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Jagged Alliance (e)

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                          Jagged Alliance

                     Unofficial FAQ Version 2.3

                                                     by: Dzwo-Ren Li
                                                         5/05/'97


  Table of Contents:

  I. Introduction
  II. Suggestion for Novice Players
  III. Trouble Shooting

  [ The following sections include "Spoiler". ]

  IV. Items Information
  V. Sectors Information
  VI. Q & As
  VII. Miscellaneous Information
  VIII. Suggestion for Veteran Players ( by Peter Kuesters )
  IX. Strategic Guides ( by Li ) for the Beginning of HARDER Level
      ( Partially Done )




  I. Introduction:
  Disclaimer:
       "Jagged Alliance" is a game created by "Madlab Software" and
  distributed by "Sir-Tech". The technical support line for "Sir-Tech"
  is (315) 393-6644, Monday to Friday, 9am to 5pm ( USA, EST ). If you
  have any trouble in getting this game to work, this is the number you
  should try. Any attempt to find the answer in this document might fail.
  If you have e-mail address and you have any question ( or suggestion )
  about this game, you can try to mail to:

       Brenda Garno < 76711.33@CompuServe.COM >

       She or someone else will be glad to help you. If you have any
  suggestion that you wish to see in future sequals, say, JA 2, then
  this is the address that you should send the information to.


  Patches and System Requirement:
       The newest patch is Version 1.13. The file name is "JA_113.zip".
  Version 1.11 & 1.12 are not available now. They are okay if you still
  have these versions and wish to use them. Please do not use version 1.1
  because it won't work. You can get "JA_113.zip" from Sir-Tech's WWW
  homepage:

       http://www.sir-tech.com

  or any other major game sites such as ( use SEARCH command ):
  GamesDomain, HappyPuppy, or any other sites.

       Sir-Tech said version 1.12 is the same as the version 1.11. They
  use the version 1.12 for some commercial reasons.

       The full features of the game is only available in a CD version.
  The disk version does not have the entire speech. The system required to
  run the game is:
       IBM compatible PC, 386 can run the game ( a little bit slow ),
       486DX-33 or better is highly recommended.
       4MB RAM ( minimum, you also need to manage it well to do it )
       or 8MB ( recommended )
       CD-ROM driver ( for CD version only )
       15 - 25 MB HDD space, 38 MB ( recommended )
       ( I personally recommend at least 50 MB if you want to keep all the
         animation, saved files, and other stuffs. )
       DOS 5.0 or better
       Mouse
       256 color VGA
       Sound Support ( optional ): Ad-Lib, Sound Blaster family, Pro Audio
       Spectrm, GUS, Roland LAPC-1/MT-32, MPU401-interface General MIDI

       There is a DEMO for this game. You can find this DEMO in Sir-Tech's
  homepage or any other major game sites. The DEMO version has a unique
  sector ( other than our 60 ) and only six chosen mercenaries for you to
  play with. There is no music, no speech but has the "OK" response of each
  mercenary. If you don't have the access to either WWW or FTP sites, "PC
  Gamer" ( the one with a CD-ROM in each issue ) has this one in the CD-ROM
  in July, 1995.

       There was a "PIRATED VERSION" which had been used by many people.
  This version looked like the "disk version" but with several very serious
  problems. If you were having troubles, made sure you were running with
  the legal one before you asked questions. These problems ( with the saved
  files ) could be corrected by just ran the file with registered version.
  So, buy it if you want to play it!

       Current sequel is "Jagged Alliance: Deadly Games", not the one we
  expected as "Jagged Alliance 2". "Jagged Alliance 2" is still developing.
  The game ( JA: DG ) is capable of net-working ( up to 4 persons ) and it
  has a default editor which will allow you to design your own campaign.


  FAQ versions ( history ):
       I created the first version ( version 1.0 ) of this document on
  July 4th, 1995, which contains only 3 parts: Sectors Information, Items
  list, and the Encrypted Codes. It was called 'mini-FAQ' because the
  information was not enough.

       Then, Peter Kuesters < UZS240@IBM.rhrz.uni-bonn.de > started to
  provide his information about this game. The modified version ( 1.1 )
  was released on July 9th which added 2 more parts: Q & As and the
  Miscellaneous Stuffs.

       Version 2.0 had been re-organized, added more Q & As, and an advice
  section for novice players. In the version 2.1, I added a Trouble Shooting
  section, more Q & As and modify some information. And, I decided to take
  out the 'mini' in the original title because this document was no longer
  a 'mini' one. Version 2.1.1 was created shortly after 2.1 because of some
  unacceptable mistakes in the FAQ ( 2.1 ).

       I finished version 2.2 on Oct. 09, 1995. This was the version posted
  in most major game sites. I wished to add some of my own advices for those
  veteran players, but I could not find enough time to make a complete
  document, so I gave up. This was part of the reason why version 2.2 had
  been delayed so long. Version 2.2 was modified after I had replayed the
  game one more time and tried to correct all those incorrect information
  in FAQ. This version ( 2.2 ) also contained Peter's suggestions for the
  veteran players ( Section VIII ).

       Current version ( 2.3 ) won't be posted publicly. It will be only
  available upon request. This was because the game was old ( nearly 3
  years old ) and a sequel ( JA: DG ) was already available. I was doing
  this just because I wanted to complete the document with all the
  information that I could get.

       I did not finish the final section ( Strategic Guide ) because it
  took a long time to write those. It was more exciting to fight than
  write. So, there is no telling when will I complete that section. My
  guess would be the end of 1997.


  Other Miscellaneous Information:
       For the record, I did not take out any information from old version
  ( Unless that information is incorrect ) until this version. This version
  had been modified to get everything right ( at least I think so ).

       I still lacked the information about trouble shooting. This part
  was difficult to build because most of the players did not have problem
  in getting it to run. Whenever there was a player who could not make the
  game to run AND couldn't get it to work even after he/she had followed
  the instruction in the quick reference ( the reference card ), I believed
  most of them could not be solved. I really can not help here. I had
  problems in getting my game to work too. All I had done was merely "by-
  passing" every possible problems. I didn't know whether this would work
  for everyone, but at least it worked for me. Please checked it out in
  section III ( Trouble Shooting ).

       Also, I did not have the Disk Version. I can not help anyone with
  that version.

       Started from FAQ v. 2.0, I intended to separate those spoilers from
  the general non-spoiler advices. So, if you were that kind of person who
  didn't want to watch those spoilers before you finished your own game,
  then you could just looked at those general advices and stoped before
  a WARNING sign.


  Contributors:
       If anyone wants to provide any information about this game which is
  not included in this document, you are welcome to do that. Here is my
  e-mail addresses:

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

  However, I won't access to these two accounts after May 21st, 1997. I
  will have new address ( I hope ) after July 1997. There is no telling
  when will the new addresses be available.

       I thank all the following persons for providing information in the
  FAQ ( though some of them might never know about this ):

       ( In random order )
     * Peter Kuesters < UZS240@IBM.rhrz.uni-bonn.de >
       Torbj|rn Lindgren < tl@ae.chalmers.se >
       RICHARD KENAN < eefacdk@prism.gatech.edu >
       Laurant Pierre < lxp@wg.icl.co.uk >
     * Carsten Engelmann < engel@yacc.central.de >
       Eugene V Kalinin < ekalinin@magnus.acs.ohio-state.edu >
       Jean-Marc Tanzi < jmt@legend.cma.fr >
       John Abel < J.Abel@az05p.bull.com >
       C.C.C. Leung < leungccc@eee.bham.ac.uk >
       Eugene Paulovich Ivanoff ( Susi ) < susi@RS6000.TU-Chel.ac.ru >
       Franz Pestenhofer < pestl@cublx1.cube.net >
       Tony Brannock < UABBRANNOCK@msuvx2.memphis.edu >
       Andy Ellsworth < are1@cec.wustl.edu >
       Vincent Raymond 
       Bryan Worra 
    ** Alex Meduna <75162.2430@compuserve.com>

       ( Alex is the game designer who provides some information to solve
         couple puzzles. Peter & Carsten provided a lot of information in
         this FAQ. I appreciated their help. )

       Version 2.3:
       Boris Lunin ( Artjom ) 
       Alexander J. Pirchl 
       S David Pullara 

       Special Note: Peter Kuesters was the best player that I knew of.
                     Just checked his record then you would understand
                     what I was talking about.

       And, also for those who had posted the infomation in the newsgroup
  that I saw it but forgot to keep it ( I just remembered the content ).

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

       You may find FAQ version 2.2 from several game sites. I know there
  is a copy in GamesDomain. I don't remember anywhere else. The current
  version 2.3 will not be available until they request it.

       In the WWW, Hakan Tandogan < hakan@speedy.franken.de > has kindly
  provided his homepage to carry this document at:
         http://www.franken.de/users/speedy/hakan/hobbies/daddel
              /ja/Welcome-e.html
       ( There is a pretty good, user friendly, editor in this homepage.
         If you are the one who frustrats after many tries, "jaedit15" is
         the program that you really need. )
  But I can't quarantee that he will carry this homepage forever. This is
  also the "Unofficial Jagged Alliance Homepage" in the WWW.

       You will be welcome to send this document to whoever wants it as
  long as no money is involved.

       There is a Strategic Guide written by Mr. Wade. D. Glasscock
  < 76153.2466@Compuserve.com >. This can be found in HappyPuppy if they
  decided to keep it forever.


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




  II. Suggestions for Novice Players:
       Congratulation! You just got a good game ( in many people's opinions )
  for yourself. Before you started, let's talk about something that might
  not mention in the manual or not emphasis in the manual.

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

       The Final Goal of this game is to win the island back for Jack. Base
  on this, you will have to make a lot of choices to run your campaign. The
  way you run this campaign will definitely influence the outcome. So, you
  must decide what do you want to do before you really start it.

       The first thing I will suggest you to do is studying the "Mercenary
  Profiles at a Glance" which is in PP. 46 & 47 of the game manual ( U.S.
  Version, of course ). These information are also listed in section VII
  in this FAQ. This is the most important information of the document ( no
  kidding )! There are always some mercs who suit your game playing style.
  Don't ask any people about "what is the starting team of yours" stuffs,
  you will have to try it by yourself. There are always a better combination
  for your playing style. Some mercs can let your team works fine, some
  might just waste your money and contribute nothing. The choice is yours.
  However, here are some tips for you to choose your team ( base on the
  priority ):
  (1) Marksmanship: You want to finish your enemies as soon as possible,
      so a higher marksmanship merc is more useful. Higher than 90 is the
      best, 80s is good, 70s is OK, 60s is still acceptable. If it is
      below 60, then you have to think about it carefully. Once you start
      the game, you will know the difference. According to this, you should
      consider these bargains--Ivan. Fidel, and Ice--at the beginning. As
      for the other mercs, you should also consider other skills ( for
      versatility ).

  (2) Agility: This is the main factor to determine how many APs he/
      she can get. ( There is an equation for the "Action Points" in
      "Q & As" #37. ) Usually, those older guys have lower Agility, so
      I never use them. Best choice is over 88. If not, over 80 is still
      OK. You must reconsider when it is below 80 or even lower than 70.
      Faster team will let you finish the game faster so that you won't
      need to worry about a lot of possible distraction ( events ) from
      the game.

  (3) Salary: The fund at the beginning is limited. If you can not do
      the things well, you will face some financial problem couple days
      into the game. So, make plan on Day 1 is very important. ( It is
      especially important in HARDER level. )

  (4) Medical, Explosive, Mechanics: These are in the same order. You
      do need someone to bandage the wounded guys, so at least one person
      with some Med. knowledge is necessary. If you are doing pretty well
      ( cautious player ) you may not need those "Doctors" because these
      guys are always expensive. Someone with 20 - 40 in Medical skill
      should be good enough. If you usually have a lot of guys injured,
      then you probably want to consider Fox or even Eli for this job.
      Fox is the best choice for field Doc. Besides, Fox is very agile and
      alert. She maybe the best scout in the game. Believe it or not, a
      level 4 Fox sometimes can find the enemies before a level 8 Mike
      can see them. Playing more cautiously is the only way to prevent
      your money from flowing into those "Doctors'" pockets. ( Think about
      it! The cheapest Dr. is Eli. He costs $1,400. The next one will be
      about $1,700 and up. Does this really worth it? )

      Disarming boobytraps is pretty tricky. The higher the explosion skill
      the better. But, this doesn't guarantee he/she can always disarm a
      boobytrap safely even when his/her skill is very high. You don't want
      anyone has the skill below 40 to disarm a boobytrap. 80 or even 90 is
      highly recommended. If you are those person who never "quick save"
      before you disarm a trap, then I would suggest you make a list of all
      those bomb dudes and make a real good plan of hiring them from day 1.
      And, you are going to hire/fire a lot of them.

      Mechanic part is tricky too. This can be divided into two parts: at
      home or in the field. The at home mechanics also need Dex. The
      formula of repairing based on these two attributes. Sparky or Speck
      is the best choice for this job. By the way, Sparky is better. For
      the field mechanic, you might want he/she to have more APs, higher
      Marksmanship, and maybe some other skills because this person might
      need to fight as well as picking locks. Vinny becomes a pretty good
      bargain at the beginning. Later on, you might want to consider Boss,
      Static, or even ( the best one ) Magic. Of course Mike is better, but
      let Mike do this job is wasting your money. You only need Mike to pick
      couple locks very late in the game. Mechanical skill over 80 is highly
      recommended.

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

      All in all, you might consider Fox ( Doctor ), Vinny ( Field Mech ),
      Sparky ( Home Mech ), Fidel ( Bomb Dude ) for your team. But do
      remember, there are always other choices.

  (5) Dex., HPs, Wisdom: I must put Dex. before HPs here. According the
      "AP formula", "Mechanical Formula" and "Doctor Formula", Dex. does
      play an important role in these formulas.

      No brainer for the HPs. Carsten found the HPs do indicate how strong
      the mercs are. ( For opening the crates. )

      There is no evidence for the influence of Wisdom, but obviously,
      the higher the better. You don't want an idiot in your team and
      have to baby-sit this guy all the time.


      If you still can not decide whom to choose, here is my suggestion:
      Fidel ( Explosive ), Ivan, and Ice for shooting and Crates opening.
  Bud for shooting and field Doc., Vinny for field mech. Wolf will be a
  good all around player but you will encounter some problems with him if
  you are not doing well. I think he is too expensive, too. I recently
  removed from my starting list. He is still a good choice for a novice
  player. If you hire Wolf, then you don't need Bud. Then, you might want
  to hire Sparky ( much better than Speck ) for home mech, Fox ( Doctor ),
  and Smoke ( backup Explosive expert ) on Day 2. Other than these, Larry
  seems to be a good Doctor + Bomb Dude at the beginning ( except he has
  amnesia ). Beth is also a nice choice for cheap field doc and reasonable
  fast girl. I recently ( Oct. 1995 ) found Snake is a good choice. He is
  a pretty good shooter plus a Camo-U-Flage at the beginning. Get him to
  run in the field for 1 or 2 days, then he has a pretty good chance to
  improve his HP. Which means, he will also increase his AP by one with
  this bonus! Eli can be a Doc or Home Mechanic. If you don't need so
  many persons in the field, then he should be a good choice for staying
  at home. Still, you must remember, only you can decide who is the best
  choice for your team.

  ( Note: Ice might not join you after Day 1 if you did not do well. )

       It is a good thing to leave one space vacant. Then, Jack probably
  will offer you a native guide at the beginning of second day. The guide
  is free and he may provide some information about the sector after your
  team enters it. This is good for any new player. All four guides have
  different special skills. But you can only take one of them at a time.
  And, don't expect them to kill many enemies for you.

       There are some things you should pay attention to if you are still
  not familiar with all the system:
       (1) How to get the "Doctor" or "Repair" option at the beginning of
           the day. Just put the Medical Kit/1st Aid or Tool Kit in the
           right hand of the person and get back to the screen. You will
           find these two options are available after you have done this.
       Note: Always use 100% kit! Tool Kit can only be used by a home
             mechanic.

       (2) Press the "tree" icon at the beginning of the day while in the
           map screen of the island to know where are the four processing
           plants. And the capacity of them as well. You will need a good
           plan to get these plants. Make your plan on Day 1!

       (3) When your team travels to the other sector, there is a possibility
           that you will be in pretty severe situation ( bad luck ), so you
           might want to "quick save" before you enter the other sector. The
           positions of the enemy are not always the same, so a few trials
           might improve the situation. ( USE "Quick Restore"! Don't quit the
           game and re-start it. ) If you use the "Alt-X" after you entered
           the sector, then the position of the enemies in that sector will
           be the same after you "Quick-Restore" it.

       (4) Since the combat is "turn-base", you should have a good look at
           the whole sector when you enter it. It doesn't cost any time and
           you will be able to arrange your plan to attack this sector. Of
           course, you have to guess where the enemies might be. Once you
           are familiar with the symbols in the map of the island, you could
           probably tell most of the terrain in those unknow sectors just
           from the map. This could be helpful when you decide which part is
           the best entry position for that sector. The map is identical to
           the real terrian.

       (5) The AI will be different in different level. But, there are one
           common thing for all the levels: The enemies will response to all
           the gun shot in the same sector. If you are playing with the EASY
           level, the enemy might not take cover all the time. If you try
           to lure him, he will probably response to that. In HARDER level,
           the enemies will try to take cover all the time and they might
           not come out of the door if they felt it may not be safe to do
           that. In such case, you will need to have a good plan to get them.
           Be careful when you are chasing an enemy. They might ambush your
           mercs as well!

