Anvil of Dawn Frequently Asked Questions These are some of the most common technical and game questions asked about Anvil of Dawn. To complete Anvil of Dawn, we recommend that the adventurer take the following path: Start with Dark Lantern, Gryphon Keep, Underground City, then the Land of the Roots. You can continue on to the Reed Plain and get the Unmaking spell, but it is not required. Next, backtrack through the Underground City and proceed through the Barrier, Temple of the Moon, City of the Dead, Eye of Clay (Sanctuary), Gorge Keep, Iron Titan, Quagmire (the Pedestal), Evil Stronghold, Fire Mountain, back to the Evil Stronghold, then the Anvil of Dawn. The 7 items needed for the Black Gnarl to forge the coffer are: Item Location ---- -------- Heartstone Underground City Mines Dragon Amber Land of the Roots Tears of the Weeping Moon Temple of the Moon Soul of the Ivory Prince City of the Dead Sacrifice of Clay Sanctuary Iron Shackles Iron Titan Wood from Unbreakable Tree Quagmire The 4 discs to get into the Eye of Clay and lead you to Sanctuary are: Disc Location ---- -------- Sol Disc Underground City Spring Equinox Disc Barrier Fall Equinox Disc City of the Dead Moon Disc City of the Dead Lower Vaults Q: In Gryphon Keep, I cannot get into the northeast corner tower? A: About two doors to the west of the door you cannot open that leads into the northeast corner, is another room that has two pressure plates. First, weigh down the plate to the west, then the plate to the east. This will open the door that leads into the northeast corner tower. Q: Whenever I talk to the Lady of the Sea, she kills me. A: In order to get the spell from the Lady of the Sea and live, first find the Soul Link figurine in the Underwater Labyrinth. Before talking to the Lady, use the figurine to cast Soul Link on yourself. Q: How do I get the spell from the Imp in the Underground City? A: Use the Hourglass of Temporal Freeze BEFORE you walk into the room. This will stop time long enough to get in and watch the Imp dream of his spell. Q: How do I cross the bridge next to the Barrier that has a glowing white light? A: You need the Stone of Safe Crossing found in the Temple of the Moon. You must first pass through the Barrier. Q: How do I melt the commander trapped in the ice block in Gorge Keep? A: Drop the glowing ember in front of the frozen man. This will slowly melt the ice, freeing the commander. He will help get you through Gorge Keep. Q: I cannot shrink the Iron Titan's body because I can't turn off the No-Magic Zone. A: To turn off the No-Magic Zone, you must first weigh down a pressure plate that lies in the northeast portion of the map, just below the four doors. This pressure plate is in a corridor that leads south, then west, the, north a bit. Once you weigh this plate down with 10kg, flip the switch that is on the wall just two squares north of the plate. If you look at the map, the No-Magic Zone should have disappeared. Q: How do you talk to the Wind Elemental found in the Quagmire? A: The Wind Chimes that are also found in the Quaqmire are needed to talk to the Wind Elemental. He will teach you a very useful spell. Q: I seem to have completed everything except for the Evil Stronghold, Fire Mountain, and the Anvil of Dawn, but I have no idea how to get to any of these places. A: In the Quagmire, one of the first battles you face is with one of the Warlord's messengers. Once defeated, he gives up the Whistle of Firey Beckons. Use this whistle at the top of the Pedestal to be transported to the Evil Stronghold. Q: How do I get the Guardian of Ice's hands from the icy depths? A: Use the spell Heavenly Mend of Unseen Artisans to restore the giant's hands. [Return to Top of Page] --------------------------------------------------------------------------- [Return to Top of Page] Heroes of Might and Magic Frequently Asked Questions These are some of the most common technical and game questions asked about Heroes of Might and Magic for DOS. Q: I have the DOS version of Heroes of Might and Magic. Can I upgrade to the Windows 95 version? A: You can upgrade to the Windows 95 version of Heroes of Might and Magic in one of three ways. 1) You can send in your CD along with $15 and a request for the Windows 95 version of the game. 2) If you have sent in your registration card already, you can order by phone. Our order number is (800) 325-8898 in the US or (818) 734-7136 from outside the US. 3) You can send in the certificate for a second CD, that comes in the box, along with a check or money order for $15 and a request for the Windows 95 version of the game. If you have already gotten your second CD you will