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Jagged Alliance (e)

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                          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 Raymond 
       Bryan Worra 

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

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

       And, also for those who has posted the info in the news that I saw
  it but forgot to keep it ( I just remember the content ).


       Mr. John Abel had made real nice Mercs' tables in Excel 5.0 format.
  I think he will be glad to share this table with all of you. I decide to
  use Mr. Tanzi's table in Section 7 ( Miscellaneous Information ) because
  I am a little bit lazy in converting Mr. Abel's table into text ( sorry,
  John ).


       You can find this FAQ from FTP site:

         ftp.franken.de/people/hakan/ja

       For the WWW, Hakan Tandogan < hakan@speedy.franken.de > has
  kindly provided his homepage to carry this document at:

         http://www.franken.de/users/speedy/hakan/hobbies/daddel
              /ja/Welcome-e.html
       ( There is a pretty good, user friendly, editor in this homepage.
         If you are the one who frustrats after many tries, "jaedit15" is
         the program that you really need. )

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


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

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

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

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

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

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

       ( Or try HappyPuppy. )

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



       Finally, some announcement:

       "Jagged Alliance" is a registered trademark of "Sir-Tech Software,
  Inc." The application software and logos, etc. are all Copyrighted by
  "Sir-Tech Software, Inc."





  II. Suggestion for Novice Players:

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

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

       The Final Goal of this game is to win the island back for Jack. 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.