       (6) Always try to use several mercenaries to kill a single enemy. The
           more enemies involve in a battle, the higher chance your mercs
           got shot. Even a "Critical" condition enemy can fire at your guys
           and sometimes that will be a very lucky shot! ( It's Murphy's
           Law. ) So, don't risk at all. Don't try to kill a "Critical"
           condition enemy by walking out of a cover unless your merc can
           take cover after the shot. Your merc might miss that shot and
           enemy will be easy to shoot this guy.
       Caution: If your merc(s) involve in a battle too long, i.e. the enemy
                can shoot at the same guy for many times, there is a pretty
                good chance your merc will get hit even he/she is well covered
                ( behind something ).

       (7) The amount of the ammos is limited. Don't shoot your enemy when
           you have no idea whether you have a line of sight or not. Just
           don't waste your ammos unless you do it on purpose. Beware of
           this then you will have enough ammos all the time.
       Note: Use  a lot.

       (8) Always let your mercs hide behind a cover. There is no sure cover
           at all. If you can see an enemy, you can shoot him. So does he!
           Hiding behind a tree will not guarantee your safety. Bush will
           be a better cover but it won't guarantee the safety as well.
           But, at least it is better to hide behind something than wild
           open. If the enemy shoots your guy, you can try to shoot back
           immediately. This is because there got to be some space for the
           bullets to go through.

       (9) Had better always reserve 2 APs for your merc to CROUCH. That will
           reduce a lot of chances of injury. Don't know what is the exact
           difference between CROUCH and non-CROUCH, but the difference is
           pretty obvious when you are playing with or without it. CROUCH
           behind a bush is probably the best cover you can get.
           ( Check out the route before you really move your merc so that you
           can save 2 APs for this. Be careful if you want him/her to change
           the direction of facing, then you will need 3 APs. See the manual
           about how to do it. )

      (10) There are a lot of traps in Metavira. You will probably encounter
           this problem from Day 1 ( Sector 49 ). The only sure thing is let
           the Explosive expert try to disarm it while in real time mode
           ( "Quick Save" before doing it ).

      (11) All the items you can find in the game have some certain usage.
           If you can not find the way to use it, then read the items list
           in section IV. Most of them are simple: A + B => C. Or, maybe a
           little bit more: C + D => E. That means: A + B + D => E. To
           combine items is the same as putting those add-ons to your weapon.
           Sometimes specail skill is essential in doing this.
      Hint: Explosive expert is good at making bomb items. Mechanical
            expert is good at combining and modifying items.

      (12) All the processing plants in enemy hand have detonator and plastic
           explosive(s). You must use silencers to take those sectors. If you
           can find and disarm the detonator and explosives, then you might
           use weapons without silencer after you disarm them. ( This is the
           only spoiler in this section. )
      Note: Besides the detonator, each plant has a special guy who has
            some kind of "Remote Control" to activate the explosives from
            distance. If you really want those information, please see the
            Q & As #4, #5.

      (13) Beware of the performance of your team. Check your "team info"
           while you are contacting the A.I.M. You will see some detail
           information about your team's performance. Some mercs will not
           join your team if you fire too many mercs ( turnover rate ) or
           have too many causalities ( Are you Dr. Death? ). The interactive
           of the mercs will be significant if these two factors are taken
           into account.

      (14) The first sector you want to start might be sector 50. This one
           is pretty easy and has a lot of trees to hide. The enemy will
           be always in the north part in this sector so you will not
           have big trouble to take it. Suppose you plan to take 3 sectors
           on day 1, you can attack S50 -> S49 -> S59. Then you can arrange
           4 guards in S49 & S50 while you are attacking S59. The other
           alternative is: S50 -> S59 -> S49. But, this will allow enemy to
           reinforce when you are attacking S49. Well, at least one thing
           is in favor of you: the enemy scarcely reinforce on Day 1.
      Important: Never leave a sector without any guard!

      (15) Beware of the condition of a merc. Low breath ( BLUE BAR ) will
           cause a lot of trouble. Non-bandaged wound will keep bleeding.
           Read carefully about the special warning in the manual p. 32
           ( U.S. version ) about this. And, after a merc is hit, his/her
           breath will TEMPORARY drop a lot like the health. You must let
           him/her rest a bit to re-gain the breath.

      (16) The enemy can launch an attack at your sector across the water,
           but your guard won't be able to swim through water unless this
           sector is "safely" linked to your home sector. ( See the manual
           for the explanation about this. ) Be sure to put 8 fuards for
           every sector adjacent to any enemy sector no matter this sector
           is connected by land or separate by water. You might want to put
           couple guards in secondary lines so that you can reinforce a
           sector which had just survived an enemy attack.

    * (17) A "Q & A" for Novice Player:
           How can I find those things behind a tree or something?
           A: If you are close enough or it is dropped by an enemy, you can
              always use the  key to toggle to an overview ( of all
              sector ) mode. In this view, all the items that are "visible"
              to you will beome a flashing dot! Right click the mouse on the
              dot will bring you to that location in previous screen. To
              check it out, press and hold  key to get the hand cursor.
              A pickable item will turn the hand cursor "red".
       Dave mentioned how to do this by mouse only:
           1. Press and hold the right mouse button
           2. Drag the mouse downward just a bit, you will see the cursor
              change into "MAP".
           3. Let go of the mouse button.

       (18) Always use the items with the best condition. 100% gun, 100%
            lock kit, 100% Grenade, 100% whatever. If you are using a 1st
            aid or medical kit "in the field", then it doesn't matter. But,
            when you are using it at home ( Medical kit and Tool kit ), then
            this does matter. The higher the condition of the items, the
            less likely you get into trouble. An 100% item should NEVER
            get you into trouble.

       (19) If the item has a number in the lower right corner, then you can
            try to put it with the other same thing(s) in one pocket. Some
            items ( Ex: ammos ) can put up to 5 in the same pocket.

     * (20) Study the "quick reference" for the control methods. You will
            find this study pays off later.

       (21) To find out your game's difficulty, go to the wooden window in
            the control room. This information is at the upper right corner
            in this screen. Once you start a game, you can not change the
            setting.

       (22) Put the "Reserve Points" and "Max. Aim" on! Reserve points will
            always remind you about the chance of using an item in your
            main hand. Using Max. Aim will give you better chance to hit
            an enemy. Another alternative is use the "quick fire" option
            in your game setting. That would be a default "Max. Aim".
            Unless you are already familiar with the system, don't take
            these two settings off. Check out how many APs you needs to
            move to any position. That information really helps. After you
            are familiar with the strategic of the enemies and when you can
            predict ( at least "guess" ) the lay out of the enemies, then
            you can consider remove the "Reserve Points" setting. When you
            understand the effect of the "Max. Aim" and "non-Max. Aim", then
            you can take off that setting. Once you understand this, you can
            try to hit the enemies who hides behind cover. For doing this,
            you really need your own experience, nobody can help you here.

       (23) Always try to force your team to take 3 sectors/day. If you are
            playing in either EASY or NORMAL level, this may not be too
            important. BUT, if you are playing in HARDER level as a novice
            player, then you will be doomed if you could not accomplish this
            target at the beginning of the game.

       I think I already provide too many information for novice players.
  Just remember one thing: record whatever you think is useful ( like in
  a RPG game ) and plan before you launch an attack. You need to try many
  things before you have a better idea of this game.

       One more thing: your enemies are those "RED" guys! PLEASE! Don't
  shoot at those poor "BLUE" or "YELLOW" guys. Your mercs are "GREEN".
  Guards are "BLUE". Tappers are "YELLOW". Bad guys are "RED"! This has
  been explained very clear in the manual, but obviously too many people
  did not really read the manual before they start playing the game ( you
  are not alone ). Too many people had made this mistake at their first
  trial. Hope you are not one of them.

  Dave mentioned about this:
      If you're color-blind like me, another way is to move the cursor over
  the unit.  If it's an enemy, you'll see their health (ie. STRONG, POOR,
  WOUNDED, or CRITICAL ).  If it's your merc, you'll see the name.
  ( Editor's Note: This won't work if you have your Tappers/Guards in the
    same sector. They will show the same information there. )




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

  Offical Trouble Shooting: ( Partially quoted from "Sir-Tech" )
  1. Low XMS memory will not let the program run. You must make sure you
     have enough memory to run the program. For 4 MB RAM, you can only run
     the game by "JAVM.BAT" but it won't run as fast as usual. I can not
     remember the exact minimum RAM to start by "JAVM.BAT", it seems to be
     about 3.5 MB. ( Brenda mentioned this in the net once. )

  2. Many people had reported having problem with "SMARTDRV" running.
     Sir-Tech suggests to turn it off before you run the game.

  3. If the game "freeze" or "lock-up", you can try to hit  or press
     . Beware of the  key, that will force a turn and some
     unexpected results.
     If you still can not solve the problem by doing this, you are welcome
     to call Sir-Tech Technical Support at (315) 393-6644 ( USA ) at the
     time mentioned in "Introduction" section.

     Some people suggested to disable the "EMM386" if your program won't
  run. I can't imagine how can they do it because I was always low in RAM
  before I can start the program.

     Terrence  said he could not get the game going
  with version 1.0 even he turned off the "Smartdrv" or did whatever things.
  But, after he upgraded to version 1.11, everything was fine. I think this
  is a typical case. If this doesn't work for you, then try the following
  experience.

     Here are my problems and how did I solve ( not really ) them:
     1. The game won't start at all. It just keeps telling me that I need
        to configure the sound which I had done before running the game. I
        did that for a dozen times but it kept asking me to set the sound.
     Possible Reason: Sir-Tech did not verify this after I sent them this
     idea. I think the program can not recognize the special program for
     the old IDE card. I am using an 850 MB HDD with an old IDE card. That
     required a special program to let DOS recognize the HDD. I think the
     game program can not recognize this special program in BOOT sector so
     it refuse to creat the configuration file.
     Solution: I brought the CD to a friend's house. Installed the game in
     his machine. Copied the suspicious file "sound.cfg" back to my home.
     Then, it WORKED! I can even modify this configuration file later.

     2. The game will let the computer down ( need to "reset" it ) after
        "Exit to DOS". ( Version 1.11 )
     Possible Reason: No idea. Keyboard locked completely.
     Solution: Don't know what's wrong with this so I avoid to quit the game
     in the control room ( before sleep ). I always "exit" the game in the
     day time by hitting "Alt-X". This way, the DOS will still work.
     In my recent game ( Version 1.13 ), "Alt-X" will still lock my keyboard.
     But the "Exit to DOS" worked great.

     3. The "Enemy Turn" message seems to stay forever ( Lock up ).
     Explanation: The longer the enemy turn means the more enemies in this
     sector. However, sometimes, this message is ridiculous long when you
     compare the time to the other turns.
     Possible Reason: No idea.
     Solution: Try to hit the , , , or  to see whether the
     game is truely "locked up" or just "slow". When you are doing this, the
     program seems to have some "Interrupts" to response these commands. You
     will get some response. Sometimes this still won't work, then you will
     have to use  to force a turn or use  to quit to DOS and
     re-start the game again. Believe me, if you exit the game and return to
     it, the message will end very soon.

     4. The game hangs obviously while someone picks up an item ( in the
        Inventory screen ).
     Possible Reason: Bug. When you use the "auto-scroll" to go upward, your
     mouse cursor will be at the top edge of the screen. If anyone had picked
     up an item at the same time, then the program will automatically bring
     you to the Inventory screen of that person. Thus the program lost the
     mouse cursor! You can not put the item into any pocket in this case.
     The program hangs at this time.
     Solution: DO NOT ask a person to pick up an item when you move another
     merc. This bug happens all the time if you have A to pick up A1, then
     move B up with the mouse cursor at the top of the screen. Avoid this
     then you will be happy. Otherwise, "Reset computer" is the only option
     for you.

     5. Guards M.I.A.?
     Explanation: Sometimes, I move the guards into a newly gained sector
     in 2 or 3 batches. There could be a batch of guards just keep showing
     the sign of "moving" ( light blue ) till the day ends. They never
     arrived! They are missing even the next day started. Also, they are
     not counted in the Native Deaths pool. Just M.I.A.
     Possible Reason: Bug. I guess there is a flag missing or something like
     that. I never reported this problem to Sir-Tech. If I do a lot of "quick
     save" after I move the guards and also use some "quick restore" after a
     bad start in next sector before these guards arrived, the problem might
     occured.
     Solution: None. Just keep monitoring the situation of the guards in
     Guard Management screen ( not all the time ). Wait until the guards
     arrive before you launch another attack. If you still have to attack
     the next sector ASAP, then try limit the times of "Quick Save" and
     "Quick Restore" might reduce the chance of this situation to happen.
     Also, if you move the guards only one batch at a time, this might
     significantly reduce the problem.
   * Peter Kuesters ( Oct. 4, 1995 ) feels this might happen when you send
     the first batch of guards to another sector, then you try to send the
     second batch before the first batch arrived ( from the same sector to
     the same destiny ).

     6. Version 1.13 only. The game will re-boot when you use  to exit
        the game and save it. The saved file will be destroyed. ( A corrupt
        file. )
     Possible Reason: Maybe a BUG.
     Solution: If you had found the problem, then don't use the  and
     "SAVE" the game. Use "Quick Save" in the OPTION screen, then use .
     Since you can decide whether you want the "Quick Save" option for the
     game in version 1.13, this should not be a big problem at all.





        *       *       *       *       *       *       *       *

        WARNING: Spoilers from now on

        *       *       *       *       *       *       *       *





  IV. Items Information
      When you want to use an ( usable ) item in the field, like grenade,
  medical kit, lock kit, live explosive, or wall probe, just put the item
  in the main hand then "use it". You should see a symbol of these items
  ( red cross, key, bomb, or wall probe ). Move the symbol to where you
  want to use this item. If this position is a rightful place to use this
  item, the symbol will become a "red" one, then you can press the left
  button to "use" it. Check whether the symbol becomes "red" or not before
  you use it.

  Radio: Not important. ( Decoration, IMO. )
  ( Someone said you only need one radio in your team. But, I tried once
    without any radio, the team can still recieve the order. )

  Extended Ears: Hear noise farther than normal. Have those "scout" and
                 "expensive" guys wear this thing. You don't want the enemies
                 to surprise your guys, do you? Put it in the position of
                 "Radio". If your guy is near the building, he/she may hear
                 the enemies movements in the building as well.

  Canteen: Require 5 APs to use it. Will increase Breath ( Blue Bar )
           significantly while the breath is under 80%. Just put it in the
           head of the silhouette in the "Inventory" screen. Not the body!
           Will automatically re-fill in the morning in version 1.11, will
           disappear in version 1.0 after you use it up.

  Beer: Same as one "Canteen". But they will disappear after you use it up.

  Camo-U-Flage: Put it in the body of the silhouette will last about 2-3 days.
                This will make the enemies harder to see your mercenaries ( I
                guess ) and ( maybe ) harder to "shoot" them. Use it the same
                way as the "Canteen", but sue it on the body. ( In "Inventory"
                screen. )

  First Aid Kit: Need explain? Need to put it in right hand on whichever guy
                 you want him/her to be a "Doctor" that day. The option of
                 "Doctor" will be available in such condition.
                 Note: Had better use 100% kit every day. Can use either at
                 home or in the field.

  Medit Kit: Same as "1st Aid", but better ( same wound will cost less ).

  Tool Kit: It can only be used at home to repair items. Also need to put it
            in merc's right hand to let the "Repair" option to show up.
            Note: Use the 100% kit every day. Otherwise, you will lose some
            "repair points".

  Lock Kit: Use it to open a locked door. Did not see any difference between
            a 100% kit and not 100% kit. Though too low ( like 50% ) might
            cause problem. If you fail to open a door, the condition of the
            Kit will drop a little bit.

  Rock: Has many usages. Throw it to get the attention of enemy or trigger a
        trap. If the enemies did not find you, they might go to the location
        of the "Rock" to check it out. You can ambush them then. A "Rock" can
        also be thrown into a closed door. Bad guys may come out of the door.
        This thing is not that good in HARDER level since the enemies have
        better AI in this level.

  Silencer: Attached with Colt .45 or 9mm Beretta. Will reduce the sound of
            the gun shot. Other enemies might not hear the battle here.
            Note: A modified .357 Magnum can use this device too.

  Sniper Scope: Attached with 9mm Beretta, .357 Magnum, .12G Rifle, M14,
                and M16. Will provide more precise shooting ( I guess ).
                Note: A modified Colt .45 can use it.

  Metal Detector: Can detect underground items ( most of the time ). Has a
                  limited range ( 2-3 squares away ).

  Wall Probe: Can hear and determine the status of the enemy in the other
              side of the wall. May detect enemy TWO walls away! Sometimes
              might hear the important message!
              Note: It could make mistake ( maybe a bug ). I once detect a
              never exist enemy!

  Crowbar: Used to open Crates and Chest. Sometimes for the door ( not sure
           about this one ). Need stronger, healthier, and more breath ( BLUE
           BAR ) mercenary to do it. Will deteriorate graduately.

  Camera: To take pictures. It's just a decoration. You will never see the
          picture(s).

  Alarm Clock: Clock/Bug Detector. Could be only a decoration.

  2-5 Pockets Vest: Provide the ability to carry item(s).

  Helmet: Provide 5% protection.

  Kevlar Helmet: Provide 10% protection.

  Kevlar Vest: Provide 20% protection on the body. The bullets hit the body
               most of the time!

  Spectra Shield: Provide 40% protection. Prevent damage from most hand gun
                  and even "Shot Gun".

  Ultra Shield Vest: Provide 20% additional protection on the body. But, can
                     not wear pocket vest at the same time. Can not combine
                     with Compound-17.

  Compound-17: Combine with Armor will increase the protection of the armor
               by 50%. The armor becomes a "Treated Armor".
  Note: In order to provide a sufficient protection against a hand gun with
        a direct hit on the body, you need the protection up to about 25%.
        ( Minimum requirement: Treated Kevlar Vest ) But do remember, each
        hit will still reduce the condition of the armor and merc's breath.