have to take advantage of option number one. Q: Heroes of Might and Magic is locking up when I play after a while. A: Make sure you are running with v1.2 as this is the most recent version. To find out, take a look when you load the game at the line that says "Loading Heroes of Might and Magic (v1.2)." If there is no (v1.2), you need to the the HPATCH12.EXE update and apply it to Heroes. If you still continue to have problems, try disabling EMM386.EXE from your config.sys file. Simply edit your config.sys and add in a REM and a space in front of the line that contains EMM386.EXE DOS example: REM DEVICE=C:\DOS\EMM386.EXE NOEMS Windows 95 example: REM DEVICE=C:\WINDOWS\EMM386.EXE NOEMS Q: I am running Windows 95, and when I try to install the game, it just hangs A: When you run the install for Heroes of Might and Magic, it tries to detect the sound and video cards in your system. If it "hangs", it couldn't detect one more of these devices in your system correctly therefore causing the "hang". Try this: Click on Start Select Run In the box next to "Open", type in D:\install /nodetect The install program should load and allow you to install the game. If you are still having problems, it is having difficulties detecting your video card and you may need to load a VESA driver for your video card. This driver should come on a disk that comes with your system, may be pre-loaded, or comes on a disk with your video card itself. Simply find this driver (usually a file called vesa.exe or similar), and run it before you install the game. You may also try the universal vesa driver (univbe.zip) found on AOL, Compuserve, the Internet, and many BBS systems. If you are still having problems, restart in MS-DOS mode and follow the DOS installation instructions. Q: When I restart in MS-DOS mode, my CD-ROM drive isn't recognized at all A: You need to install your DOS based CD-ROM drivers into your system so that the MS-DOS mode can utilize them. Each CD-Rom driver is different, so you may want to contact your computer dealer or CD-ROM manufacturer about installing these drivers. Q: Whenever I play the game, the sound seems to have a lot of static. A: DOS - Disable any caching programs such as SMARTDRV.EXE or Norton Cache. If the problem persists and you have Windows 3.x, try playing the game through Windows as it is known to stop the static. Windows 95 - Edit the preferences for Heroes by right-clicking on the Heroes icon in your C:\Heroes folder, and then selecting 'Preferences'. Click on the 'Misc' tab, and find the Idle Sensitivity bar. Click on the bar and slide it all the way to the left towards the 'Low' setting. [Return to Top of Page] --------------------------------------------------------------------------- [Return to Top of Page] Mindgames Entertainment Pack Frequently Asked Questions These are some of the most common technical and game questions asked about the Mindgames Entertainment Pack. Q: Whenever I try to load one of the games, the board comes up, then it takes 3 minutes for the games to start or the games never start A: The CD-Rom version of Mind Games has this problem on some systems. If you experience this problem, get the 3.5" version of Mind Games as it does not. If the store does not have the 3.5" version, call New World Customer Support @ (818) 889-5650. Q: Even though I selected 'English,' all the help documents come up in french. A: To fix this, you need to edit your Win.ini file and find the header that looks like: [Mind Games] Language=French Simply delete the word 'French', and replace it with the word 'English'. This will allow the help files to appear in English. [Return to Top of Page] --------------------------------------------------------------------------- [Return to Top of Page] Wetlands Frequently Asked Questions These are some of the most common technical and game questions asked about Wetlands. Q: While playing Wetlands, the game suddenly drops to DOS/Windows 95 and says "Error writing temporary file." A: Try increasing the FILES= value in your config.sys to 80 or 100. If you can decrease it to a lower value without causing the game to crash, then you can save a little memory. Q: I keep running out of time at the Oxygen Facility. A: Make sure you are going in this pattern: Down, Down, Up, Up, Down, Down, Down, Up, Up, Up Q: I am going in the correct pattern, and I still can't get past the Oxygen Facility. A: You must have a 486DX2-66 or better CPU to play this game. If you have a 486DX2-66 and you still don't have enough time, get the WETUP11.EXE update as it will increase the level time from 5 minutes to 7 minutes. Q: How do I get past the Xi Colony hoverbike