Jagged Alliance 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 Encginal 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@emphis.edu > Andy Ellsworth < are1@cec.wustl.edu > Vincent RaymondBryan 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. Basgn. 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, St 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 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. 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 neededn 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 BO 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 w 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 ( 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 pe. 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 his 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, Tea .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 i 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 Ponlimited 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 se 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 *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 <-- I ====D====D========I Bushes I W = Wall X = Detonator Peter Kuesters has found the detonator for the 4th plant ( Oct. 4, 1995 ): * *<- east-wall of plant ***D****D**** * 1 * D * ********** * * * * * * * 1 search north wall to detect detonator (6) What is the "Water Poisoning" mission? A: I heard this before I got the game. So, I always arrange my team to take the lake before the end of day 3. I don't know what will happen if you do not take the lake after day 3. In this mission, you need to take BOTH sector 29 & 30. There seems to be a bug in some version that when you take both S29 & S30 after day 2, Brenda will still ask you to do something because water is not right. I don't have this bug. But, other people had reported this. (7) What is "Fallow Tree Dying" ( Plague ) mission? A: Officially called "Virus Quest" in "Sir-Tech". I never had such kind of problem. I heard people were talking about "Antidote" for this mission, but I am not sure. Here are the info provided by Peter Kuesters: Some time after you take a certain sector ( someone said 55, but I really don't know which one ) a virus starts appearing. You can get rid of it either by bringing the flowers to Brenda or by recovering the antidote. The antidote is in Sector 7, if you did not possess it before the virus started. It is in Sector 41, if you already possessed Sector 7 but not Sector 41. If you possess both sector 7 and sector 41, the virus will probably never appear. ( My note: 55 is not correct. I always possess this sector before Sector 7, and I never encounter this virus in my game. ) Susi adds such additional information: Game ( for it ) have two triggers 55 and 25 sector. For especially I don't get this sector's and virus not started. But gamers can choice: virus ( lost of some tree's ) or ( lost ) money's of tree. ( I am not quite sure about the meaning, but obviously, there is two sectors can trigger this event. And, S25 is not a correct one either. My last game had possessed both S55 & S25 before I got to S7, there is no Plague happen. ) Here is another alternative to solve the problem: ( by ? ) Just use the explosive to blow the infested tree away then the vir your posession that is one of only several where the virus may start, and Santino must own one of the sectors where he is able to hide the antidote. The last two conditions are generally not difficult to satisfy. The exact # I don't remember precisely, I believe it to be 30 ( half the island ). This MAY actually vary with the difficulty level ( less sectors at higher difficulty ) but in any event it's around 30. Experiment if you want to get the precise values!!! :-) ( Note: 30 maybe not the magic number. My last game has 33 sectors before I start the day to take S7 where I found the Flowers. I still never got this mission in my game :(. Maybe Santino needs a "Safety Linked" to his own home sectors :-). ) Additional Note from Peter Kuesters ( Oct. 4, 1995 ): The antidote may sometimes be in sector 52. ( So there are three sectors where you can look for it: 7, 41, 52) (8) Can I throw a Grenade over a tree? Into a building? A: You can throw a Grenade over trees. If there is an open path into the building, you will be able to throw it in. But, be warned! There is also a possibility that the Grenade will hit the wall, so ..... I am not sure whether you can throw it through a window or not. Even you can do it, that seems too risky. ( My opinion ) Someone in the net mentioned that you can place the "Eagle" items in the window, then it will explode as if installed inside the house. The "Eagle Silencer" and "Eagle Screamer" seemed to be more effective than others in this case. I did not try this method but I accidentally placed an Explosive on a window once, the explosion occured inside the building and it did not break down the wall! Note from designer Alex: ( Sep. 3, 1995 ) Throwing grenade into a building. I seem to remember that somebody once wrote that a grenade thrown through an open door still explodes at the entrance just as if the door was closed. If this is so it is NOT intentional, and would be a ( minor ) bug in the code. Otherwise there's no reason you could not throw into buildings. Hmmm, now that I think about it, though, I believe there may be a bit of a "hack" in the code that does in fact prevent one from throwing from the outside into the inside. I recall something like that was necessary to prevent much more serioues problems involving throwing things over/through walls and we left it this way as the lesser of two evil. So if it's not letting people to tthrow from outdoors indoors, I believe this is a "feature" :-) ( Note: After reviewing this paragraph, I recalled I had this kind of problem in S37, north building. Fidel stand one step toward the west of the door in the left and he can not throw the G to the east door. After restore the save file, I let him stand at the door, and he can throw it to the east door. I think Alex is correct about the limit. ) Additional Note from Peter Kuesters ( Oct. 4, 1995 ): Using an "eagle" on a wall is as effective and less dangerous than using it on a window. ( There seem to be weird walls in Metavira... ). (9) Why there are not many Natives willing to work for me? What can I do? A: Because you are not doing a good enough job, so that the Natives still don't trust you. The number of Sectors you have taken, the number of the bad guys you have I said taking S40 on day 1 is so important. If you are playing in HARD level, take 4 sectors on day 1 will give you 70 Natives on day 2. After you hire 39 tappers, you can still have 31 guards on day 2. That is really helpful. (10) I am running out of MONEY, what can I do? A: Please refer to the information of the sectors. Make sure you get all those $$$ in each sector. Once again, you had better take more sectors and gain more trees so that you can get more incomes. Beware of the fact that more trees means more processing plants. And, this is the other thing you need to think about it. (11) "Dynamic Lab" just drop the price of the sapping, what can I do? A: There is nothing you can do to prevent this to happen. I think ( newer experience ) this event is triggered by time rather than the event of you own the second processing plant ( previous experience ). After couple days, with all the info that Jack had told you, they will drop the price in 2-3 days. The only thing you can do is getting more TREEs. The more trees you own, the better chance that "Dynamic Lab" will raise the price again. I don't know how many trees will trigger the first raise. But one thing is for sure: get more trees! They will raise the price for $20 each time. There is also another possibility that this event is triggered purely base on the time. The EASY level will happen later, the HARD level will start from Day 4. From the designer Alex Meduna <75162.2430@compuserve.com>: The "sapling price" quest (Dynamic Labs) is triggered principally by the number of trees being processed or owned. I believe the magic # is 21+ trees processed, which means it normally won't start until you have the second plant online & processing. But, the other possible condition is 40 (41?)+ trees OWNED, which is there so that you can't simply avoid processing more than 20 trees to keep the quest from starting. There may be some other minor conditions attached (such as "no other quest can start that day") which could conceivably delay it another day or two. (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,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 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 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 thgle" 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 da 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!"llets: "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 t 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 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 ormance 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(?). 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 tider 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*(e. 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 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 1 614 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) T (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 = Rep 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 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 3 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 95 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 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 85 147 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 4 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 22en 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 51 385 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 2 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 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 enem2) 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 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. 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.