  Chunk of Steel: Make a weapon becomes a modified one. Must let those
                  "High Mechanical" skill merc do it.
  Note: Beware of the restriction. A merc with mechanical skill lower than
        80 not only can't do it ( most of the time ), but will also damage
        the weapon.

  Sun Goggle: Provide better marksmanship(?).
  ( Dave's guess is that it doesn't improve marksmanship, so much as it
    prevents penalties from sun glare. I'm also guessing that damaged goggles
    also introduce a penalty. )

  Gas Mask: Provide protection from Tear Gas or Mustard Gas.

  Glass Jar: Use to make "Molotov Cocktail".

  Gas Tank: Make "Molotov Cocktail" or "Eagle" items.

  Oil: Make "Molotov Cocktail" or "Eagle" items.

  Rag: Make "Molotov Cocktail" or "Eagle" items.

  Note: You will need a bomb dude to combine the following items ( the
        "Molotov Cocktail" and "Eagle" items ). Also, the sequence is very
        important! Correct sequence will usually create an item with better
        condition. Wrong sequence usually will create an item with worse
        condition.

  Molotov Cocktail: Glass Jar + Gas + Oil + Rag. Will work like a Grenade.
  Note: You can try to add "Oil" before "Gas", sometimes the product will
        deteoriate a little bit with this sequence.

  Eagle Fearball: Gas + Oil + Rag + Grenade. Must install like an Explosive.
                  Double Grenade effect.

  Eagle Screamer: Gas + Oil + Rag + Tear Gas. Must install like Explosive.
                  Double Tear Gas effect.

  Eagle Silencer: Gas + Oil + Rag + Stun Grenade. Must install like Explosive.
                  Double Stun Grenade effect.

  Eagle Dog: Gas + Oil + Rag + Mustard Gas. Must install like Explosive.
             Double Mustard Gas effect.

  Grenade: Throw it for explosion purpose. Make direct damage. Will destroy
           a wooden door with direct hit.

  Tear Gas: Throw it to spread an area with tear gas. Will last 1 to 3 turns.
            Continuously inhaling it will cause the breath ( BLUE BAR ) to
            decrease. Won't work when "Gas Mask" is used.

  Stun Grenade: Throw it for slight explosion ( -1 HP ) and reduce nearly
                50% breath! Won't damage the armors or weapons. A immediate
                second one will cause the victim to lose their breath for
                several turns ( so they will lie on the ground ).

  Mustard Gas: Throw it will explode like a "Grenade". Also, will cause some
               kind of continuous damage like "Tear Gas" or something like
               that. "Gas Mask" can prevent the damage from the second part,
               but not sure about the explosion part. It won't blow away
               wooden door like a normal "Grenade".

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

  Explosive: Must combine "Detonator" to work.

  C4: Plastic Explosive, must combine "Detonator" to work.

  Live Explosive: Explosive + Detonator. Need to set and wait a short time.
                  Will destroy metal door, wall, and tree.
 
  Live Plastic: C4 + Detonator. Works like "Live Explosive". Can't tell the
                difference ( waterproof? ).

  Mine: Install to the ground.

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

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

  S & W .38 Revolver: Worst gun you can get. Need a lot of APs.

  .38 ammo: 6 bullets box.

  Colt .45: Much better weapon in early stage. But, not good enough. Can
            use "Silencer". A "modified Colt .45" can use "Sniper Scope".

  .45 ammo: 6 bullets clip.

  9mm Beretta: Best all around handgun. Shoot faster and better. Can use it
               in short range even in Sector 1. Can use either "Silencer" or
               "Sniper Scope".

  9mm ammo: 15 bullets clip.

  .357 Magnum: Most powerful handgun. Can use "Sniper Scope". But a "modified
               Magnum" can also use a "Silencer".

  .357 ammo: 10 bullets box.

  .12G Shot Gun: Good when your enemies are still using handguns.

  .12G ammo: 6 bullets box.

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

  M14: Next to the best weapon. Can use "Sniper Scope".

  M14 ammo: 20 bullets clip.

  M16: Best weapon. Can use "Sniper Scope". Sometimes, a "modified M16" could
       make damage even when the opponent is wearing a "Spectra Shield" or
       "Ultra shield". Only the "Treated Spectra Shield" can sometimes prevent
       the damage from this baby.

  M16 ammo: 20 bullets clip.

  Lab Coat: Let you know that Brenda is already been kidnapped. Put the lab
            coat in your main hand, then you will see a note. If you did not
            bring it back to compound ( just bring the note ), Jack will not
            act like Brenda is kidnapped. He will think she is only missing
            ( a bug ).

  Blouse: Let you know Brenda is nearby.

  Bloody Bra: Let you know Brenda is here ( in this sector ). Don't know why
         they use a bloody "BRA"?

  Note: "Lab Coat", "Blouse", and "Bloody Bra" can be used like "Rag" in those
        combined items.

  Paper: Give you some hints about the game. Not very important. You can
         ignore all of these and still finish the game. Combine the 3 torn
         pieces will give you a combination to open the safe with Brenda's
         Journal.

  Pomillia Flowers: These flowers are the source of the "Antidote" for the
                    virus of the Fallow Trees. Brenda can make the "Antidote"
                    from one of the flowers if you still do not have the
                    "Antidote". That will take 3 whole days to stop the virus.

  Antidote: Will stop the virus of the Fallow Trees. You can find this in S42.
            If you did not find it, then Brenda will try to re-create this
            from any of your "Pomillia Flowers".

  Money: $$$ will automatically added to your pool at the end of the day.
         If a mercenary carry too much money, then he/she might leave your
         team for a NICE vacation. You won't be able to re-hire him/her
         within ( approximately ) two weeks.

  Special Note: There are some special items like, "SmokeBall", "Eagle
                SmokeBall", "Gas Detector" via editor. I have no idea of
                what are these and how to find/use them.





  V. Sectors Information:
     General Notes:
     (1) This section is nearly complete. There are still some items that I
         forgot to record, but most of them are here.

     (2) "*" in front of a sector means this sector may have some important
         object(s) or mission(s) at that stage. Which means, the object(s)
         may not be important later in the game.

     (3) The entry position of the sector is written in abbreviated form.
         "N/S" means I think either from "North" or "South" doesn't make any
         difference, although I feel N is better than S. "N-W" means from
         "North" but had better in the "western" part which means actually:
         "NW". You may have different opinions. This information is only for
         reference.
         ( These are purely my own opinions. )

     (4) All the "Crates" and "Boxes" ( those yellow ones ) will be counted
         as "Crates". I did not list the "Drawers". Some of the "Crates" are
         actually empty, I still list them because it is a little bit difficult
         to remember which one is empty :P. I don't want to confuse all of
         you because I can not remember all of them.

     (5) Items in the "parentheses" means they should be found in the crates.
         Others they should be in open area, drawer, or maybe hidden under a
         bed, a table, a coat, or debris. Some important items listed in the
         sector with a "B" in "parentheses" right behind these item(s) means
         you MAY get them by killing bad guys ( dropped items ).

     (6) "Traps" means both "Mines" and "Detonators". ( You should understand
         what I mean. )

     (7) All the keys are not so important so I did not list any of them. So
         does those 2, 3, 4, or 5 pockets vest. But I will try to get these
         information ( 4 or 5 pockets vest ) listed.

     (8) I may miss some of the "1st Aid Kit" or "Medical Kit" because you
         will find a lot of them as the game proceeding. Just keep searching
         the switch box on the wall and you will find a lot. Unless you are
         "Dr. Death", you don't really need so many kits. Version 1.0 has
         less "Medical Kits", so this could be another story.

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

    (10) In FAQ version 2.3, I added the suggested special items for each
         sector.


  Sectors Information:
   S60: Helmet, Tool Kit, Knife, 4 Pockets Vest, Crowbar, S & W .38, and 10
        .38 ammos.

  *S59: 6 Crates ( Lock Kit, 2 .45 ammos, Wall Probe, 92% Kevlar Vest, 2 empty
        Crates ), 3 Crates in larger island ( 68% Grenade, 2 .38 ammos, 30%
        Helmet ), Crowbar ( in SE corner ). ( E/N )
   Note: If you did not find Micropurifier in Sector 50, then it should ( most
         likely ) be in this Sector.

   S58: 3 Crates ( 3 .38 ammos, 2 .45 ammos ), Crowbar, Rock, Metal Detector
        ( B ). ( N )
   Suggestion: Crowbar.

   S57: 1 Crate ( Tear Gas ), Extended Ears ( B ), Wall Probe ( B ). ( E/N )
   Note: If there are 3 or less than 3 enemies, then the "Extended Ears" may
         not be available. Also, very dangerous to open the doors in this
         sector.
   Suggestion: 2 Grenades or Live Explosives, Lock Kit ( but I won't use it ).

   S56: 3 outside Crates ( C4, Live Explosive, 2 Grenades ), 4 inside Crates
        ( Camo, C-17, Metal Detector, 2 9mm ammos ), Rock, Ultra Shield Vest.
        ( E/N )
   Note: Though the second door is not locked, you may need a "Grenade" or
         "Explosive" to open it without getting any of your mercs shot. Even
         you had opened the door without being shot ( e.g., using "Magic" ),
         as long as your merc started to shoot or move, the enemies will
         interrupt and start shooting like crazy.
   Suggestion: Live Explosive, Crowbar, Lock Kit.

   S55: 1 Crate ( Sun Goggle ), Rug, Med Kit, Spectra Shield ( B ). ( N-E )
   Note: You need at least 1 "Grenade" to take care of those bad guys in SE
         corner. Otherwise, ... ( you will know what I mean ). Also, have
         someone swimmed to the central island from East maybe helpful.
   Suggestion: Grenade.

  *S54: Third Processing Plant. 3 Crates ( 2 C-17, Tool Kit, Med Kit ),
        Kevlar Helmet, Lock Kit ( B ), Mod. Beretta ( B ), 1st Aid, 2 glass
        jars. Search the tree for detonator, Search the processing unit for
        2 more C4s. ( N/E-S )
   Note: You should use an explosive to get the bag guy in the NW room. This
         bad guy may have a "Remote Control". Also, if you have brought more
         explosive, it will be easier to get the two bad guys behind SE door.
   Suggestion: Live Explosive ( 2 of them will be better ), Wall Probe ( to
               determine whether the NW room bad guy is there or not ), Lock
               Kit.

   S53: 5 Crates ( 1+1+1+1 Mines, Explosive ), Crowbar, Mod. Magnum ( B ),
        Chunk of Steel. Traps in west of bridge and west of island. ( W )
   Note: May need explosive to open some doors safely.
   Suggestion: Live Explosive, Crowbar, Wall Probe, Lock Kit.

   S52: 4 Crates ( 4 money total: $3,780, Spectra Shield, Kevlar Helmet ).
        ( W )
   Suggestion: Crowbar, Wall Probe, Lock Kit.

  *S51: 3 Crates ( M16, Metal Detector ), 4 groups of traps ( at least 47 ).
        ( N )
   Note: Most of the traps are lined up, so it is very easy to detect them.
   Suggestion: Crowbar, Metal Detector ( 2 will be better ).

  *S50: Micropurifier ( B ), 6 Crates ( .45 ammos, 2+3 .38 ammos, 4 Pockets
        Vest, Colt .45 ), Helmet ( B ), Rock. Beretta ( B, in HARDER level
        only ). ( S )
   Note: Sometimes you did not find the "Micropurifier" in this sector. In
         such case, just take Sector 59. It will be there. Carsten Engelmann
         said he found this thing in S49 in one of his game. I think this is
         just a very rare case.

  *S49: 2 outside Crates ( Grenades, Colt .45 ), 13 inside Crates in two
        rooms ( Knife, 1+1 5-Pocket Vest, 4-Pocket Vest, 2+1 .38 ammos,
        2 .45 ammos ), Chunk of Steel. ( E-S/S-E )
   Note: Save this Chunk of Steel for the Magnum found in S40.
   Suggestion: Wall Probe, Rock, ( maybe ) Grenade, Lock Kit.

   S48: 2 outside Crates ( .12G Shot Gun, Live Plastic ), 12 inside Crates
        ( but 2 of them are actually traps; 1+1 .45 ammos, 9mm ammo, 68%
        Colt .45, 1st Aid ), Glass Jar ( second house in the left ). ( N-E )
   Note: There are a lot of "Detonators" near the Crate of "SG". Had better
         let these traps blow off before you send in the guards. The time for
         all the traps to go off will be very long ( no matter it is in real
         time mode or combat mode ). Also, 2 "Live Explosives" in the crates
         are actually traps. Nobody can disarm them! Even "Mike" cannot do it!
   Suggestion: Rock, Crowbar, Lock Kit ( not necessary ).

   S47: 3 Crates ( Tool Kit, 9mm Beretta ), 1/3 of the combination for the
        safe ( hidden in a vase ), C-17 ( B ), $100 ( B ), 1st Aid. Lots of
        traps in the west of this sector ( at least 20 ). ( S/E/N )
   Suggestion: Metal Detectors, Crowbar, Lock Kit, Live Explosive.

  *S46: 2 Chunk of Steel, Crowbar, Rock, Sniper Scope ( B ), 4 Gas Tanks,
        $50 ( B ), a .12G Shot Gun in an open crate. ( N-W/E/S )
   Note 1: Peter Kuesters says Ver 1.0 has 3 "Chunk of Steel".
   Note 2: Version 1.13 has 4 "Chunk of steel" ( 3 in open area, the other
           one was hindden nearby )!!!

   S45: 4 Crates in north building ( 4 .38 ammos, .12G ammo, 3 .357 ammos ),
        1 Crate in south building eastern part ( Gas Mask ), 7 Crates in its
        western part ( 2 .12G ammos, 2 .357 ammos, 2 9mm ammos, Mustard,
        Metal detector, Explosive ), C-17 ( B ), 1st Aid, Beer, Canteen.
        Lots of Traps in north part, at least 8 behind the northern building,
        more than 10 in the NW part. ( E-S )
   Suggestion: Metal Detectors, Lock Kit, Crowbar, Wall Probe, 2 Live
               Explosives.

   S44: 2 north outside Crates ( Spectra Shields ), 3 south outside Crates
        ( 1+1 Explosive, Detonator ), 4 inside Crates ( Glass Jar, Gas,
        1+1 Oil ), 2 50% Camo ( B, same guy usually drop Stun Grenade as
        well ), 2/3 of the combination for safe ( B ). ( S/N )
   Suggestion: Crowbar, Wall Probe, Live Explosive, Lock Kit, Canteen.

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

  *S42: 6 outside Crates in SW corner ( Mine, Explosive, Live Plastic,
        Sniper Scope, Silencer, Stun Grenade ), 4 inside Crates in western
        building ( M14, 4 M14 ammos, 3 Tear Gas, 3 9mm ammos ), 2 inside
        Crates in eastern building ( Metal Detector, "The Antidote" or
        Spectra Shield ), Crowbar, 1+1 Oil, Rug, Rock. ( N-W/E-S )
   Note: You will need a lot of time to take this one. You may want to use
         two "Explosives" to open a passageway from South. Also, a lot of
         bad guys will drop many goodies in this sector. 3 trap ( mines )
         north of the bridage.
         The Crates with M14 & M14 ammos are very tight! Use guys with more
         than 90 Health and full breath to open them. Even "Magic" ( 90 HP )
         could not open them with 95% breath!
   Suggestion: Crowbars, Metal Detector, 2-3 Grenades, 2-3 Live Explosives,
               Rock, Lock Kit.

  *S41: 3 Crates ( M16, 2 Sniper Scopes ). Lots of traps all over the places.
        Had better use more than 1 Metal Detector. ( N )
   Suggestion: 2-3 Metal Detectors, Crowbar.

  *S40: 5 inside Crates ( 9mm Beretta, 2 9mm ammos, Combat Knife, Colt .45 ),
        3 outside Crates ( 3 .38 ammos, 3 .45 ammos, 5-poclet Vest ), 1
        outside Crate on island ( 4 .357 ammos with booby-trap ), .357 magnum
        near that island, Canteen, Med Kit ( in yellow box ).
        Last 2 items in the locked ( padlock ) room, the key is lying on the
        floor. ( S )
   Note 1: Take this sector on Day 1 will make your life easier. Especially
           for those who are playing in HARDER level. This sector is a key
           point for Day 1. If you can take it, not only there will be 13
           trees available for tapping for day 2, but the workers' number
           will be 70 instead of 60. This means you can put 31 Guards after
           the Tappers. Save your first "Chunk of Steel" ( in S49 ) for this
           ".357 Magnum". Its ammos (4) are in the crate on island ( beware
           of the trap with these ammos ).
   Note 2: There is a bad guy in this sector who can throw "Grenades" on you.
           Be very patient and careful. This sector has 8 bad guys even on
           day 1 for HARDER level, so it is very difficult to take it with
           those crapy .38 revolver at that time.
   Suggestion: Crowbar, Wall Probe, Lock Kit, ( maybe ) Grenade.

   S39: 3 outside Crates ( Grenade, 3 .38 ammos ), 4 inside Crates ( 2 .45
        ammos. 4 .357 ammos, 4 .38 ammos ), Metal Detectors ( B ), $670 ( B ).
        5 Traps ( Detonators ). ( S-W/E-N )
   Note: If you already know the position of those 5 traps, then you can try
         to enter this sector from E-S. This will be better than E-N. Fidel
         can recognize the two traps near south bridge without using "Metal
         Detector".
   Suggestion: Metal Detector, Crowbar, Wall Probe, ( maybe ) Grenade, Lock
               Kit.

