santino's men. I usually kills 40 to 50 enemies
in that day. Then, the next day I entered S1, I still need to kill
40 to 70 enemies to get to Santino's room. That's why I think
99 is still not the magic number.

BUT, many people claimed that if you stayed in S2 or S11 in that
particular day and kills all those intruders, then you will probably
encounter less enemies in S1. I never verify this information.



(14) Is there a good strategic to save Brenda?
A: Let Magic or whoever can pick the lock swim across the water. Sneak
to the back of the south building. There is a door there. Let him/
her open it. 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 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.



(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 is not healthy, not strong enough or
tire ( BLUE BAR low ) will not do the trick. 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 the BLUE BAR is in the highest position.

EX: The crate of M14 in S10. A health Ivan can open it ( lost
about 2/3 of the breath ). Fidel and Ice both can not open
it.



(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 in HARD
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. )




(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-plays and finishs 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 ( in
NORMAL ). Second one took 20 days ( HARD ). 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", "Mechanic", and "Bomb Dude", then this team should be
good enough.



(19) Who will not work with whom? What are the interaction between
these Mercenaries? ( Last update: 9/05/'95 )
A: Here are some of them:

"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 not come
back if you fire her. She will come back ( when 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. )

A lot of mercs will quit if you can not 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 overuse your mercs ( without letting them to rest enough
during the day time ), many of them will quit! Maybe not the first
day that you are doing this, maybe the second day when you treat them
the same way.

"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".

"Fidel", "Leech", and "Skitz" will refuse order while in the middle
of a combat. You will need to either deal with this personality or
use the tricks.

"Kaboom", "Larry", "Moses", and "Pops" will forget order after some
time. ( This seems to be the personality of these guys. Has nothing
to do with the "Wisdom". I once tried to raise Kaboom's Wis to 100,
and 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 ).

When a merc does not want to work for you ( QUIT situation ), you
will need to increase there 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".


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.

"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 the function. ) If that is in a wide open area,
you can shoot whoever your team can see ( not the shooter ). But,
range too far may not cause any damage ( especially the handgun ).
If this is in the woods, then 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 bush 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 you was
hit behind the wall ( bad guy shoots 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, this condition will not happen
and you will be still shooting at the wall. Don't know about the
trees, but the bushes have the same condition. If the bad guy can
shoot you, 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.

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", 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
can 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. "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 explosive or grenade.
Keep using it ( gun ) will drop the condition too, but not that
obvious.



(26) What to do with those "Useless" items?
A: You will need to fix it at home before you want to use them. Gun,
Grenade, Wall Probe, Metal Detector, Explosive, Eagle items,
Molotov Cocktail, and Armor are all fixable. Don't remember what
else can be fixed. All the kit ( First Aid, Medical, Tool, Lock ),
Camoflage, 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". Combine them
with the good condition Explosive has pretty good chance to get
100%(!) "Live Explosive" by Fidel.

There is another usage of these "Useless" Grenade type items.
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.



(27) What happen with the equipment with those fire/quit mercs?
A: If you fire him/her, you keep all the equipment. If he/she quits,
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 "Bulleyes" ( heart, maybe ) with good body armor maybe worse
than a hit at the other part of body ( say, arms, legs ).



(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 "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.

Note: Susi suspects that the condition of the ammos might be
one of the reasons when we have those > 90% gun jammed.



(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. "Hard" gives
you $15,000. Cash flow handling becomes very important early in
the game in "Hard" level.

The price for the chopper is different. $600 for "Easy", $800
for "Normal", and $1,000 for "Hard". Same for delivering a dead
merc's body back.

The AI is different. But I can not exactly describe this part.
In "Hard", the enemy will always tries to hide behind cover,
come out to spot you and hide again, so that the other bad guys
can come and shoot you or throw a grenade on you. The tendency of
enemy using a grenade is increased too. The enemy will probably
ignore the rock when you throw it.

The number of bad guys in S49, S50, S59 ( for your first day
mission ) is different. "Normal" only has 4 in each sector,
"Hard" has 6! On day 2, "Hard" always has 8 bad guys in every
sectors, "Normal" still has 6 on day 2. That's all I know.

Carsten tested the "Easy" and found there is 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 "Hard" 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 AIM 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.

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 :)



(33) How can I get the baby Fallow Sappling tree?
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 or "Alt-X" to do this.
You only have about 2.5 turns to do this. Otherwise, the baby
Fallow Sappling tree will be destroyed. Use those quick guys.
Don't forget one thing, there are two mines in that room too.



(34) What does Ivan say?
A: The following is 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 search 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 suicide: "He is serious. It will blow up."
When the game finish: "I am proud of the job we did here."

The following is 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 FOLLOW tree. ( 'Follow' was write on 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 anything 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 ( my first HARD 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.