scene? A: Straight, right, right/up, right, left, right/down, straight Q: I can't get past the Ancient Ruins. Which way do you go? A: Right, right, right, left. [Return to Top of Page] --------------------------------------------------------------------------- [Return to Top of Page] Xeen Frequently Asked Questions These are some of the most common technical and game questions asked about Clouds of Xeen, Darkside of Xeen, and World of Xeen. Q: Whenever I enter a shop and go up to the desk, the game locks. A: The game is not set up properly to work with your sound card. Check the sound setup for the game and make sure the port I/O address, the IRQ channel, and the DMA channel values are set properly to run with your sound card. You can do this by typing "Set" from the DOS prompt and look at the BLASTER= line. For example, the Soundblaster 16 usually looks like this: BLASTER=A220 I5 D1 H5 P330 T6 This line can vary depending on the type of sound card you have, but the important information should always be there. The four parameters you need to take note of are the A#, I#, D#, and the T#. The A# is the port I/O address, the I# is the IRQ channel, the D# is the DMA channel, and the T# tells you the compatibility of the sound card. The installation program will ask you for these values when you configure the sound. The T#, however, tells you which Soundblaster device to use. If the T# is a 1 or 3, use the Soundblaster setting. If the number is anything else, use the Soundblaster Pro setting. There is a setting for the SB16, but the SBPro drivers tend to work the best with Xeen. Q: Xeen is running very slow or whenever I start the game, the screen just goes black. A: This usually happens when you have a Soundblaster 16 or compatible card installed in your system. Xeen misdetects this as a Roland card which is the cause for the problem. Simply run the installation program, INSTALL.EXE, from the hard drive and configure the game to the Soundblaster Pro settings as they tend to work the best. Q: The walls or buttons appear in the wrong place, OR, the game exits me out and I get the message "Maze X ..." in red writing, OR, it will not create the World of Xeen when I combine the disk based versions. A: This is caused by a damaged savegame file. The damage is commonly caused by SMARTDRV.EXE which is loaded via your autoexec.bat file. Remark the line that contains SMARTDRV.EXE out and it will no longer cause corruption. Unfortunately, the current game is lost and you need to start over again. Other causes of damaged save game files are lost clusters, bad chains, bad sectors, or any general file damage on your hard disk. If you get a damaged savegame file, you should also run a SCANDISK (MSDOS 6.X) or Norton Disk Doctor (Norton Utilities by Symantec) to detect and correct disk problems. Q: The mouse isn't working or is having intermittent problems. A: Check to see if you are loading a mouse driver in DOS. The mouse may work in Windows because Windows uses its own driver, but you need to load a mouse driver in DOS. If you have a Logitech mouse, make sure you are running driver v6.4 or better. The game will not recognize any previous driver version. Q: Whenever I enter or exit the Gemstone or Dwarf Mines, I get a message, "Error, Run to Mark Events Newmax..." A: This is a message that can be ignored. It is an internal New World Message that we forgot to turn off when the game released. It has no effect on the game. Q: Sometimes I get stuck in the mines after I get the "Error, Run to mark.." message. A: This happens sometimes for reasons unknown. Simply, do NOT save in the mines, and use either the Town Portal spell, or the Lloyd's Beacon spell to get out of the mines. Clouds of Xeen 3.5" ONLY Q: Some of the coffins in the Northern Sphinx won't open. A: This is normal. Not all the coffins will open so just ignore the ones that don't. Darkside of Xeen 3.5" ONLY Q: Any items I get that are enchanted with the 'Town Portal' spell do not cast the spell when I try to use them. A: This is a problem with the first release of Darkside. Download the file, NEWDARK.EXE and extract the files to your C:\XEEN directory. This will correct the problem. World of Xeen CD-ROM ONLY Q: I get an "Out of High Memory" message whenever I take the boat ride to Rivercity, enter Castle Blackfang, or enter the Warzone. A: You need the update for the World of Xeen CD. Download the file, WOXUP2.ZIP and unzip the file to your C:\WORLD directory. Q: Whenever I enter the places mentioned in the previous question, I don't get the error, but the speech for each character doesn't seem to correspond to the correct character. A: This is