   S38: .357 Magnum, Sun Goggle, Kevlar Vest & Kevlar Helmet, 2 1st Aids.
        ( N-W/E-N )
   Note: This is probably the first sector that you met an enemy with long
         range weapons ( .12G SG ), be careful. And, if you are lucky, this
         bad guy might leave some .12G ammos.
   Suggestion: Wall Probe, Lock Kit.

  *S37: 5 Crates ( 1+1+1+1 Silencers, 3 9mm ammos ), .12G Rifle in woods,
        Crowbar, Metal Detector ( hidden in bed ), Rock. ( E )
   Note: Use a "Grenade" or "Explosive" to subdue the bad guys behind the
         metal door then ( open the door and ) shoot them.
   Suggestion: Crowbar, Live Explosive or Grenade, Wall Probe, Lock Kit.

  *S36: 3 Crates ( Camo in a boobytrap crate, Sniper Scope ), $50. ( E-N )
   Note: IN THE MORNING of day 9, there will be 8 additional Crates. These
         special items include: .12G Shot Gun, 1+1 .357 Magnum, 2 Grenades,
         Mine, Oil, and Ammos ( .357 and maybe .12G ).
   Suggestion: Crowbar, Wall Probe, Live Explosive, Lock Kit.

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

  *S34: 8 Crates ( M14, Kevlar Helmet, 4 9mm ammos, Live Plastic, Gas Mask ),
        M14 ammos ( B, the bad guy hanging aroung those crates usually will
        drop couple M14 ammos ). ( S/E )
   Note: Need to enter this sector at least twice.
   Suggestion: Rock, Crowbar, Grenade, Canteens.

  *S33: 4 outside Crates ( M14, Explosive, Oil ), 5 inside Crates in SE
        building ( Tool Kit, 2 Tear Gas, Gas Mask, 2 M16 ammos trapped ),
        1+1+1 Canteens, Hervo's Note ( about the baby Fallow Tree ), Crowbar,
        1st Aid, Rug, C-17 ( B ). 6 Traps in west of island ( surrounding
        the detonator ). South bridge has a trap, must trigger it by walking
        through it once to prevent accidental injury ( of your guys ). ( E/S )
   Suggestion: Lock Kit, Metal Detector, ( maybe ) Grenade or Explosive.

   S32: 2 Crates ( 2 C-17, Explosive ), 5 Canteens, 3 .12G ammos, Glass jar,
        2 Gas, Spectra Shield ( B ), 3/3 of Combination for the safe. Traps
        between houses and to the west & south. ( E )
   Note: A lot of bad guys will start to drop different kinds of ammos,
         grenades, and they will be pretty difficult to kill. Some of them
         can withstand many ( modified ) M14 or .12G Rifle shots without been
         killed.
   Suggestion: Wall Probe, Metal Detectors, Live Explosive, Lock Kit, Crowbar.

  *S31: Fourth Processing Plant. 5 Crates ( $200, C-17, Gas, the other two
        are empty ), Colt .45. ( E )
   Note: First crate ( Gas ) in the room with 3 crates has trap. This trap
         can only be found by "Mike". I had tried "Magic", "Fidel", "Scully",
         and "Ivan", they all got toasted.
   Suggestion: Wall Probe, Lock Kit, ( maybe ) Explosives.

  *S30: Water Poisoning mission. 3 outside Crates ( Kevlar Helmet, 2 .45
        ammos ), 6 inside Crates ( Helmet, $250, .357 ammo, 2 .38 ammos ),
        Gas Tank, 2 Glass Jars, Extended Ears ( B ), Silencer ( B, may also
        drop some 9mm ammos with this guy ), hidden $300 under table. ( W-S )
   Note: Don't enter this sector from W-N, it is too dangeous.
   Suggestion: Wall Probe, Lock Kit, Crowbar.

  *S29: Water Poisoning mission. 6 Crates ( 2 Grenades, Med Kit, Canteen,
        Explosive, 1+2 .45 ammos ), $250 ( B ). ( S-middle/S-W; west of
        river )
   Suggestion: Grenade(s), Crowbar.

  *S28: Brenda's new lab. $3,000 hidden in "three corners" ( must use Metal
        Detector ). 8 Crates in a locked room ( Beretta, Colt .45, Lock Kit,
        Medit Kit, 1st Aid ), 5 open Crates ( Wall Probe ). 1+1 Rug, Oil,
        1+1 .45 ammo, Glass Jar, 9mm ammo ( B ). ( E/S )
   Note 1: Most annoying sector in the game. Had better take it later in the
           game. ( Because of Brenda Rescue mission. )
   Note 2: After you take this sector, "Jack" will give you $5,000 for your
           reward ( at the end of NEXT day )!
   Note 3: Don't try to get into the room with 8 Crates from South. Even
           "Magic" can not open it!!!
   Suggestion: Wall Probe, Metal Detector, Live Explosive, Rock.

  *S27: Second Processing Plant. 3 Crates in NE building ( M14 ammo, 2
        .357 ammos, 4 9mm ammo ), 1 Crate in south builing ( $100 ), C-17,
        Camo, Med Kit, Spectra Shield ( B ), 2 Glass Jars, Rock. Search the
        wall for Detonator, Search the processing unit for C4. ( S )
   Note: Need lots of "Silencers" ( from S37 ). There might be a second
         "Detonator" or "Remote Control" in this sector ( see Q & As ).
   Suggestion: Wall Probe, Crowbar, Lock Kit, ( maybe ) Grenade.

   S26: 4 outside Crates ( .357 ammo, 2 .45 ammos, 3 .38 ammos ), 5 inside
        Crates ( 3 9mm ammos, Detonator, 3 .12G ammos, Wall Probe ), Extended
        Ears, .357 Magnum ( B ). Search the wall for another Detonator. ( S )
   Note: Bridges will explode. The "Detonator" is in the building. But, this
         just like the processing plant mission: disarm the "Detonator" does
         not guarantee the bridge won't explode.
   Suggestion: Crowbar, Lock Kit, ( maybe ) Wall Probe and Explosive.

   S25: 5 Crates ( 1+1 Explosives, 2 Grenades, Sniper Scope, Sun Goggle ),
        Chunk of Steel, Compound-17 ( B ). ( N-E/E/S )
   Note 1: Need a lot of times to take this sector.
   Note 2: Version 1.13 does not have "Chunk of Steel".
   Suggestion: Crowbar, ( maybe ) Grenade.

  *S24: Brenda is HERE! 1 insdie Crate in south building ( 3 Stun Grenades ),
        3 outside Crates behind south building ( 1+1 Explosive, Detonator ),
        1 inside Crate in north building ( Gas Mask ), Detonator, Beer,
        1st Aid, Sun Goggle. ( S/N )
   Note: Bridge will explode. Bad guys in northern building are responsible
         for this.
   Suggestion: Lock Kit, Wall Probe, Explosive.

  *S23: Head Stone in island! 13 Crates ( M16, 1+1+1+1 Mines, 2 Detonators ),
        4 Live Plastic. Search wall for another Detonator. Traps in islands
        and near bridges. ( E-N then N-W, twice )
   Note: Best way to get the "Head Stone" is swimming to the NE island. May
         need 2 "Explosives" to take care of the bad guys staying inside the
         2 northern buildings.
   Suggestion: Metal Detector, 2-3 Explosives, Crowbar.

   S22: 1st Aid, $300, Chunk of Steel in island. Lots of traps near shore
        line. ( S )
   Note: In version 1.13, there is no "Chunk of Steel".
   Suggestion: Wall Probe, Metal Detectors, Lock Kit, 1-2 Explosives.

   S21: 4 Crates ( Detonator, C4, 1+1 C-17 ), $10 ( B ). ( E )
   Suggestion: Crowbar.

   S20: 6 Crates ( Spectra Shield, Kevlar Vest, 1+1 Detonators ), $30 ( B ),
        1st Aid ( B ), Stun Grenade ( B ). 1 Trap ( I only found this trap
        once, in open area south of woods ). ( S-E )
   Suggestion: Crowbar, ( maybe ) Grenade.

   S19: 3 north inside Crates ( 4+3 .38 ammos ), 4 south inside Crates
        ( 3+1 .45 ammos, $800 ), outside Crate ( on island: 83% 9mm Beretta
        with a 78% silencer! ), Explosive ( on island ), Crowbar ( north
        house ), Gas Tank ( east house ), C-17 under table, Rock ( both in
        south house ), Spectra Shield ( B ). ( E/N/S )
   Suggestion: Crowbar, Wall Probe, 1-2 Explosives ( or Grenades ).

   S18: Kevlar Vest ( B ), Kevlar Helmet ( B ). ( W-S )
   Note: The replacement information came from Dave. You needed to get to
         that sector in the MORNING of D17! Not D16! The Crates are at the
         east of the sector: 1 M14, M14 ammo; 12G rifle ( maybe 2 of them );
         2 12G shotgun; 5+3 shotgun shells (total 8); .357 magnum + ammo;
         + maybe something else.

   S17: 6 Crates in western building ( Beretta with silencer, 2 .357 ammos,
        4 9mm ammos, Chunk of Steel, C-17, 2 Grenades ), 3 Crates in eastern
        building ( Metal Detector, Wall Probe, Tool Kit ), 2 Gas Tank, Oil,
        1st Aid, Med Kit, Rug. 6 Traps in northern woods. ( W )
   Suggestion: Metal Detector, Wall Probe, Lock Kit, Crowbar, 2-3 Explosives.

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

   S15: 2 Crates in western building ( Extended Ears, Sniper Scope ), 1 Crate
        in NE building ( Oil ), 2 Crowbars ( 1 hidden in bed in 2nd eastern
        building ), 1st Aid, .12G Rifle ( hidden in bed in NW room of western
        building ), 3 .357 ammos, Oil. ( E/S )
   Note 1: May need "Explosive" or "Grenade" to open the padlock door safely.
   Note 2: The Crate with "Extended Ears" will need a very strong guy to open
           it. With health at 85 is still not good enough!
   Suggestion: Wall Probe, Lock Kit, Crowbar, 2-3 Explosives.

   S14: 9 Crates ( 1+1+1+1+1+1 Mines, Metal Detector, 1+1 Explosive ).
        ( N-E/E-N )
   Note: Use "Explosive" to blow the trees away.
   Suggestion: Crowbar, 2 Explosives.

   S13: 8 Crates ( 4 M16 Ammos, Grenade, Sniper Scope, Live Plastic, Kevlar
        Helmet, Camo ). .357b Magnum, 4 money ( $1,550 total, 3 in the
        clothes hang on the wall, 1 in Drawer ), Glass jar. ( W-N )
   Note: May need "Rock" to lure the bad guy out from western entrance.
         Beware of the bad guy in the south room! Don't check the Drawer
         until this bad guy is gone.
   Suggestion: Wall Probe, Lock Kit, Crowbar, 2 Explosives.

  *S12: Scientific Journal in NW corner of building! 7 Crates ( Rug, 1st Aid,
        Camo, C-17 ), Med kit, Tool kit, 2 Gas, 3 Glass Jars, Oil, Search wall
        for another Detonator. ( W/S-W )
   Suggestion: Wall Probe, Lock Kit, 1-2 Explosives, Combination for the safe.

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

  *S10: 2 Crates ( $510, Gas Mask ), C-17, Crowbar, Oil. 3 Traps that will
        open a passageway to another 3 Crates ( M14 & M14 ammo, Explosive
        in the open crate )! ( S )
   Note: You may need 1 Explosive to open the door if you did not get the
         padlock key ( from S20 ). Don't think anybody in your team can open
         it at this time, unless you let "Speck" or "Magic" do it. Eastern
         building's padlock key is in the other side of the same building.
         Another bad guy in this sector should have the padlock key to the
         door inside the building with Crates.
    Suggestion: Rock, Wall Probe, Lock Kit, Grenade or Explosive.

    S9: Sniper Scope ( B ), Stun Grenade ( B ), Sun Goggle ( B ), some
        .45 ammos ( B ). ( E/S )

   *S8: 4 Pomillia Flowers ( source of the Antedote ). .357 Magnum ( B ),
        Metal Detector ( B ). ( S )

    S7: 6 $$$ ( total: $2,230 ) 3 in NW island, 1 in NE island, 2 in middle
        island in the east. $400 ( B ), .12G Rifle ( B ), Lock Kit ( B ).
        ( W/S )
    Note: Peter said the "Antidote" might be in this sector.

    S6: Oil in SE hut. ( S-W )

    S5: 1 Crate ( Metal Detector ). M14 ( B, trapped! ), $50, Rug. ( S )
    Suggestion: Lock Kit.

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

    S3: 8 Crates ( M14, M16, 2 M14 ammos, 3 M16 ammos, Silencer, 1+1 Chunk
        of Steel, Live Plastic ), Tool Kit, 2 Gas. Many traps outside. ( S )
    Note: Trust me, there is nothing worthy outside. Get into the building
          and get out of this sector ASAP.
    Suggestion: 2-3 Metal Detectors, Wall Probe, Lock Kit, Grenade, 1-2
                Explosives.

    S2: 11 inside Crates ( 1+1 M16, ammos, 1+1 C-17, Sniper Scope, Chunk of
        Steel ), 6 north outside Crates ( Live Plastic, C4, Explosive, 1+1
        Mines ), 4 south outside Crates ( 1+1 Tear gas, Grenade ), 1st Aid.
        The switch boxes on wall have traps! ( E )
    Note: I always "open" a door from east, then ambush the bad guys there.
    Suggestion: 2-4 Explosives, Lock Kit, Crowbar.

    S1: 3 Crates ( Spectra Shields, C-17, Kevlar Helmet ). ( E/S-E )
    Note: Need a lot of "Grenades" ( all kinds ), "Explosives" and anything
          you have. The number of the bad guys is near unlimited unless you
          manage to get into the room with the eastern door. Fallow Sappling
          is in the NW corner in Santino's room. You have 3 turns ( actually
          more like 2.5 turns ) to retrieve it before the bombs blew it. You
          will need a healthy fast guy to get it. Get this "Fallow Sappling"
          is NOT important!
    Suggestion: All kinds of your Grenades, more than 4 Explosives.





  VI. Q & As

  Questions List:
  (1) How to prevent "Rescue Brenda" mission?
  (2) What is the benefit of rescuing Brenda?
  (3) Is there a good strategic to save Brenda?
  (4) How to know which sector has processing plant?
  (5) How to take processing plant without being sabotaged?
  (6) Where are those "Detonators" & "Remote Control" guy ( and the position
      of the C4 Explosives in the processing units )?
  (7) What is the "Water Poisoning" mission?
  (8) What is "Fallow Tree Dying" ( Plague ) mission?
  (9) Can I throw a Grenade over a tree? Into a building?
 (10) Why there are not many Natives willing to work for me? What can I do?
 (11) I am running out of MONEY, what can I do?
 (12) "Dynamic Lab" just drop the price of the sapping, what can I do?
 (13) Is there any good strategic about the order of taking the sectors?
 (14) Is the number of enemies unlimited in Sector 1?
 (15) Why my guys can not open a Crate?
 (16) What is the max. sectors taken in 1 day? Which level?
 (17) How many game days do you need to finish the game?
 (18) What is the best starting team?
 (19) Who will not work with whom? What are the interaction between these
      Mercenaries?
 (20) How can I determine whether my merc can shoot at the bad guys or not?
 (21) Can I shoot through the wall, trees, bushes?
 (22) How can I use "Fidel" more effectively? He always refuse to take cover.
 (23) Is "Max. Aim" necessary?
 (24) Is "CROUCH" necessary?
 (25) How come the condition of my equipment drop so fast?
 (26) What to do with those "Useless" items?
 (27) What happen with the equipment with those fire/quit mercs?
 (28) What's the difference between "M14" & "M16"?
 (29) When will the gun becomes "Jammed"? How can I fix it?
 (30) What is the difference between the different difficulty level?
 (31) Can I re-hire the merc who takes the money and run away?
 (32) Can I prevent Santino from suicide so that I can let somebody kill
      him with knife?
 (33) How can I get the "Fallow Sappling"?
 (34) What does Ivan say?
 (35) Can I buy equipment? Is there enough bullets to use in the game?
 (36) How can you win/lose the game?
 (37) How are action points calculated?
 (38) I don't want to try out all mercs but I would like to hear their
      voices. How do I get it ?
 (39) What is the difference between experience levels?
 (40) What are the information in those Encrypted Notes?
 (41) How to install the DEMO version of this game? It just keep asking
      me for a disk.
 (42) Should I use a native guide? Whom should I use?
 (43) I don't want to fire mercenay so I just let him/her killed. That
      seems to be a better idea than getting complain by firing him/her.
      Is this good?
 (44) Can enemy attack my sectors across the water?
 (45) Do I need to put guards in all of my sectors? Is it necessary to
      always put 8 guards in my sectors?
 (46) Sometimes, the enemy sector has less than 8 guards even it is late
      in the game. How can this happen?
 (47) How to find those items hidden behind a tree?
 (48) What is the factor that influence the performance of my work?
 (49) Why the condition of the item degrades after I combine it with
      something else?
 (50) The items are too many, I can not carry all of them. What can I
      do?
 (51) Can I heal a guard?
 (52) Can I heal the enemy?
 (53) Some of the guards is not in perfect condition. Can I replace them?
 (54) Did Brenda leave any message for you after been kidnapped?
 (55) Is there any "official cheat" or "bug" in the game?
 (56) Is there any recipes for combining items?
 (57) Can I change the difficulty setting after I start the game? How can
      I check what level I am playing?
 (58) There are too many keys, what can I do?
 (59) How can I know whether there is a window in the side of the building
      that I can not see? What can I do?
 (60) What is the "three corners" Elio mentioned in sector 30?
 (61) Does the computer ( program ) cheats? Why the computer keeps winning
      in sector 28?
 (62) How to get the M14 in sector 10?
 (63) What is the equation of the "Repair Points"? What does it means?
 (64) What is the equation of the "Doctor Points"? What does it means?
 (65) What is the factor to determine the "Interrupt" situation?
 (66) What are the randomness of the game?
 (67) How to get Brenda's Journal?
 (68) How come the items after combined have degraded?
 (69) What is the target's priority of the enemies?
 (70) What are the chances for a mechanice to pick a locked door?
 (71) Will the second hand holding an object influence the accuracy of
      the mercenary?
 (72) What is the order of the healing when you assign "Doctor" and "Patient"
      at the beginning of the day?
 (73) Any hints given in the game for those special events ( quests )?
 (74) Humors in the game.