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
enemy will launch an attack on your 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 ammount and type of ammos are determined by random factor,
so you should "quick save" before enemy attack. If you are not
satisfied with the result, 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
will 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 employers! ),
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. ( I do believe Dexterity is taken
into account now. ) There is a upper limit ( 25 APs ) and a lower
limit ( 8 APs ) for this value.

Carsten Engelmann had found an 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 full breath. After a mercenary is injuried, this equation
does not 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:

On the CDROM are all the sound files. They 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. while he/
she increases 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 )

(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! )



(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 advantage & dis-
advantage. 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 this once that if a merc's "buddy" got killed, he/
she will quit. Then, you have to increase the salary of him/her
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 situation. If your financial can afford 8 guards
in all the sectors adjacent to enemy sectors, than it is the best
way to protect it. If your financial 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 "hard", you may want to put less than 8
guards in those sectors where enemy just attacked yesterday.

( But the enemy 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
sectors and reduce the amount of 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
memorize the number of enemies that sent to attack your sectors,
then you can calculate how many enemies left in the sector. If
you attack that sector immediately, then you are going to face
only that number of enemies there. ( So, don't hit when an
enemy attck happens in your other sectors. ) Of course, sometimes
you need to guess which sector 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 enemy will reinforcement that sector pretty soon.

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: Enemy can reinforce across water without following the
"linked" rule, but you can't if that sector is not linked.



(47) How to find those items hidden behind a tree?
A: Hit the 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 too. But, the turnover
rate ( the mercs that you had fired ) might be a factor here.
( Is there anyone has a formula? )



(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 enough 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 to do it. The person with the right skill will
usually increase ( or maintain ) the condition after he/she has
done the job.

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 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 put in the same slot ( pocket ).
Maximum number is 5. But there are some items, medical kits, sun
goggles, which you can put less ( only 2 ) 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, combine Gas & Oil in Glass
Jar will save one slot.

Caution: If the item is for repair, the Silencer or Sniper Scope
which 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 not necessary
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 guard 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 these weak ones.

Also, you can try not to move the guards into a newly captured
sector. Next morning, just send some FRESH guards to that sector.



(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" of this
one. You will get two items instead of original one after the
restore. ( Good to get Medical Kit this way. )
( I did not figure out how to use this one yet. )


Andy Ellsworth :

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 :

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: 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.




(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 am I 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. If there are any key left,
then throw it away.

My suggestion is simple. Other than the above mentioned method,
just bring the "Padlock Keys" with you. The Padlock are much
harder to be picked. Once you have Mike, just bring a Locksmith
kit with you. 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 reminds me about this problem. Sometimes, when the mercs
walking around these hidden windows, they got shot. There seems
to be no way of telling the existence of the window.

My method works most of the time: When a merc is moving to the back
of the building, let him/her stand next to the wall! Move him/her
square by square! If there is a window, he/she will see 1 square
in the building 1 square(!) before he/she stand right in front of
a 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 enemy
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 ) in each corners.



(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, but consider about 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 surprise 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. Then that will open a pass way for you. To open the
crate with M14, you need a very strong health guy to do it.
Usually a healthy Ivan can open it ( will lose 2/3 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 half 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 detonator ( new usage for rock ). I had
confirmed this method. The benefit of this method is the enemies
will come to search you after the explosion. You can ambush them
in the south. ( The newly opened passway will let you go to the
other part of this sector. )

If you do not have rock at that moment, you can try it when you
are in real time. Let a health 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 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!

Further note. I FEEL the weapon the merc is carrying might be a
factor here. See the table that Peter provided in section VIII.



(66) What are the randomness of the game?
A: Many of the factors were determined by random in this game. Unless
the item 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 ( non-random factor ). 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.

Sometimes, the Grenades ( all kind ) are not random determined.

In sector 1, these rules can't be applied.



(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 seems not really
important because it is very difficult to get there withour being
noticed.

This is how I got the Journal twice using the same method:
(1) Use 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 "combo" with team in
that day. If you have the "combo" ( 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 repair 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 even damaged!

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!

Special Note: An example for such kind of DANGEROUS Explosive is
the time between Installation & Explosion. It could
be in the SAME turn!



(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. Carsten, help! )



(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.

( My note: "Rest" 1 day will also regain some HPs. It depends on
how strong of that mercenary. )



(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
will always 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.
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.
Note: Also limits the possible sectors to only 2!
e) Tree Virus: ? ( I never had this quest. )



(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, 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 )
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: Good one. Best Bomb dude. 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: Just have him for 1 day, then there is a pretty good
chance he will improve his HP by 1 points. This will
also increase his APs to 19! )
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. )


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 )
Native # 3 0 74 62 88 74 0 70 24 1
Native # 4 0 68 55 88 82 46 0 11 1


Here are the tables for all Mercs' different skill ranking. 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 sequence ). 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
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.




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: I need to add something here. 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
to pick up items or open the crates during the battle.
For example: in the early game, his team will have Fox
and 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
chasing 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. )



(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
C45 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 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.