related to the "Out of High Memory" message. Download the update WOXUP2.ZIP and unzip it to your C:\WORLD directory. [Return to Top of Page] --------------------------------------------------------------------------- [Return to Top of Page] Empire Deluxe missing manual page #174 Advanced Game Quick Reference Notes in reference to page 174 (a) - Attack is 1 when attacking Armor and Infantry in Mountains, Forest and Rivers. (b) - Attack is 1 when attacking Armor and Infantry in Mountains and Forest. (c) - May Bombard Infantry, Armor and Air bases, Attack is 4 except if unit is in Forest or Mountains when it is 2. (d) - May Bombard all ships except Submarines. (e) - Attack is 1 when attacking air units. (f) - Attack is 1 when attacking Bombers. (g) - Attack is 1 when attacking Fighters. (h) - May bomb cities. (i) - May carry up to 6 Infantry or 3 Armor. (j) - May carry up to 8 Fighters. (k) - May carry up to 8 Aircraft. (l) - Attack is half of normal and movement is 1 when damage is 1/2 or greater than Max. Damage. [Return to Top of Page] --------------------------------------------------------------------------- [Return to Top of Page] Might and Magic III Frequently Asked Questions ITEM LOCATIONS King's Ultimate Power Orbs: Dragon's Cave: x13,y03 x02,y01 x21,y05 x27,y05 Halls of Insanity: x28,y03 x03,y18 Aft Storage Sector: x14,y08 x01,y12 x01,y14 Dark Warrior Keep: x30,y02 x30,y03 Cathedral of Carnage: x25,y15 x25,y17 Tomb of Terror: x12,y03 x12,y07 Alpha Engine Sector: x15,y01 x00,y14 x00,y04 x15,y09 Main Engine Sector: x08,y18 x14,y08 x11,y08 x01,y08 Beta Engine Sector: x10,y01 x01,y07 x14,y07 x01,y15 Maze from Hell: x01,y01 x01,y30 x30,y31 x19,y19 There are 31 King's Ultimate Power Orbs, enough to give all 3 Kings 10 orbs each and 1 King 11 orbs. This will give you the most exp. Quest Items and Keys: Alicorn of Icaros: E2 x04,y05 Ancient Fizbin of Misfortune: Slithercult Stronghold x25,y22 Cursed Cold Cavern x21,y08 Black Terror Key: Cursed Cold Cavern x02,y24 Blue Priority Passcard: 11 Orbs to one of the 3 Kings Blue Unholy Key: Arachnoid Cavern x09,y21 Gold Master Key: The Magic Cavern x26,y03 (Mgt 20+) Gold Pyramid Keycard: A4 x15,y13 (Mgt 50+) Green Eyeball Key: Cyclops Cavern x23,y23 Hologram Sequencing Card 001: Fortress of Fear x27,y11 Hologram Sequencing Card 002: Halls of Insanity x08,y28 Hologram Sequencing Card 003: Dark Warrior Keep x17,y01 Hologram Sequencing Card 004: Cathedral of Carnage x01,y26 Hologram Sequencing Card 005: Tomb of Terror x18,y02 Hologram Sequencing Card 006: The Maze From Hell x27,y23 Red Warriors Key: Cyclops Cavern x14,y17 Sea Shell of Serenity: D4 x10,y01 (Day 99) Yellow Fortress Key: Arachnoid Cavern x03,y01 SPECIAL HINTS: The Ancient Artifacts of Good, Evil and Neutrality can be found throughout the game. Take them to the respective King's Archivest and get a reward in experience. Ancient Jewelry is quite precious indeed. Bring these lovely jewels to your favorite supply store and sell them for a nice profit (treasure hunting CAN be profitable!). Don't rule out Pirate's Treasure either, it's real on Onesday. Take Quatloo coins to the Quatloo machines in Slithercult Stronghold to gain +5 in Might (x09,y21), Endurance (x11,y21), or Accuracy (x13,y21). DANGER: If the character you choose to gain the enhancement is holding the Ancient Fizbin of Misfortune, he/she will be eradicated. You can get more Quatloo coins by visiting the Greek Brothers (from Alpha to Zeta) in order. What good then, is the Ancient Fizbin of Misfortune? In Area E2 at x08,y08 there is a hut with some good items. If you do not possess the Ancient Fizbin, then you shall surely die. To gain the Crusader skill, venture to the Ancient Temple of Moo and find the statue of Fire Mane (x29,y15). Visit Athea the Sea Nymph in A4 (x00,y00) and she will turn male party members in love. Take ten(10) male characters (one ten times, two five times, etc. It does not need to be ten different characters) in love to Princess Trueberry and this will revive her heart and free her from cursed desolation. She will then bestow upon you the Alicorn of Icarus in appreciation. Finding Hologram Sequencing Card 001, can prove to be quite difficult. If you are having troubles in the Fortress of Fear with the levers, go to x20,y11 and face East. Cast Teleport 7 squares. This is will land you right on the chest containing the Card. If you do not have a Druid or Ranger, then you will never gain the spell: Walk on Water. You can hire Lone Wolf, the ranger in Wildabar. Or you can reach the edge of the sea, and cast the spell: Etherealize. This will allow you to travel the sea. Having troubles with the keys to the dungeons? All of the keys to the locked dungeons are available through the hirelings. RIDDLES RIDDLES RIDDLES Fountain Head Cavern: x12,y05 What is the password? RATS Swamp Town: x02,y13 What turns everything around but does not move? MIRROR x06,y02 What goes up and down but never moves? STAIRS Arachnoid Cavern: x14,y15 What is the magic number? 