  Answers:
  (1) How to prevent "Rescue Brenda" mission?
      A: There are 2 ways:
         (1) Don't let enemy take this sector after you have taken it.
             Whatever mean method you use will be fine.
         (2) Re-take the sector before the day is over. You won't get this
             mission unless you let the enemies control the sector for that
             night.

         But, why don't you do this rescue mission? See Question #2.



  (2) What is the benefit of rescuing Brenda?
      A: A lot of $$$$$$$$$. I guess this is based on the amount of your
         starting fund. $15,000 for the HARDER level. I don't know whether
         the reward will be greater in EASY or NORMAL or not.



  (3) Is there a good strategic to save Brenda?
      A: Let "Magic" or whoever can pick the lock swim across the water to the
         door behind south building. Let him/ her open the door. There will be
         a Crate with 3 "Stun Grenades" and another door. Open this door, then
         you will find Brenda.
         Note: One of your guy will "Escort" Brenda back to compound. That
               means he will not join your team for the rest of the day. I
               don't know who will "Escort". Maybe the most expensive guy in
               your team. "Magic" always volunteers to do this in my game :).



  (4) How to know which sector has processing plant?
      A: Hit the green TREE button at the beginning of the day. I hate this
         because the document did not say it. I found this by accident.



  (5) How to take processing plant without being sabotaged?
      A: You need a lot of "Silencers" and you need to kill whichever enemy
         you have encountered immediately. Do not fire while enemy is moving
         ( the INTERRUPT situation ). If enemy is still alive after you shoot
         him, he will let the other guys know that you are there.
         Each processing plant has 1 "Detonator" and a "Remote Control".
         Please refer to Question #5 for detail information. The "Remote
         Control" is an IMAGINARY device held by a specific enemy in that
         sector. If you get that guy first, then the only threat will be the
         "Detonator". Some people just disarm the "Detonator" and keep using
         weapons without "Silencers". Nothing happened. Guess that was because
         the "Remote Control" guy was killed before that.

         After I did some experiment with second processing plant, I have a
         new idea about this. If you disarm the "Detonator" successfully, you
         can let the enemies find your existance in one condition: the guys
         been found are far from the position of the "Detonator"! If the
         enemies find your guy ( first encounter ) near the "Detonator", then
         they might "think" the way to the "Detonator" is blocked! In such
         case, the program seems to be cheating in letting the enemy use the
         "Remote Control" to activate the "C4(s)" in the plant. ( No matter
         you had disarmed the "Detonator" or not. ) If enemy finds your guys
         in the other side of the sector, then they will stupidily think they
         are still safe to activate the "Detonator". In that way, you can just
         let your hidden mercs kill those enemies one by one.

         Additional note: If you can find and disarm all the "C4s", then you
                          don't need to worry about it at all.



  (6) Where are those Detonators & "Remote Control" guy ( and the position
      of the C4 Explosives in the processing units )?
      A: Here are some graphics about the "Detonators":

         The "Detonator" for 2nd Processing Plant ( NE building ):
         *******    D = door
         *     *    * = wall
         *     *    1 search north wall here to detect "Detonator"
         **D****
         *1  *
         *   *
         **D**      ( Info provided by Peter )


         The "Detonator" in the sector with the bridges ( S26 ):
         small house in the NW:
         ********
         *      *  1 search west wall to detect "Detonator"
         *1     *
         *      *
         *   ****
         *   *  D
         **D*****   ( Info provided by Peter )


         The "Detonator" for the bridges ( S23 ):
         the SE-building:
           ****
           *  *  1 search west wall to detect "Detonator"
           D  *
           *  *
           *1 *
           ****     ( Info provided by Peter )


         The "Detonator" of 3rd Processing Plant:
         If the coordinate of the wooden sign ( 3rd processing plant ) is
         ( 0, 0 ), then the detonator is on a tree to the NW of this sign.
         The coordinate will be ( -2, 3 ).
         ( Info provided by Carsten )


         The "Detonator" for the safe ( S12 ):
                  D   I
                  I   I           I
                  I   I          =I
                      I           I
                      D          Door from East
                      I           I
                       ===========I
                        WWWWWWWWWXI <--
                                  I
                ====D====D========I         Bushes
                                  I
             W = Wall
             X = "Detonator"       ( Info provided by Carsten )


         The "Detonator" for the 4th plant ( Oct. 4, 1995 ):
                          *
            2             *<- east-wall of plant
              ***D****D****
              *   1       *
                          *
              **********  *
              *        *  *
              *        *  *
         1 search north wall to detect "Detonator"
         2 is the direction of the north entrance
         ( Info provided by Peter )


         As for the "Remote Control" guy in the processing plant:
         2nd Plant: The guy hides in the SW corner room with "Glass Jar".
         3rd Plant: The guy hides in the NW corner room with 2 "C-17" in
                    the Crate.
         4th Plant: Can't tell. Probably the guy hides in the SW corner
                    locked room or the in entrance of the left hand side
                    door in the south.
         ( Note: These guys do not necessary stay at these positions! The
                 room could be empty, then you can't tell who has the
                 "Remote Control". Good Luck! You'll need it. )


         Positions of the "C4 Explosives" in the processing units:
         2nd Plant: Enter from door in the east, the first square with
                    the processing unit.
         3rd Plant: Coming from north, the second square. Also, the
                    first square to block your way. ( I found 2 of them. )
         4th Plant: Here is the positions of all those "C4s":
                    XXXXXX
                    XXXOXX
                    XXX  X
                    XXXX             X: The processing units
                    XXXO             O: The unit with C4.
                    XXX
                    XXXX             There are 4 "C4s" in 4th plant.
                    XXXO
                    XXO
                    X
                    XX
                    XXX
                    XXX

         ( Note: Although these "C4s" will be in near useless conditions, you
                 can still combine them with "Detonator" at any condition and
                 get a better one after that. )



  (7) What is the "Water Poisoning" mission?
      A: I heard this before I got the game. So, I always arrange my team to
         take the lake before the end of day 3. I don't know what will happen
         if you do not take the lake after day 3. In this mission, you need
         to take BOTH sectors 29 & 30.
         There seems to be a bug in some version that when you take both S29 &
         S30 after day 2, Brenda will still ask you to do something because
         water is not right. I don't have this bug. But, other people had
         reported this.



  (8) What is "Fallow Tree Dying" ( Plague ) mission?
      A: Officially called "Virus Quest" in "Sir-Tech".

         Here are the info provided by Peter Kuesters:
         Some time after you take a certain sector ( someone said 55, but I
         really don't know which one ) a virus starts appearing. You can get
         rid of it either by bringing the "Pomillia Flowers" to Brenda or by
         recovering the "Antidote". The "Antidote" is in Sector 7, if you did
         not possess it before the virus started. It is in Sector 42, if you
         already possessed Sector 7 but not Sector 42. If you possess both
         sectors 7 and 42, the virus will probably never appear.


         Susi provides additional information:
         The program will triggers the event in either sector 55 or 25. If you
         did not possess these two sectors, then the event may not start.


         Here is another alternative to solve the problem: ( by ? )
         Just use the explosive to blow the infested tree away then the
         virus won't spread. ( Surely this is not a scientific way. )
         Note: After you explode the tree, it will be able to produce Fallow
               Sappler again. But I can not confirm this information.


         Comment from designer Alex: ( Sep. 3, 1995 )
             Virus Quest: The trigger here is how MANY sectors you own, not
         any specific sector #.  Also, there must be a sector in your
         posession that is one of only several where the virus may start,
         and Santino must own one of the sectors where he is able to hide
         the "Antidote". The last two conditions are generally not difficult
         to satisfy.  The exact # I don't remember precisely, I believe it
         to be 30 ( half the island ).  This MAY actually vary with the
         difficulty level ( less sectors at higher difficulty ) but in any
         event it's around 30. Experiment if you want to get the precise
         values!!! :-)


         Additional Note from Peter Kuesters ( Oct. 4, 1995 ):
              The "Antidote" may sometimes be in sector 52. ( So there are
         three sectors where you can look for it: 7, 42, 52)


         Note ( Mar. 28, 1997 ): Once I had to give up a sector late in a day
         to rescue "Brenda" because my funding was running low. So, I decided
         to give up a sector ( brought back a Quick Saved file and replayed
         it ) that day. There is a difference on the next morning: Virus
         Quest! So, the magic number of this one should be: 30 sectors or 54
         trees. Of course, this was tested in HARDER level.


         Also, you may be confused by those "Pomillia Flowers" and the
         "Antidote". "Pomillia Flowers" is the source of the "Antidote".
         However, Brenda could not reproduce it at will if she did not have
         her Scientific Journal ( in S12, another tough one ). She will need
         two full days to make it, and another day to test it. So, you will
         lost 3 full days of production + 2-4 trees dying. The "Antidote" is
         a flash of liquid that Santino hided in some sectors. If you found
         it, Jack can use it immediately. That is a big difference.



  (9) Can I throw a Grenade over a tree? Into a building?
      A: You can throw a Grenade over trees. If there is an open path into
         a building, you will be able to throw it in. But, be warned! There
         is also a possibility that the Grenade will hit the wall, so .....
         I am not sure whether you can throw it through a window or not. Even
         you can do it, that seems too risky. ( Just my opinion. )

         Someone in the net mentioned that you can place the "Eagle" items in
         the window, then it will explode as if installed inside the house.
         The "Eagle Silencer" and "Eagle Screamer" seemed to be more effective
         than others in this case.

         I did not try this method but I accidentally placed an "Explosive"
         on a window once, the explosion occured inside the building and it
         did not break down the wall!

         Note from designer Alex: ( Sep. 3, 1995 )
             Throwing "Grenade" into a building. I seem to remember that
         somebody once wrote that a "Grenade" thrown through an open door
         still explodes at the entrance just as if the door was closed. If
         this is so it is NOT intentional, and would be a ( minor ) bug in
         the code. Otherwise there's no reason you could not throw into
         buildings. Hmmm, now that I think about it, though, I believe there
         may be a bit of a "hack" in the code that does in fact prevent one
         from throwing from the outside into the inside. I recall something
         like that was necessary to prevent much more serioues problems
         involving throwing things over/through walls and we left it this
         way as the lesser of two evil. So if it's not letting people to
         throw from outdoors indoors, I believe this is a "feature" :-)

         Note: After reviewing this paragraph, I recalled I had this kind of
               problem in S37, north building. Fidel stand one step toward
               the west of the door in the left and he can not throw the
               "Grenade" to the east door. After restore the saved file, I
               let him stand at the door, and he can throw it to the east
               door. I think Alex is correct about the limitation.
               Also, I recalled several times my guys were throwing "Grenades"
               besided the wall and got toasted by doing this. The wall will
               block the way, but the tree won't.

         Additional Note from Peter Kuesters ( Oct. 4, 1995 ):
              Using an "eagle" on a wall is as effective and less dangerous
         than using it on a window. ( There seem to be weird walls in
         Metavira... ).



 (10) Why there are not many Natives willing to work for me? What can I do?
      A: Because you did not take care of business, so that the Natives still
         don't trust you. The number of sectors that you have taken, the
         number of the bad guys you have killed, the number of Natives
         that had died, all of these will contribute to the results. If such
         kind of situation happened, you can only "RAISE" the salary of the
         Natives to lure them to work for you. This is a one-way ticket, so
         I don't recommend this. The better way to do is taking more sectors
         then more Natives will be happy to work for you.

         This is why I said taking S40 on day 1 is so important. If you
         are playing on HARDER level, take 4 sectors on day 1 will give you
         70 Natives on day 2. After you hire 39 tappers, you can still have
         31 guards on day 2. That is really helpful. Then, day 3 will be even
         better after you take 3 or 4 more sectors on day 2.



 (11) I am running out of MONEY, what can I do?
      A: Please refer to the information of the sectors. Make sure you get
         all those $$$ in each sector. Once again, you had better take more
         sectors and gain more trees so that you can get more incomes. To do
         this, you probably want a team with high Marksmanship & high APs.
         Also, beware of the fact that more trees means more processing
         plants. And, this is the other thing you need to think about it.
         ( See Question #12 )



 (12) "Dynamic Lab" just drop the price of the sapping, what can I do?
      A: There is nothing you can do to prevent this to happen. I think this
         event is triggered by time rather than whether you own the second
         processing plant or not. After several game days when Jack had told
         you about "Dynamic Lab", they will drop the price in 2-3 days. The
         only thing you can do is getting more TREEs. The more trees you own,
         the better chance that "Dynamic Lab" will raise the price again.
         They will raise the price by $20 each time. I believe the first
         raise will happen when you can process 80+ trees. That doesn't mean
         you OWN 80+ trees. You must be able to PROCESS 80+. Next raise will
         be 90+, and 100+. But, there seems to be a factor to allow the price
         raise in every other day. After you OWN EVERY trees in the island,
         they will raise the price back to $500 several days later.


         From the designer Alex Meduna <75162.2430@compuserve.com>:
             The "sapling price" quest ( Dynamic Labs ) is triggered
         principally by the number of trees being processed or owned. I
         believe the magic # is 21+ trees processed, which means it normally
         won't start until you have the second plant online & processing.
         But, the other possible condition is 40 (41?)+ trees OWNED, which
         is there so that you can't simply avoid processing more than 20
         trees to keep the quest from starting. There may be some other minor
         conditions attached ( such as "no other quest can start that day" )
         which could conceivably delay it another day or two.

         ( Note: My experience on Mar. 27, 1997. "Jack" starts to talk
                 about "Dynamic Labs" when the number of owned trees changed
                 from 18 to 32 at the beginning of day 4. So, 30 probably is
                 the magic number. )



 (13) Is there any good strategic about the order of taking the sectors?
      A: I don't think so. One thing is for sure, if you are not taking some
         sectors, some events will happen that forces you to take certain
         sector later. At that time, you will know what sector is important
         that you should take them ASAP.

         Here is my experience about the first few days:
         Day 1: S59, S50, S49, and S40.
         Day 2: S39, S29, S30, and S20.
         Day 3: S10, S9, S19, and S28.
         Day 4: S38, S48, S58, S37 ( for the Silencers ), and S27.

         At the end of Day 3, "Magic" is hired. Don't worry about the money
         because Jack will give you $5,000 at the end of Day 4 because you
         had taken S28 on Day 3. Actually, you can hire "Magic" at the end
         of Day 2 if you had taken 7 or 8 sectors at this time. Your overal
         rate will be higher than 40%, which is good enough to hire "Magic"
         or "Static". Yet, you won't have enough money to hire them because
         they are too expensive. There are 1 modified Magnum, 2 Useful
         ( perfect or near perfect ) Bretta, and many Colt .45 available for
         that day, so there will be no problem to take 5 sectors this day.
         Also, the enemy should had launched several attacked ( failed, of
         course ) in first 3 days, so there will always be less than 8 bad
         guys in a sector. Also, if the enemy had taken S28 this day, then
         lucky you. you will be able to start Day 5 in this order:

         Day 5: S28, S47, S57, S56, and ( maybe ) S46.
         After this, the enemy won't keep bothering you at S28 because they
         already had BRENDA :).

         After Day 5, you can do whatever you want to enjoy the game. But,
         be careful. There are several things you need to keep in your mind:
         (1) You had to rescue Brenda ( for the huge reward ) before she is
             killed. That means you had to do this before Jack said something
             like "I think it's too long that she could never survive that
             long" stuff. If you had heard this at the beginning of the day,
             then you know you had screwed up!
         (2) Try to take the third processing plant ASAP. That will give you
             more income.
         (3) Beware of the route to S7. When you had the "Virus Quest", you
             will need to get there for the "Antidote".

         If you can do better than this list, then you probably don't need
         this FAQ at all :).



 (14) Is the number of enemies unlimited in Sector 1?
      A: Maybe NOT. But the number is nearly unlimited for the game play.

         You will need to get into the building ( the room with an eastern
         door ) ASAP. As soon as you get any of your guys into that room,
         the enemies will not generate any more. Actually, 'aggressive' seems
         to be a better strategic for this sector. I used to play it slow and
         safe. But my recent games showed that if I let couple of my guys
         take some shots, then I can get into that room before 10am. Then,
         I don't need to worry about the number of the enemies at all.

         The number of enemies still follow the "8" rule. If there are still
         8 enemies, there will be no new enemy. One time I happened to STUN
         5 enemies just across the river for more than 10 turns, that game
         was so easy that I only need to take care of 2 enemies each turns.
         Those 5 guys just keep lying there. ( Of course, I keep throwing
         "Tear Gas" & "Stun Grenade" to keep them there. )

         The generating rate might depends on the level. Someone reported
         that they only encountered 6-7 enemies in Sector 1 when playing in
         EASY level, then that's it. For HARDER level, the enemy will be
         generated in enemy turn whenever a bad guy had died. For the NORMAL
         level, from my memory, the enemies will be generated about 2 turns
         after they had been killed.

         Many people claimed that if you stayed in S2 on that particular day
         and killed all those intruders, then you will probably encounter
         less enemies in S1. I tried to verify this information, but the
         enemies just won't show up as fast as they did in S1. That depends
         on luck. So, there is no telling whether this strategic will work
         in your game or not.