20301 Cathedral of Carnage: x25,y19 Set the lock, solve the key, drink the cup, I'll hear your plea. You must set the dials from West to East (left to right): North West North East South. Then drink from all six (6) of the deadly cups. x25,y19 What is the field deactivation code? JVC x01,y26 What does the Might Moose become after the key is solved? WEEDS Cursed Cold Cavern: x18,y14 What lives in winter, dies in the summer and grows with its roots upward? ICICLE x27,y25 What is always coming but never arrives? TOMORROW x27,y11 What is nothing but holes tied to holes yet is as strong as iron? CHAIN x27,y17 What cannot be seen but only heard, and will not speak until spoken to? ECHO Dark Warrior's Keep: x24,y02 What is the secret number? 314 Halls of Insanity: x11,y12 This river of mine always flows down, never the same its course. Laden with salt, it outlines a frown, the Great Sea is not it's source. What are they? TEARS x14,y09 Automatically it's done, I don't have to think. It darkens my world for a bit. It comes and it passes quick as a wink, with a two-fold cleansing flit. What is it I do? BLINK x17,y12 A window they seem, that leads to no corridor, their color's lucid like a gem. Reflections they cast, tho' not a mirror, beauty resides within them. What are they? EYES Slithercult Stronghold x07,y26 Who sent you? EPSILON Castle Blackwind: x11,y00 What is the watchword? TEN Castle Blood Reign: x09,y15 What manner of creature once pillaged this castle? OGRE x04,y09 What is the Ancient name of the Frozen Isles? NORTIC x04,y10 What is the Ancient name of the Frozen Isles? NORTIC x10,y09 What is the Ancient name of the Frozen Isles? NORTIC x10,y10 What is the Ancient name of the Frozen Isles? NORTIC Castle Dragontooth: x08,y00 How many of the castle's guard survived the final stand of the werewolves? 20000 x13,y07 What is 9 passed 14? 11 x13,y09 What is 5 passed 6? 11 Castle Greywind: x07,y15 What did Greywind the Illusionist name his cleric daughter? CIRCLE Castle Whiteshield: x05,y11 Who is the overlord of Castle Whiteshield? JOABARY x00,y00 What is the counter sign? SMELLO x00,y00 What is the counter sign? SMELLO Area B3: x09,y09 What is too much for one, enough for two, but nothing for three? SECRET x13,y06 The more there is of it the less you see. DARKNESS Alpha Engine Sector: x06,y15 Access to Main Engine Sector: PRIMARY Beta Engine Sector: x06,y00 Access to Main Engine Sector: PRIMARY Central Control Sector: x01,y05 Enter database access request. CREATORS x03,y05 Enter database access request. CREATORS x03,y07 Enter database access request. CREATORS x09,y05 Enter database access request. CREATORS x13,y05 Enter database access request. CREATORS Forward Storage Sector: x09,y11 Enter the password to raise the sunken isle in Piranha Bay. YOUTH Main Engine Sector: x06,y10 Access to Alpha Engine Sector: WARP x06,y15 Access to Beta Engine Sector: SUBLEVEL Mirror Portals: Fountain Head HOME Baywatch SEADOG Wildabar FREEMAN Swamp Town DOOMED Blistering Heights REDHOT Area E4 x03,y03 EARTH Area C2 x12,y10 FIRE Area F1 x00,y12 AIR Area E3 x07,y10 WATER Arena ARENA HOW TO WIN Raise a character's Might attribute above 50 using the magical pools and potions throughout the dungeons. Enter the hut at the top of Mount Keystone in Area A4 and break the glass case to get the Gold Pyramid Keycard. This will grant you access into the ancient pyramids. Travel to the Ancient Temple of Moo and find the statue of Fire Mane (x29,y15). Visiting this statue will grant the members of your party the title of Crusader, allowing you to enter into the three King's castles. Present one of the three Kings with eleven King's Ultimate Power Orbs. Upon completion, that King will give you the Blue Priority Passcard. Find the six colored keys that open Terra's locked dungeons. Inside each of these dungeons is a Hologram Sequencing Card. You must have all six to complete the final quest. Visit castles Greywind and Blackwind. Free the spirits of Greywind the Illusionist and Blackwind the Spellbinder, each will give you half the number that must be remembered in the final phase of your journey. Travel to the middle of the Maze from Hell and visit the statue of Water Mane (x14,y19). Upon gazing at this statue, each member of your party will gain the title of Ultimate Adventurer. Only Ultimate Adventurers may pass to the final challenge within the Fire Island pyramid.Take the six Hologram Sequencing Cards and the Blue Priority Passcard into the ancient pyramid on the Isle of Fire. Once in the Central Control Sector, follow the northern corridor to the west through the Forward Storage Sector and into the Main Control Sector. Enter the transport tube at x15,y08 to take the final challenge. When the talking head asks for the Initialization Sequence, type the number learned from Greywind and Blackwind (654231). All the secrets of the Isles will then be revealed. [Return to Top of Page] --------------------------------------------------------------------------- [Return to Top of Page] Wages of War Frequently Asked Questions These are some of the most common technical and game questions asked about Wages of War. Canceling interface commands: Anytime you click on any action that requires you to indicate a target (shooting, grenades, fist aid, exchanging, etc.), you can cancel that command by simply clicking on the same button again. Carrying wounded mercs: Downed mercs (dead or incapacitated) can be carried off the field by their comrades. Move the healthy merc directly over the downed one and go to the actions menu, then click the button with the pictographs of the stick figure picking up the other stick figure (middle left) and you will pick up the other merc. Note that you can only walk and may not shoot while carrying another merc. You will also have to put them down in order to open any doors. When you reach a valid exit area, you will be asked if you wish to evacuate your wounded partner If you say yes, you will then be asked if you wish to leave. In this way a merc can carry off a downed comrade, and then return to the fight. Crew weapons: The M-60 and the PKMS machine guns are considered crew weapons. The mercenary firing the weapon (the Gunner) is unable to reload it himself. The ammunition must be carried and loaded by a second merc (the Loader). In order to reload, move them adjacent to each other, both must be alive and functional. During the Gunner's turn select the reload button. You will be asked to select the Loader (the cursor will turn into an ammo belt), click on the Loader and the reload will be complete. Note that this action takes AP's from both mercenaries, so make sure that the Loader has positive AP, or the load will fail. Game speed: Smaller processors (486's) can sometimes get pretty slow during some missions. One way to speed things up is to copy the "wow\anim" folder from the CD into your Wages of War directory. This takes a lot of hard drive space, but can be a big help. Exchanging and dropping items: A merc may drop any item that he is carrying at any time by clicking on the actions (!) menu and then clicking on the button with the hand and gun (upper right corner). You will be shown a list of everything that merc is carrying, and you can select which one you would like to drop. A mercenary may exchange items with any other merc or any dead enemy. Move merc adjacent to the person you wish to exchange with and click on the drop item button. Your cursor will change into a hand, and just click on the person to exchange with. If you click on yourself, you will get the drop item list. To pick up a dropped item, move directly over it and click the drop item button. To quickly drop an item, a handy shortcut is to right click on the merc's portrait in the interface. Improving mercenaries: Mercenaries will gradually improve in skill as they go on more missions. A mercenary who has been on many missions will often have improved considerably. Generally the more skilled a merc, the more they cost, but mercenaries who have improved up to the level of other mercs will always cost less than their equivalent. This encourages players to use the same people often, and to keep them alive. It is also satisfying to see a merc improve dramatically after several missions. Initiative and reaction fire: Each turn, the computer determines the order of initiative for that turn, based primarily on the EXP and WIL of each combatant. Reaction fire can occur any time two combatants spot each other during movement. You can react to an enemy moving into your field of view if you have a positive number of AP, AND you are ahead of them in the initiative sequence. Of course, the same is also true for you moving into an enemy's view. Office detail level: In the options menu from the main menu, there is a high/low detail toggle. This actually refers to the level of involvement in the office segment of the game. In high detail, the player must handle all contract