         ( May 5, 1997; HARDER level )
         Recently, I tested the game to see whether the number is really
         unlimited or not, here is the results:
              I let Sparky & Speck stayed home to repair stuffs, so I pulled
         out the other 6 mercs ( Ivan, Fidel, Fox, Magic, Lynx, & Mike;
         Scully replaced Fidel later ) to kill some bad guys. Here are the
         records:
            Day 1: 18.   Day 2: 20.   Day 3: 29.   Day 4: 37 ( 45 ).
            Day 5: 40 ( 46 ).   Day 6: 52.   Day 7: 14.   Day 8: 21.
            Day 9: 0(!)   Day 10: 0(!)   Day 11: 7.
         After Day 6, I am running out of .12G, M14 & M16 ammos. So, I stayed
         in S2 so that I can use handguns to kill bad guys. The numbers in the
         paranthesis are reported at the end of day which are a little bit
         different from my record. Since there were no enemy killed on Day 9
         & 10, Jack was angry and took everything I had in the camp to force
         me to attack the enemies. To my surprise, there were only 7 enemies
         left in S1. No more!!!
         The summation of these numbers is 252. I think I might have missed
         some, so the actual number of this could be 255 or 256!!!



 (15) Why my guys can not open a Crate?
      A: The crate is nailed too tight. You will need a "Crowbar" to open
         it. Furthermore, the merc may be not healthy, not strong enough or
         he/she is tire ( low BLUE bar ). The condition of the "Crowbar"
         will also influence the chance of opening it. BTW, there are some
         Crates that are so tight that only certain mercs with almost full
         health can open it. In such condition, make sure they have the full
         BREATH ( BLUE bar ).

         EX 1: The crate of M14 in S10. A health "Ivan" can open it by
               losing about 1/2 of his breath. "Fidel" and "Ice" both can
               not open it.

         EX 2: The crate of M14 ammo in S10. A health "Ivan" can open it
               by losing 2/3 of his breath. Ice can open the M14 crate
               as the game on Mar. 26, 1997. Maybe "Ice" was not healthy
               in EX 1.



 (16) What is the max. sectors taken in 1 day? Which level?
      A: 10 by Peter Kuesters. He did it without using any Alt-X on HARDER
         level. ( Oct. 4, 1995, new record )

         9 sectors on D6:
         57 -> 56 -> 45 -> 55 -> 54 -> 44 -> 43 -> 33 -> 32
         with Ice, Fidel, Ivan, Fox, Magic and Mike.

         10 sectors on D8:
         15 -> 5 -> 4 -> 14 -> 16 -> 17 -> 18 -> 8 -> 7 -> 6
         with Ice (mod. Beretta), Ivan (M14), Fox (mod. Magnum),
         Mike (mod. M14) and Magic (mod. M16)

         ( Note: This time, Peter finishs the game in 10 days. Also a
                 new record. See #17. )

         Once I took 7 sectors on Day 4:
         38 -> 48 -> 58 -> 57 -> 47 -> 37 -> 27
         with Ice, Fidel, Ivan, Fox, Magic, Lynx.



 (17) How many game days do you need to finish the game?
      A: Peter Kuesters can do it in 12 days ( he said he might be able to
         do it faster if not taking all the sectors ). But, not everybody
         can do this.
         Note: As of Oct. 4, 1995, Peter re-played and finished the game in
               10 days!

         According to the "average 3 sectors per day" rule, you should be able
         to finish it by day 20. Of course, the more experience you have, the
         better you can do it. My first game took 27 days ( NORMAL ). Second
         game took 20 days ( HARDER ). I think this should be normal for any
         veteran players => 3 sectors/day.



 (18) What is the best starting team?
      A: Don't think there is an answer for this. Almost everyone pick "Ivan"
         at the beginning. But, there are still some person who did not do it.
         As long as you have a team with "Sharp Shooter", "Doctor" ( not
         necessary ), "Mechanic" ( Pick the Door ), and "Bomb Dude", then
         this team should be okay.

         Also, if you choose those fast guys, then you can do the job better
         by taking more sectors in a day.



 (19) Who will not work with whom? What are the interaction between these
      Mercenaries?
      A: Here are some of them:
         Most of the mercs won't come back if you FIRE him/her.

         A lot of mercs will quit if you did paid the salary of any mercenary.
         Same when you don't pay the the chopper's fee to deliver a dead
         merc's body back.

         If you abuse your mercs ( without letting them to rest enough during
         the day time ), many of them will quit! Maybe not the first day that
         you were doing this, maybe the second day when you treat them the
         same way.

         "Sparky" doesn't want to work with her brother "Gary".
         "Gary" doesn't want to work with his brother "Larry"
         No problem with "Sparky" & "Larry".

         "Hurl" will quit if you have "Fidel" in the team ( or, killed by
         "Fidel" ).  ( Uh, "Hurl" is a male, not a female. )

         "Fox" will quit if you have too many casualties. She will come back
         ( after she quits ) if you improve your casuality situation.

         "Wolf" can't stand you raise salary of any other people.

         "Mike" & "Scully" are good friends. So do "Magic" & "Sidney". Any
         one of them will quit if their buddy is killed or fired. ( ? about
         the "good friends". See #66. )

         "Biff" doesn't want to kill anybody. If he really kills a bad guy,
         he will quit and say thing like, I want to go back to school. He
         won't join if you have any guy get killed.

         "Skitz" will kill "Sparky".

      ** "Reuben" will kill "Ivan"(!) and other people.
         "Ivan" will try to kill "Reuben" too.
         "Ivan", "Larry", "Bernie", and "Kelly" won't work with "Reuben".
         ( Maybe not really killing each other. Check with the A.I.M. to
           see whether they are still alive or not. I did get "Ivan" back
           after I fire "Reuben", but I lost a bunch of M14 & .357 ammos
           PLUS a modified M14! )

         "Fidel", "Leech", "Reuben", and "Skitz" will refuse orders while in
         the middle of a combat. You will need to either deal with this
         personality or use the tricks.
         ( Maybe there are more mercs will refuse order like them, but not
           all of the mercs had been tested. )

         "Kaboom", "Larry", "Moses", and "Pops" have AMNESIA.
         ( This seems to be the personality of these guys. Has nothing to do
           with their "Wisdom". I once tried to raise Kaboom's "Wisdom" to
           100 via editor, but he STILL forgot the order! )

         When you fire "Vinny", then hire "Magic" & "Scully", "Scully"
         will ask for double salary because "Vinny" said something to him.
         ( This looks like determined by Randomness. See #66. )

      ** Someone said if you fire "Tex", he will say bad things to many(!)
         people in A.I.M.

         "Ice" will quit if you fire too many mercenaries ( including the
         replacement, the turnover rate ). He won't allow you to fire people
         after they worked for you just one day.

         When a merc does not want to work for you ( QUIT situation ), you
         will need to increase their salary 50% to keep them. ( 50% is the
         salary for another exp. level. )

         "Len" will only work for you if your turnover rate is below 20 or
         less.

         "Static" gets bored if nobody of your team dies or gets fired.

         "Mike" won't work for you if your turnover rate is too high ( over
         30% ).

         "Weasel" won't work with "Ears".

         "Raffi" won't work with "Doc".

         "Cliff" won't work with "Raffi".

         "Jimmy" won't work with "Lynx".

         "Sam" won't work for you if you have "Ivan".

         "Magic" won't join if you have "Kaboom".

         "Screw" don't like "Bob".

         "Hector" don't want to work with "Smoke".
         "Lynx" don't want to work with "Smoke".

         "Magic" will work for you if your overall performance is over
         40%. Same for "Static".

         "Mike" will only work for you if your overall performance is 100%.

         "Scully" and some other high marksmanship mercs ( "Hitman", "Kelly",
         "Spike", "Lynx", etc. ) will only work for you when your overall
         performance is over 60-70%.

         "Fox" and "Smoke" will join on day 2.
         "Leech" will join after 3-4 days.
         "Sidney" will join after about one week.
         "Vicki" will join on day 15.

         The following could be determined by Randomness:

         "Ice" won't work for you if "Hector" is fired or buried in the river.

         "Ice" or "Magic" is also touchy about "Fidel" getting fired without
         reason. ( Probably not "Magic". )

         "Turtle" and "Bob" won't work for you if you fire "Gary".

         "Bernie" won't work for you if you fire "Reuban"(?!).


         Just for amusement:
         Get a loser squad: Speck, Yuntz, Skitz, Lance, Biff, Reuban, It,
         Kaboom and Wink.  It's definitely a TRIP trying to make it through
         a sector with these guys. ( I can imagine this. Maybe add Pops,
         Larry, or Moses. )



 (20) How can I determine whether my merc can shoot at the bad guys?
      A: There is a basic principle: If you can see him, you can shoot him!
         ( Use . ) If the bad guy is in a wide open area, you can shoot
         him with any of your guys. But, if the range is too far then you may
         not cause any damage ( especially the handgun ). If this is in the
         woods, then this is the best way to determine whether you want to
         shoot him or not => "Interrupt"! In "Interrupt" situation, that means
         your merc has a pretty clear line of sight, so you can guarantee he
         has a chance to hit him.

         Exception: When your merc is behind a lot of "bushes", you may want
                    to forfeit this chance. There is a higher chance that
                    you will hit the bushes rather than the bad guy.



 (21) Can I shoot through the wall, trees, bushes?
      A: This part is a little bit tricky. If you find you can not shoot
         through the wall, but the bad guy(s) can, you might be a little bit
         frustrated. BUT, you can shoot him back!!! If you find your guys was
         hit behind the wall ( bad guy shot through the wall ), then you shoot
         back immediately and don't move this merc. You can get him in the
         same way. BUT, if you move, then this condition will be changed and
         you will be still shooting at the wall again. Don't know about the
         trees, but the bushes have the same condition. If the bad guy can
         shoot you, then you can shoot him. Of course, bad guy will take the
         first shot and your merc(s) has better chance to get hurt.



 (22) How can I use "Fidel" more effectively? He always refuse to take cover.
      A: He always refuses to move IF HIS TARGET DID NOT MOVE. So, you have
         to make sure he is in a well covered place before you can take that
         shot. When his target moves, he is willing to move again, so move
         him before shooting again.

         There are two other ways to do the trick: hitting  or remove the
         weapon from his main hand ( then put it back ). These two methods are
         more like cheating, but they do work.

         "Leech", "Reuben", and "Skitz" has the same problem, and you can treat
         them the same way.



 (23) Is "Max. Aim" necessary?
      A: Yes in some cases. In wide open place, "Max. Aim" will have much
         better chance to hit the target. In "Interrupt" situation, the
         "Max. Aim" is better because you will have a pretty good line of
         sight, and this "line of sight" maybe very precious in the woods.

         But I really doubt it when the enemy is behind a cover or wearing
         a good body armor. In such case, sometimes 1 or 2 APs less than
         "Max. Aim" will have a better result than "Max. Aim".

         Yet, this is not guaranteed because "not Max. Aim" also means
         "Greater Chance to miss". But if you hit, the damage is usually
         greater than "Max. Aim" in this case. There are a lot of variables
         here and I don't know exactly how they work.

         I would simply suggest that you use 1 or 2 APs less than "Max.
         Aim" in the woods for couple times, and decide by yourself when
         do you want to use "Max. Aim" and when you don't.

         Note: When you find the "Max. Aim" did not do any damage to the
               enemy ( with good body armor or hide behind a tree ), you
               may try the second shot with 1 AP less than "Max. Aim". You
               will probably see the difference.

         WARNING: These principles do not apply to those low marksmanship
                  guys!



 (24) Is "CROUCH" necessary?
      A: YES! Although this always take 2 APs, but it worth it. Especially
         "CROUCH" behind a bush. But, be sure your mercs are wearing a
         "Helmet" as well. "CROUCH" also means the chance of "Hit on the
         head" is increased too.



 (25) How come the condition of my equipment drop so fast?
      A: Two reasons. (1) Staying in the water for a longer time. (2) Hit
         by an "Explosive" or "Grenade".
         Keep using a gun will drop its condition too, but not that obvious.
         If you only take 2 shots per turn, then the condition won't drop
         so fast. If you fire more than 3 shots in the same turn, then it
         is most likely the condition will drop in next turn.
         "Jammed" guns will drop the condition by 1 or 2%.



 (26) What to do with those "Useless" items?
      A: You will need to fix it at home before you want to use them. Gun,
         "Grenades", "Wall Probe", "Metal Detector", "Explosives", "Eagle"
         items, "Molotov Cocktail", and "Armors" are all fixable. Don't
         remember what else can be fixed. All the kits ( "1st Aid", "Medical
         Kit", "Tool Kit", and "Lock Kit" ), "Camo-U-Flage", "Compound-17",
         and "Crowbar" are not fixable. I don't remember about the "Chunk of
         Steel", but you DON'T need to fix it.

         You don't really need to fix the "Useless Detonator" or "Useless
         Explosive". Combine them with a good condition item has a pretty
         good chance to get a 100%(!) "Live Explosive" by "Fidel". Even the
         item is not 100% after that, the condition will usually be more
         than 50%.

         There is another usage of these "Useless Grenades". Just put them
         in those "Eagle" items and the condition will be around 70 - 80 %.
         That is already pretty good.

         One more thing. If you are desperate and have nothing to take out
         a hidden enemy ( like in S29 ), you can try to throw the "Useless
         Grenade" to this bad guy. There is a slightly chance the "Grenade"
         will still explode within 2 turns ( not immediately like a good
         condition "Grenade" ) and take effect LIKE an ordinally "Grenade".
         ( I can not confirm this information. In my experience, you can NOT
           throw a "Useless Grenade". So, maybe only for those "Grenade" at
           10-20% without the "useless" sign on it. )



 (27) What happen with the equipment with those fire/quit mercs?
      A: If you fire him/her, you keep all the stuffs. If he/she quits, then
         he/she will bring the equipment with him/her. So, fire him/her
         before he/she quits. ( Beware of your turnover rate. )



 (28) What's the difference between "M14" & "M16"?
      A: Peter Kuesters made a little experiment with this once. He has
         "Magic" using Mod. M14, "Scully" using Mod. M16. "Scully" has
         slightly better armor. "Magic" wins all the times. But, my own
         experience shows the difference between these two things are
         difficult to tell. In sector 1, most of the time, M16 is better
         than M14; BUT, sometimes, M14 has better effect than a M16. Who
         knows, both weapons are GOOD! Sometimes, I think a direct hit at
         the "Bullseye" ( heart, maybe ) with good body armor maybe worse
         than a hit at the other part of body ( say, arms, legs ).

         Yet, there is a slight difference between M14 & M16. The M14 will
         cost one more AP to fire it.



 (29) When will the gun becomes "Jammed"? How can I fix it?
      A: Not sure about this. The only thing I know is a gun in perfect
         condition ( 100% ) never "Jammed". I had a 98% "mod. Beretta"
         "Jammed" once. And it takes about 7-8 times of re-firing to fix
         it. And I had used a 70% gun about 10 shots without it been
         "Jammed". Maybe firing too many times in a short time ( too many
         bad guys, huh? ) will increase the chance.

         There is no better way to treat a "Jammed" gun in the field. As
         manual said, continuously firing it might do the trick. The most
         times I used was about 7-8 times ( for that 98%! condition "mod.
         Beretta" ). There is a person in the net said he fired more than
         20 times before it worked again! I think this is purely depends
         on your luck. Of course, a mechanical at home can always fix it
         for you, but you won't be able to get it until the next day.

         Torbj|rn Lindgren said, let a higher Mechanical skill merc shoot
         it in the field will have a BETTER CHANCE to make it work again.
         He suggested skill over 40 for doing this.
         ( I had verified this one. )

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

         Mar. 26, 1997: 100% "modified Magnum" JAMMED in battle! You can
                        imagine how frustrated I was. It happened when this
                        gun had a 30% silencer ( the only one I had at that
                        time ) attached to it. So, the attached item can be
                        the reason in this case.



 (30) What is the difference between the different difficulty level?
      A: One thing I am sure, the starting fund is different. EASY gives you
         $25,000. NORMAL gives you $20,000. HARDER gives you $15,000. Cash
         flow handling becomes very important early in the game in HARDER
         level.

         The price for the chopper is different. $600 for EASY, $800 for
         NORMAL, and $1,000 for HARDER. Same for delivering a dead merc's
         body back.

         The AI is different. But I can not exactly describe this part. On
         HARDER level, the enemy will always try to hide behind cover, come
         out to shoot you and hide again. The other bad guys will come and
         shoot you from other direction or throw a "Grenade" on you. The
         tendency of enemies using "Grenades" is increased too. The enemies
         will probably ignore the "Rock" when you throw it.

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

         Carsten tested the EASY level and found there were only 2 enemies in
         first three sectors.

         Also, the last sector ( S1 ) will be different. The EASY level seems
         can not regenerate the enemies quick enough. The HARDER level will
         always regenerate a new enemy in their turn whenever you kill one.



 (31) Can I re-hire the merc who takes the money and run away?
      A: From the designer Alex Meduna:
             When mercs run away with your money, they should appear to
         be "on assignment" when you get back to the A.I.M. screen.  What's
         actually happened is that the merc in question has chosen to take a
         little vacation with the proceeds of his theft...  He *will* come
         back off assignment, but this takes a relatively long time, I
         believe 2 weeks ( they are having fun over there, after all! ).
         What I am NOT sure of is whether that merc will hire back on with
         you or not when he returns. It could be either way, I'm at home and
         don't have the source code available, and the situation has never
         really come up in any game I know of ( usually game over by then,
         or you don't want the guy any more anyway ).  One could do a little
         experiment, by giving some putz a pile of money to make him steal,
         then wasting time for 14 or so days until he returns and trying to
         hire him back.  I think he will in fact join, since there's no
         special quote for this scenario...