negotiations, travel, intelligence spending, and training. In low detail, the contracts are done automatically, and the player need not worry about deadlines or training. In this way players can decide how much of the business end of battle they want to handle. Quick Targeting: Pressing the "Tab" key during combat will toggle the view through all the enemies that your merc can see. Hit the "Tab" several times during each merc's move, just to stay aware of enemies around you. Rolodex: For personal information about individual mercs, clicking on the face of their rolodex card reveals a little bit about their history and skills. The rolodex card will update after each mission with skill improvements and possible changes in status (KIA, WIA). Overhead Map: Clicking on the map button below the mini-map changes the view to a full screen overhead map. The overhead shows not only the locations of visible enemies, but architecture that cannot be seen from the angle of the normal battle screen (doors and windows), and the entrance and exit points for most missions. Setting explosives: In order to set a satchel charge, you must also have an explosives timer (without the timer, you may still throw it like a grenade). To set the charge go to the actions menu and click on the clock button. You will be shown an LED timer, set the amount of time desired (note that one game turn is roughly 30 seconds), click "Arm", then "Done." If you do not click "Arm", the charge will not go off. Setting a charge costs 34 AP. Training effects: Training can temporarily improve each mercenary's skills for that specific mission. The level of improvement is not large, but it can give your people an edge. Weapon training affects each merc's WSK, while Mission training affects EXP and WIL, and Tech training affects TCH. This section is a list of keyboard shortcuts that are not listed in the manual. Interface: Center On Current Merc Home End Turn End Game Options Esc Center On Enemy Tab (cycles through visible enemies) Emulate Left Mouse Click Delete Move Cursor Arrow keys Move/Fire: Stand Alt + S Kneel Alt + K Prone Alt + P Open/Close Door Alt + D Reload Alt + L Throw explosive Alt + T Walk Alt + W Run Alt + R Crawl Alt + C Fire Weapon Alt + F Hand to Hand Attack Alt + H Actions: Sight Mortar Ctrl + M First Aid Ctrl + A Cut Fence Ctrl + F Carry Merc Ctrl + C Review Intelligence Ctrl + I Inventory Ctrl + V Sound/Music: Sound Volume Down - Sound Volume Up + Music Volume Down [ Music Volume Up ] Music On/Off F2 This section is a list of each mission with a little information to get players started in each. Most of what is here can be gleaned from reading each intelligence brief, but we thought a more concise listing might be helpful to people who are getting stuck. Mission 1: Your mission is to find and rescue Lizza Montague. She appears on the mini-map as a blue dot and on the main screen in a white blouse and blue skirt. You may start your team along any edge of the map. In order to rescue Lizza, you must first neutralize the guard nearest her then move one of your mercenaries nearby. You will be given a message saying that you have rescued the hostage. From this point on, she will be under your control. Move her and your team off any edge of the map and you win. Be careful though, once the enemy is aware of your presence, they will try and scape with her. One last thing, once you rescue the girl, the enemy will consider her a target... Mission 2: You are in the dead zone looking for a briefcase at one of two wreckage sites. There are a couple important things to keep in mind. First, if you spend to much time in the area (15 min or more), your mercs will start taking damage from radiation. Second, the area is infested with hostile mutants. Funny thing about mutants is that they have a habit of scavenging things from wreckage sites. Once you have the briefcase, return to the helicopter to exit. Mission 3: Government missions don't pay well, but they generate a lot of prestige, so it's important that you do well here. That said, this mission is pretty straight forward. Your mission is to land on the beach, then penetrate into the enemy bunker, locate the stinger missiles inside, blow them up and go home. Be very careful fighting inside the bunker. The enemy often puts up a pretty good defense. When you do find the stingers, the safest thing is to set satchel charges and clear the immediate area. Make sure you destroy all the missiles, then exit at the boat. Mission 4: In mission four, you have to crack a safe to recover a set of blueprints, so it is vital that you have at least one merc with an excellent tech skill rating. The