             BTW, are you guys aware that each merc has his own likelihood of
         stealing on you?  In general the salary the merc is currently making
         is the main factor in his decision, the amount of money he could
         steal must be quite significant in comparison to his regular wages
         to tempt him.  But some mercs are far more reliable than others, and
         a few of the scummier ones won't think twice about it!  Most of the
         higher level mercs make too much off you anyways to bother stealing
         the sums that you find on the island...

         Note: Somebody in the net mentioned once that in the "Official
               Strategic Guide" by "Sir-Tech", there is a table of how much
               money the merc will tend to steal.



 (32) Can I prevent Santino from suicide so that I can let somebody kill
      him with knife?
      A: Probably not. Someone ( I don't remember who ) in the net said
         something about this:
             Guess he is like the Obi-wan in Star War. Once he decide to
         suicide, nobody can stop him. I tried to sneak to the other side
         of the wall and use those "Eagle" stuffs and there is no damage
         to that wall! Nothing can break the wall with the switch.
         ( I had confirmed this one. Those 3 squares of wall were really
           indestructable. I was using 100% "Live Explosive" & 100% "Live
           Plastic". )

         Additional Note ( Oct. 4, 1995, from Peter Kuesters ):
             Once I managed to get into Santino's room and threw a "Grenade"
         at him before he got his interrupt. He did not take damage, he did
         not even fall down, he is truly immortal! I doubt those explosions
         will be able kill him, he probably just puts on a ring of
         invisibility and disappears :)

         Artjom said he killed Santino once ( Nov. '96 ):
         I had "Fidel" putting 2 "Explosives" on the wall of the SANTINO's room
         and "Magic" hiding behind the bush. The wall exploded. Then "Magic"
         raised from his knees and HE says something like "I wanna ... blah,
         blah, blah". "Santino" activated the "Detonator". The door and other
         piece of wall blew up. "Santino" remained... ALIVE. "Fidel" came in
         and took the "FALLOW SAPPLING". "Magic" tried to shoot at "Santino"
         but bullets did not reach him, they disappeared. Then came "Ivan"
         with a cool idea of killing "Santino" with "Combat Knife". The
         "Knife" option didn't show up, so "Santino" could not be killed with
         a "Knife". Next turn "Ivan" took a "Grenade" and threw it at the foot
         of "Santino" ( Strong guy! Really! ) and the "Grenade" exploded.
         "Lucas Santino" is DEAD. The main thing is: I've killed him.
         ( Editor's Note: I knew this kind of scenario. I had a similar
           situation once. The two "Explosives" opened the door next to
           the "Fallow Sappling" to three open squares. Then "Lynx" came out
           and "Santino" turned on the switch. But he STILL standed there.
           After that, "Lynx" shot probably 5 shots with "Mod. M16", but the
           bullets just WENT RIGHT THROUGH "SANTINO"! These bullets went
           THROUGH him! So, what I believe is Artjom saw "Santino" dead
           because "Santino" wanted to die. Artjom did not kill him. But, you
           can put on your own opinions here. )



 (33) How can I get the "Fallow Sappling"?
      A: This is a little bit tricky too. The bomb will explode while you
         are moving your guys. The sequence of the bombs to explode seems
         to be the same. You will need some practice, "Quick Save" or 
         to do this.

         You only have about 2.5 turns to do this. Otherwise, the "Fallow
         Sappling" will be destroyed. Use those quick guys.

         Don't forget one thing, there are two mines in that room too.

         A successful way will be opening the door near the "Fallow Sappling".
         Then use "another merc" to encounter "Santino". Then, your fast guy
         can get to the "Sappling" in the first turn ( after the first
         explosion ). Then, take the "Sappling" in turn two and move out of
         the house. Since those two mines are in the middle of the house,
         your guy won't need to worry about them.
         ( Additional note: As Dave had pointed out that the explosion
                            sequence may not be the same everytime. I think
                            I had verified that it won't go off in the same
                            sequence everytime. )



 (34) What does Ivan say?
      A: The followings are from Eugene:
           When you hire him (the best part). "O'K, I'll work for you, damn
                capitalist"
           When enemy is shooting him: "I am in the middle of the fight" or
                "they are shooting at me!"
           When he spots enemy: "I see an enemy, he doesn't see me"
           When he finds an item: "I see something"
           When he suspects a bomb: "It may be a trap"
           When he is tired ( low in Breath ): "This hot is killing me"
           When he kills the last enemy in the sector: "This place must be
                safe now"
           When he receives an order: "O'K, O'K"
           When he kills an enemy: "Good"
           When he got shot: "Damn!"
           When he needs bullets: "My bullets are gone"
           When he searches an empty Crate: "Nothing"
           When he opens an empty Crate: "Empty"
           When he can not open a Crate: "I can't open it"
           When it is late in the evening ( 6pm ): "It's getting late. I think
                we'd better go back."
           When you ask him to shoot your own team member: "So, that's the
                way the Wild West does it!"
           When the team is travelling to another sector without him: "We
                must be together."
           When you fire him: "I wish you spent your holiday in Kiev!"
           ( My personal note: I think maybe Ivan is from Kiev, so if you
             spend holiday in Kiev, he has a chance to stab you there :).
             Is this reasonable? )
           When Santino suicides: "He is serious. It will blow up."
           When the game finished: "I am proud of the job we did here."

         The followings are from "Susi": ( Susi's translation is a little bit
         direct, without the modification. )
           1. Well, I'll work for u, damn capitalist.
           2. I see something.
           3. I can't open it.
           4. It's mien-trape. ( Before he dis-arm a trap. )
           5. A, there's it look like. ( When Ivan find micro-purifier. )
           6. It's can be trap. ( When he suspect an area has traps. )
           7. I see enemy. He don't see me.
           8. At me shooting.
           9. I am in the hit of the battle.
           10. My weapon is jammed.
           11. I have end ammunitions.
           12. This hot killing me.
           13. This place must be safe now.
           14. Don't touch me.
           15. A... then on west this is made thus.
           16. I want u have the holiday in Kiev.
           17. NYET- No. ( Re-hire him. )
           18. I pride work, some we ended here. ( End Game )
           19. Seems, something in pocket. ( Brenda's lab coat. )
           20. Good, good. ( It really means: "O'K, O'K". )
           21. Good. ( Satisfaction, after a kill. )
           22. Damn. ( when he see bad guys )
           23. Nothing (or) Empty.
           24. I need help. ( When he can not find a way out. )
           25. I found FALLOW tree. ( 'Fallow' was written in english. )
           26. I can't move...My legs don't submit. ( After serios wounded. )
           27. Day is ending. (We) Will need safe return ( @ 6pm )



 (35) Can I buy equipment? Is there enough bullets to use in the game?
      A: No and Yes. You can not buy anything so use ammos cautiously. The
         amount of the ammos will be more than you need if you are not
         shooting things like crazy. Furthermore, if you planned on how to
         kill enemy when you see one, that will save some bullets. To prove
         my statement, I had these ammos right before I attacked Sector 1
         ( in my first HARDER level game ):
             .38 ammos  box: 62       .45 ammos clip: 18
             9mm ammos clip: 19       .357 ammos box: 17
             .12G ammos box: 11       M14 ammos clip: 23
             M16 ammos clip: 21
         These do not include those ammos that I scattered in other sectors
         because my team could not carry all of them. Like these should be
         more than enough to finish S1.

         Later, with more experience, I could save more ammos of those better
         weapons with better strategics.

         Note: There is a tricky way to get more .12G, 9mm, and .357 ammos.
               ( .38 & .45 ammos are not important ) If you "Quick Save" right
               after you take a sector, and you just happen to find that the
               enemies will launch an attack on your nearby sector within 30
               minutes. Try to get your team there! If the guards defeat the
               enemies, you got nothing! If your team is in the sector, you
               will have a lot of chances to pick up those dropped ammos by
               the enemies. The type and the ammount of those ammos are
               random, so you should "Quick Save" before enemies attack. If
               you are not satisfied with the results, just "Quick Restore"
               and play it again.



 (36) How can you win/lose the game?
      A: The final goal is to beat "Lucas Santino". If you manage to get
         into the last room of sector 1, "Santino" will suicide and you
         win the game. Skip any sector before winning sector 1 does not
         matter. Don't know what is the condition to lose the game. Just
         know that if you lose Sector 60 ( you lost your employer! ), then
         you lose the game.



 (37) How are action points calculated?
      A: Health, Agility, Dexterity, Experience level, and Breath. Agility
         is the most important one. Health, Dexterity, Experience level, and
         Breath will modify the number. There is a upper limit ( 25 APs ) and
         a lower limit ( 8 APs ) for this value.

         Carsten Engelmann found the equation for this:

           APs = Health/20 + Agility/10 + Dexterity/20 + (Exp.Lev.+1)/2

         The breath is hard to put in the formula because there is no
         numerical value in the game.

         Note: This equation only valid when the mercenary is in full Health
               and with full Breath. After a mercenary is injuried, this
               equation won't work until he/she gets back to full Health.



 (38) I don't want to try out all mercs but I would like to hear their
      voices. How do I get it ?
      A: Information provide by Carsten Engelmann:

         All the sound files on the CDROM are mostly 11kHz, stereo and 8bit.
         The format is probably VOC. They can be played with Mediavision's
         playfile.exe.
         Look for the file e.g. 'nat' and play it with playfile.exe or
         'vplay -S -s11' under Linux. It's the collection of Elio's sayings.
         Other mercs have numbers. E.g. Bud has 11, Reuben has 20. I don't
         have a Soundbalster so I don't know the tools but it's probably the
         'voc'.



 (39) What is the difference between experience levels?
      A: He/she will have higher Salary ( of course ), more AP ( usually +1 ),
         see farther and have more chances to identify a trap, etc. after he/
         she increased the Experience Level. Each level will increase the
         salary by 50%. Probably also increase the ability in other areas
         but this part is not so obvious.



 (40) What are the information in those Encrypted Notes?
      A: (a) Code: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
             Real: C F V H N W P B X L - K M E I - S - A Z D R - T O Y
             ( "-" is not important )
             Dave adds these: P -> J, W -> U.

         (b) All Personnel,
             Stay clear S4 on D31
             Stork is a Boobytrap
                           L.S.

         (c) All Personnel,
             Scientific Journal
             is not to fall into
             enemy hands, first
             sign of enemy
             presence near my lab-
             Journal is to be
             destroyed immediately
                           L.S.

         (d) It's a note from "Hervos". He said Mr. Lucas is making a baby
             Fallow Tree. ( This is not an encrypted codes. All you need is
             a native to read this note. )

         (e) Thanks/????????????????????? ( Somebody help me here! )

         (f) Two notes to solve the mystery of stork in S18 ( from Dave ):
             S. Franz
             Await Replacement S18
             ETA D16   L.S.

             W. Pravdo
             Relieve S.F.  AM
             Day before ship    L.S.

             Note: Now this is clear. S.Franz is expecting a replacement
                   from Santino. That person will arrive one day before the
                   stork. So, the replacement will be D16, and the stork
                   will be D17!



 (41) How to install the DEMO version of this game? It just keep asking
      me for a disk.
      A: The DEMO version will ask you to put the files in floppy disks
         before the installation. This will work. But, if you use the
         function "SUBST" of DOS to emulate a drive ( say, Z: ), then
         you can just install it from hard drive ( root directory of
         Z: ).



 (42) Should I use a native guide? Whom should I use?
      A: It depends. The advantage of native guide is Free, Advice, and
         an extra man to carry items. Each one has his advantages & dis-
         advantages. Like Elio, he is very fast, but his marksmanship is
         too low ( 23 ). Hamous has pretty decent marksmanship but he is
         way too slow. I personally prefer Elio because he is fast and
         strong enough to open a lot of crates. I don't really need him
         to fight. Other people prefer Hamous just because he can join
         battle. It just depends on the way you play.



 (43) I don't want to fire mercenay so I just let him/her killed. That
      seems to be a better idea than getting complain by firing him/her.
      Is this good?
      A: Surely the other mercs will not complain because the turnover
         rate does not increase in this case. BUT, beware of the side
         effect! This will increase the casuality rate and also need chopper
         to send the dead body back. Also, I heard someone mentioned that
         if a merc's "buddy" got killed, he/she will quit. Then, you will
         have to increase his/her salary to keep him/her. Remember, his/her
         equipment will be gone if he/she quits! I don't recommend such kind
         of tactics.



 (44) Can enemy attack my sectors across the water?
      A: Yes. If the sector is adjacent to an enemy sector, then enemy
         can launch an attack from there even it is not "Safely Linked".
         So, be sure to put 8 guards there.



 (45) Do I need to put guards in all of my sectors? Is it necessary to
      always put 8 guards in my sectors?
      A: If the sector is not directly adjacent to an enemy sector, then
         it is not necessary to put guards there because enemy can not
         attack this sector directly. If this sector has enemy sector(s)
         adjacent to it, then you had better put guards there because the
         enemy might get a "free" sector if there is no guard there. You
         had better always put 8 guards in such kind of sectors. But this
         depends on your financial situation. If you can afford 8 guards
         in all the sectors adjacent to enemy sectors, then it is the best
         way to protect it. If you can't afford it and you wish to risk a
         little bit, then you should consider what level you are playing at.
         If that is HARDER, you may want to put less than 8 guards in those
         sectors where enemy may not attack you.
         The enemies can attack the same sector three days in a row.
             Ex: S49 on Day 2, 3, 4, all from S48 ).

         If a sector is separated from enemy sector by water, then you can
         consider put less guards there. If you are playing in NORMAL or
         EASY level, then you can consider just put 6 - 7 guards in your
         sector and reduce the amount of those backup guards.



 (46) Sometimes, the enemy sector has less than 8 guards even it is late
      in the game. How can this happen?
      A: Remember the enemy can launch attack on your sectors? That's why
         sometimes the number of them has decreased. If you remember to
         record the number of enemies that were sent to attack your sectors,
         then you can calculate how many enemies are left in that sector.
         If you attack that sector immediately, then you are going to face
         only that number of enemies there most of the time. ( So, don't just
         hit  when an "enemies attck" happens in your other sectors. )
         Of course, sometimes you need to guess which sector did they launch
         the attack before the day ends. One more thing, if you did not attack
         that sector immediately or the next day, there is a pretty good
         chance that the enemies will reinforcement that sector.

         The shortest time to get a reinforcement in an enemy sector is
         about 0.5 hour in my own experience. ( My previous experience is
         4 hours as the shortest. ) 1 day is the most common time needed.

         Note 1: Enemy can reinforce across water without following the
                 "linked" rule, but you can't if that sector is not linked.
         Note 2: The enemy will reinforce the sector that you are attacking
                 IF you take too much time fighting in that sector. Other than
                 this, the program seems to determine this randomly.



 (47) How to find those items hidden behind a tree?
      A: Hit the  key. See advice (17) in suggestion for the Novice
         Player.



 (48) What is the factor that influence the performance of my work?
      A: I don't have the formula here. One thing is for sure: the daily
         performance ( the one at the end of the day ) is based on the
         number of the enemies that you had killed, not on how many sectors
         that you had taken. Your casualities and number of Natives died
         might be considered but the factor is not clear. The overall
         performance was based on these factors and the sectors that you
         had taken. The turnover rate ( the mercs that you had fired ) might
         be a factor here.



 (49) Why the condition of the item degrades after I combine it with
      something else?
      A: There are two reasons for this to happen: (a) the person to do this
         job does not have high relative skill (b) the condition of one ( or
         several ) item(s) is not good enough.

         It is pretty easy to make up if it is the first case: just let
         someone else do it. The person with the right skill will usually
         increase ( or maintain ) the condition after he/she combines them.

         The second one is a little bit tough. You will need to have some
         experience about what condition is good to combine the items. After
         you had tried several times, you will probably have an idea of
         doing this. I would suggest you to try it out if the condition is
         over 50%. If it is under 50%, then you had better have it fixed
         before using it.



 (50) The items are too many, I can not carry all of them. What can I
      do?
      A: Some of the items can be put in the same pocket with other same
         ( or different ) items. You don't need to put each item in each
         slot. Check out the figure of the item. If there is a small number
         in the right lower corner, then you probably can put it together
         with other same items. For example: ammos. There is a limitation of
         how many of the same items can be put in the same pocket. Maximum
         number is 5. But there are some items, "Medical Kit", "Sun Goggle",
         which you can put only 2, or 3 "1st Aid" in the same pocket.

         Other than this, you can also combine things before you put it in
         the pocket. For example: "Silencer" or "Sniper Scope" with the gun.
         That will save some rooms. Also, combining "Gas" & "Oil" in "Glass
         Jar" will save one slot.

         CAUTION: If the item is for repair, the "Silencer" or "Sniper Scope"
                  which was combined with the gun will not be fixed unless it
                  is detached.

         If the items are really too many that you are still running out
         of the pockets ( it happens all the time ), then you can determine
         which items are needed immediately and which are not. Then, put
         those necessary items in your pockets. Put those unnecessary
         items in some certain place in the sector. ( There is no rain or
         thief in Metavira, so don't worry about these items. ) You can
         always come back latter to collect them.



 (51) Can I heal a guard?
      A: Yes. If you find a guard just injuried or is in poor, weak,
         critical, or dying condition, you can always try to let a merc
         to heal him. If the guard does not have wound, you will find
         the merc just stand next to the guard ( that means the wound
         does not need bandage ).



 (52) Can I heal the enemy?
      A: Yes. Once there is a person in the net said he healed the enemy
         but the enemy still attacked the merc after been treated! He just
         let his merc kill that enemy anyway. ( I never try this. )



 (53) Some of the guards is not in perfect condition. Can I replace them?
      A: Probably not. Since you can not control the guards except to ask
         part of them to move to another sector. You can only hope these
         weak ones will move so that you can isolate them.