safe can be in several different locations on the map, and the enemy are scattered around, so search thoroughly, and take your time. When you find the safe, move your tech with the safecracker kit in front of it, and go to the actions (!) menu on your interface, and then click the button that looks like a finger pushing a button. Cracking the safe takes several turns, but once you open it, your tech will automatically pick up the blueprints. Exit any edge when finished. Mission 5: This hostage mission is not unlike mission one, except that there is a second civilian on the map. David McCallom, your hostage, is wearing a blue shirt. Exit the hostage and your team from the southwest corner where you entered. Mission 6: Your objective here is to destroy the oil pumping station, which is the large circular object inside the enemy compound. You can enter along any point on the edges of the map, so a wide range of approach options are possible. Bear in mind, though, that the enemy here will by far be the best equipped and trained you have encountered. Destroying the pump usually takes about two satchel charges set next to it. Exit any edge. Mission 7: We won't kid you, this mission can be very difficult. You have to make a night time paradrop into the center of an enemy position, destroy two different objectives, then exit all of your mercs from the distant west side of the map. Each merc can only carry limited equipment on the drop, so it is essential that you buy a parachute canister and that you get your people to it on the ground quickly. Ii is highly recommended that you equip as many of your mercs as possible with night vision goggles. Mission 8: You have been hired to assassinate three businessmen staying at the familiar Salvatore hacienda. You can enter and exit from any edge, so feel free to experiment with different tactics, but watch out, the guards are a lot better this time. Mission 9: You are supposed to hack a computer, so bring a few technicians on this mission. The whole map is one big building, and the computer could be in any of a half dozen or so places. Make sure you take a good look at the photo of the computer in the intel brief, the whole place is full of different computers, but you are looking for a very specific one. Your tech can begin working on the computer the same way as the safe in mission four, only you don't need any special tools. Once you have accessed the computer, exit from the same place you came in. Mission 10: This parachute mission is a lot like mission seven, except that it's daytime. Once you land, a large number of enemy soldiers will begin moving towards you from the south. You will need to take out any enemies already at the crossroads, plus all the ones coming at you, then exit your team to the north. Mission 11: You have been hired to capture a munitions factory (and we mean capture!). Destroying any part of it could cause you to fail the mission. Once you have neutralized all of the enemy, the area will be considered secured, and the mission will end. This is a night mission, so equip accordingly. Mission 12: The Romanian government has hired you to attack the Russian supply lines to help them in their war. The mission is reasonably straight forward. Take out all defending forces and destroy the bridge, and the mission will end. But be careful. These Russians are very well armed and quite numerous. The mortar is available for this mission, and you owe it to yourself to have fun with it. Destroying the bridge takes at least two satchel charges. Don't set them too close together, or they won't have the same effect. Mission 13: Your mission is to recover a laser rifle prototype from the research compound. The laser can start out in a couple of places, but the enemy has a bad habit of moving it during the battle, so be thorough. Once you have the laser, exit with it to the south. Mission 14: There are two possible missions you can go on for mission 14. Which one you will be taken on will be determined by events in previous missions. You will not know which it is beforehand. Either way, your objective is to eliminate all enemy, at which point the mission will end. Mission 15: This is the final mission, and as you might expect, it has the potential to be quite difficult. You are finally being sent to take out Salvatore himself. He has made a few changes to his hacienda, so you will need some explosives to get in (instead of fence cutters). As soon as he is aware of you, Salvatore will try to escape, so you must move quickly. You may enter and exit from any edge. This page and all contents Copyright ©1997 New World Computing, All Rights Reserved.