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

         But, some of the FRESH guards are still in "POOR" conditions
         because this is really randomly determined.



 (54) Did Brenda leave any message for you after been kidnapped?
      A: Put her "lab coat" in the right hand, then you will find a message
         attached to the lab coat:

           NEED HELP
           LUCAS MEN
           THEY PLAN TO
           TAKE ME TO A
           SMALL ISLAND
           BRENDA

         Written in BLOOD(?).



 (55) Is there any "official cheat" or "bug" in the game?
      A: Yes.

         Carsten:
           Before a "Quick Save", let your mouse cursor hold an item ( like
           "Medical Kit" ) before doing this. Then, use "Quick Restore" ( by
           using keyboard's  ). You will get two items instead of the
           original one after the restore. ( Good to get "Medical Kit" this
           way. )
           ( Thanks Alexander J. Pirchl  for pointing
             out the "Quick Restore" must be done by using keyboard. )

         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: This only works at those bridges which were blown out by the
               enemies.

         Vincent Raymond:
           Fidel kills a water snake without any knife. ( Should be a bug. )

         Also, if you are low in ammo, there is a slightly cheating way
         to get more ammos:
           See Q35.

         Another cheat ( bug ) in the game:
           If you know where a trap ( mine ) is, then use the "Metal
           Detector" to search that square in less than 2 squares away.
           Since the detector will find out that square is a mine and you can
           not go there, so the game will show you the blue flag, but you
           DID NOT lose any APs.

        Artjom:
           After you had explored the place, if there is any enemy that you
           suspect where he is but you don't want to risk your guys to move
           in and get hurt, you can ask the merc to move to that specific
           position. If the merc refused to move to that specific position
           several times, then you can guess there is an enemy there.
        Note: I had confirmed this information.

        Artjom also mentioned something about getting shot without taking
        any damage and step on a mine without being hurt. If you really want
        to know about them, ASK him.

        There are also some other bugs in the game.
        1. Using  will force a turn. So, if you are low in APs, press
           this then you will get almost full APs back immediately. Again,
           this is cheating because your mercs can start shooting again while
           the enemies did not get THEIR TURN.
        2. A trick to travel to the other sector without everyone standing
           near the edge. You will need a merc to stand within 5 squares to
           the edge. Then, all the other mercs should be 3-4 squares away
           from this guy. When everyone still have at least 5 APs, then you
           can ask the team to transfer to the adjacent sector. It's good to
           retreat when you need it.
        3. When your merc or the enemy is standing at the corner or at the
           door, you won't hit the enemy in close range. So does the enemy.
           Nobody can hit the other parties in such condition, so just relax.
           Try to shoot him in next turn.
        4. Sometimes, the program ( version 1.13 ) will force a turn ( just
           like using  ) without any reason. I had encountered many
           times the game will skip one turn of both parties and so my mercs
           will regain full APs and the time had passed 2 turns.
        5. There are enemies in a row. You will see the second but not the
           first one. If you tried to shoot the second ( visual ) one, then
           the first ( front, invisible ) one will take the shot. You may not
           see this enemy even in very close range. You probably need to move
           another merc to nearby position to find out this first enemy.




 (56) Is there any recipes for combining items?
      A: I guess not. I believe those "Molotove Cocktail" and "Eagle" items
         were gotten via trial & errors.



 (57) Can I change the difficulty setting after I start the game? How can
      I check what level I am playing?
      A: No. If you go to the team information screen, you can see this in
         the upper right corner ( first one ).



 (58) There are too many keys, what can I do?
      A: True. There are too many keys and you can not tell the difference
         from them. There is a way to make your life easier: Only use the
         keys you found in the same sector or adjacent sector. If there are
         any key left, just throw it away.

         My suggestion is simple. Other than the afore-mentioned method, just
         bring the "Padlock Keys" with you. The Padlock are much harder to be
         picked. Once you have "Mike", just bring a "Lock Kit" with him.
         There is only 1 door that "Mike" can not pick in the island. ( You
         can use "Explosive" on that one. )



 (59) How can I know whether there is a window in the side of the building
      that I can not see? What can I do?
      A: Carsten reminded me about this problem. Sometimes, when the mercs
         walked around these hidden windows, they got shot. There seemed
         to be no way of telling the existence of the window.

         My method works most of the time: When a merc is moving toward the
         back of the building, let him/her stand right next to the wall! Move
         him/her square by square! If there is a window, he/she will probably
         see it 1 square(!) before he/she stands right in front of window.
         In this case, this merc has only SLIGHTLY chance to be shot. This
         is the method I used all the time.

         After you have confirmed there is a window there, you can always
         send a merc with "Wall Probe" to verify the existence of the enemies
         inside the building. If there is no enemy, then you should be able
         to move safely around this window.



 (60) What is the "three corners" Elio mentioned in sector 30?
      A: Most people believe the treasure is actually in sector 28 rather
         than sector 30. There is a "three corners" ( triangle shape ) in
         sector 28. AND, treasure ( $1,000 ) at each corner.



 (61) Does the computer ( program ) cheats? Why the computer keeps winning
      in sector 28?
      A: I think the program did cheat. BUT, in favor of the player! Not
         the computer. Just consider the superior fire power of those red
         shirts then you will surprise that how can those poorly armed
         ( with .38? ) guards can defend the sector. Whenever the computer
         fails to take a sector of yours, the program is cheating for you.
         ( I think it only consider the propability rather than the actual
           situation. )

         Here is one of the evidence: Once the computer send couple red
         shirts into one of my sectors ( S28 ). After awhile, all my guards
         are gone, and all but one red shirts are dead. I still have 3 Tappers
         in the sector. Considering the situation, the bad guy should
         slaughter those 3 Tappers easily. Guess what, the computer keep
         showing the information as though those Tappers are guards ( fine
         at this point ). Then, after one of the Tappers is dead, the red
         shirt DIES, too! Those two Tappers kill that bad guy ( with what? ).
         Is this cheating or not? Or, maybe the bad guys was wounded so
         seriously that he could not survive till he kill all the Tappers?

         As for sector 28, the computer needs to re-capture this sector
         to give you the "Rescue Brenda" event, so the computer will keep
         sending red shirts to take that sector. Most of the time, the
         invading squad will include 1 "Shot Gun" guy, 1 "Beretta" guy, and
         sometimes 1 "Magnum" guy. With such kind of superior firepower, how
         can they not win??? That sector is their first priority. As long as
         the computer still has any sector adjacent to that sector, CP will
         always send its men to capture that sector. Nothing special really.
         I would be surprised that the bad guys can not take that sector!



 (62) How to get the M14 in sector 10?
      A: You need to trigger the "Detonator" ( trap ) for a series of
         explosion. That will open a passageway for you. To open the Crate
         with M14, you need a very strong healthy guy to do it. Usually a
         healthy "Ivan" can open it ( will lose 1/2 of his breath ). If my
         memory did not go wrong, "Fidel" & "Ice" can not open this Crate
         ( with their full health ). Also, the Crate with M14 ammo will take
         "Ivan" about 1/3 breath to open it.

         As for how to trigger the "Detonator", there are some ways to do
         this safely. Tony's method could be the best right now: just throw
         a "Rock" to the trigger the "Detonator".
         I had confirmed this method. The benefit of this method is those
         enemies will come to search you after the explosion. You can ambush
         them in the south. ( The newly opened passageway will let you go to
         the other part of this sector. )

         If you do not have "Rock" at that moment, then you can try it when
         you are in real time mode. Let a healthy fast guy to step on the
         third "Detonator" ( the one that "Metal Detector" can not detect at
         that time ) and run away immediately. He/she should survive after
         this. You probably need some pratices for getting this without
         casuality. So real time ( with "Quick Save" ) is the best way for
         trying this.



 (63) What is the equation of the "Repair Points"? What does it means?
      A: From Tony:
            Repair Points = ( Mechanical Skill ) * ( Dex. ) * 0.015

         Each point can fix 1% of any item.



 (64) What is the equation of the "Doctor Points"? What does it means?
      A: From Carsten: ( Still can not verify this equation )
            Doctor Points = 2 * INT( DEXT * MEDIC /500 + WISD * MEDIC /100
                           - MEDIC/5)

         In C format:
            DPs = 2*(int)((int)((dext+4)/5)*medic/100.+medic*wisdom/100.
                 -medic/5)

         Each point can heal 1 HP of the patient.



 (65) What is the factor to determine the "Interrupt" situation?
      A: The "eye sight" of each mercenary will determine this. When an
         enemy comes from unseen to seen during the turn, the opposite
         site will have a chance to "Interrupt". But, sometimes, the
         reaction of the mercenary also plays an important role here.
         I don't know the factor here, but generally, the principle is
         simple ( unseen -> seen ). So, let a merc to shoot an enemy then
         run away will usually lure the enemy to chase after him/her, thus
         creates the opportunity for other mercs to ambush ( "Interrupt" )
         the enemy.

         Note: If you see an enemy then move to unseen position ( determine
               by  ), there are some chances the enemy will chase after
               this merc. If so, the "Interrupt" usually won't happen to this
               merc.

         Also, the angles of the merc can see is important. I don't know
         how wide a merc can see, but I am quite sure he/she can not see
         his/her BACK! ( By hearing some noise first. ) Unless he/she is
         wearing a "Extended Ears".

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

         In my experience, "Fox" is the most alert merc, so she has a lot
         of chances to "Interrupt" enemies. "Ivan" is the second best.



 (66) What are the randomness of the game?
      A: Many of the factors were determined by random in this game. Unless
         it is very important, the outcome will vary all the time.
         ( That's why most people consider the  as "cheating" because
           this will prevent a lot of the randomness to take effect. )

         For example: If you fire "Vinny" in order to hire "Magic", there is
         about 50% chance "Magic" will ask for "double salary" because he
         had talked with "Vinny". ( So, the "good friends" situation might
         be triggered by this randomness. )

         "Jammed Gun" is a typical event triggered by randomness. ( Or the
         ammos also parcipitating? )

         The items dropped by enemies are random most of the time. You can
         tell the difference if you played same sector several times. You
         will find some items are always available and some are actually
         determined by random factor. Most of the time, "Spectral Shield",
         "C-17", Weapons ( like "M14", "M16", "modified Beretta" ), "Helmet"
         ( both types ), "Extended Ears", and "multi-Pocket Vest" are ( more
         likely ) always available. Ammos ( especially the amount of the
         ammos ), less important weapons, and less important items are ( more
         likely ) determined by random factor.

         To determine whether the items are determined by random or not,
         you need to play more times to decide.

         Most of the items dropped by the enemies which are listed in the
         "Sector Information" section are more likely non-random. Or, have a
         higher chance to occur.

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

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

         The time required for an "Explosive" to go off. It will be either
         1 or 2 turns by random factor. So, you should be prepared for any
         possible outcome.



 (67) How to get Brenda's Journal?
      A: Brenda's Journal is in the NW corner in the building in S12.
         Although Carsten has found the "Detonator", this seemes not really
         important because it is ( sometimes ) very difficult to get there
         withour being noticed.

         This is how I got the Journal twice using the same method:
           (1) Use an "Explosive" to open the wall next to the safe.
           (2) Have "Mike" waiting in the corner and using a "Lock Kit" to
               open the safe, then move one step away.
           (3) The third guy comes and picks up the Journal.

         This is because I always forgot to bring the "combination" with team
         in that day. If you have the "combination" ( 3 torn pieces of paper )
         with you, then anyone can do it in step (2).

         Seems only "Mike" is capable of Lock Picking this safe ( according
         to the equation by Carsten ).

         Special Note: After your team retrieve the Journal, the day will
                       END! Make sure you get there after 6pm or have all
                       the Mechanics repairing a lot of items, and only bring
                       in 2-3 guys to get the Journal.



 (68) How come the items after combined have degraded?
      A: Either you did not use the correct person ( professional ) to do
         it or the condition of the original items are too bad. If you
         are using right person to combine the items, the condition will
         be either maintain or increase most of the time. But this is not
         100% guaranteed! If the wrong person is doing the combining, it
         IS 100% guaranteed the condition will be lowered! Even worse,
         the combination might not succeed! The object might be even
         damaged or DESTROYED!

         For those "Explosive" items, the outcome of the combination might
         vary a lot! You may use a 80% "Explosive" + a "Useless Detonator"
         and get an 100% "Live Explosive". Beware of such kind of explosive,
         it could be very DANGEROUS!



 (69) What is the target's priority of the enemies?
      A: Carsten found some general rules:
         (1) Most expensive guys. ( I had verified this one. )
         (2) Most injured guys.
         (3) ? ( I forgot. )



 (70) What are the chances for a mechanice to pick a locked door?
      A: Carsten used "JAEDIT15" to get values like this:

         AP  = Actionpoints
         RP  = Repair Points
         Doors = wisdom*dexterity*mechanic/200 + 250*(experience level)
         ( Mailing Carsten errors will lead to a correction. )

  Nickname  Salary  Hea  Agi  Dex  Wis  Med  Mec  Mks  Lev  APs RPs  Doors
      Mike  12000   97   95   94   96   67   98   99    8   23  138  6469
     Magic   5600   90   99   98   80   14   91   93    4   21  133  4591
     Spike   6000   77   69   86   85   11   76   92    5   18   98  4057
    Scully   7500   90   90   96   93   36   61   91    5   21   87  4003
      Boss   2950   80   76   84   71    9   99   84    3   17  124  3720
    Static   3100   79   66   95   60   10   98   84    3   17  139  3531
     Vicky   2850   79   85   72   85   16   90   80    3   18   97  3522
     Speck    365   69   51   77   86   11   99   49    1   13  114  3491
     Kelly   4700   95   87   91   81   13   67   94    4   20   91  3466
       Len   6500   96   83   89   83   35   54   83    5   20   72  3252
     Wally    650   82   55   62   83   24   95   24    2   14   88  2956
     Screw   1500   82   66   71   68    4   82   64    3   16   87  2719
       Sam   2750   75   58   55   91   11   65   86    4   14   53  2621
      Juan      0   74   62   88   74    0   70   24    1   15   92  2535
     Moses   1900   49   39   29   89   29   88   84    5   10   38  2376
     Vinny    385   73   75   74   65    0   87   65    1   15   96  2348
      Pops   2800   38   14    4   88   18    9   85    9    8    0  2319
    Sparky    205   52   68   88   51    0   86   47    1   14  113  2185
     Jimmy    800   84   82   73   47    0   92   56    2   17  100  2068
      Wolf   1850   87   73   84   74   44   48   74    2   17   60  2003
       Eli   1400   81   73   58   77   70   65   49    2   15   56  1963
    Needle   1900   92   80   81   88   98   34   62    2   18   41  1708
     Rusty   1650   74   71   89   68    0   30   64    3   17   40  1665
     Elroy    345   63   54   88   50   12   81   55    1   13  106  1645
       Ice   1300   90   88   87   71    0   35   86    2   19   45  1580
    Hector    410   79   84   88   72    6   38   61    1   17   50  1459
    Stella   3500   85   24   75   88   89   21   69    3   12   23  1451
    Grunty    490   82   79   76   72   14   40   69    1   16   45  1350
      Lynx   3300   81   79   86   71   23   19   99    3   18   24  1348
       Bob   1200   81   68   66   97   37   26   72    2   15   25  1344
     Mitch   3800   83   71   88   97   96   13   56    3   17   17  1322
    Sidney   4000   80   70   91   78   39    0   91    4   18    0  1024
       Bud   1100   73   79   75   69   19   18   78    2   16   20   971
    Hitman   1800   80   81   40   74    3   11   93    3   16    6   930
      Ivan   1500   94   90   95   83    5   10   91    2   19   14   902
      Ears    375   72   67   58   79   22   26   54    1   14   22   851
    Bernie   2650   69   39   48   85   94    4   75    3   11    2   849
       Fox    515   77   85  100   76   60   15   54    1   18   22   826
      Carp    575   55   54   52   77    2   15   67    2   12   11   812
     Snake   1150   65   89   86   57    0   12   80    2   17   15   806
     Cliff   3000   73   60   53   87   79    0   83    3   14    0   768
       Tex    275   71   71   57   52    0   32   65    1   14   27   721
     Leech   1150   63   58   70   54    9   10   98    2   13   10   701
       Rev    740   74   46   41   54   15   15   64    2   11    9   674
     Fidel   1500   88   83   64   71    3    6   85    2   17    5   648
      Gary    315   83   68   59   60   11   22   67    1   14   19   638
    Turtle    250   53    8   21   85    2   12   75    2    8    3   614
     Smoke    560   78   87   80   44    7   20   69    1   17   23   608
       Doc   1750   74   77   61   83   83    3   66    2   15    2   586
      Beth    330   77   90   36   80   44   22   55    1   15   11   572
    Kaboom    210   71   93   91   13    0   27   58    1   18   36   413
     Larry    140   46   72   54   58   49    7   50    1   13    5   365
    Weasel    180   56   44   36   60    0    5   54    1   10    2   310
      Wink    240   92   80   68   59    2    2   38    1   17    2   296
        It    155   95   55   74   29    0    3   61    1   14    3   288
    Hamous      0   66   68   66   35    0    2   74    1   14    1   279
     Raffi    100   70   93   14   29    4    2   44    1   14    0   260
    Reuban     35   57   45   39   28    0    0   32    1   10    0   256
     Skitz     90   48   60   51   31    0    0   47    1   11    0   256
     Lance    230   76   69   61   56   21    0   44    1   14    0   256
      Hurl    400  100   81   71   55   44    0   60    1   17    0   256
      Elio      0   83   84   81   58    0    0   23    1   17    0   256
      Biff     95   73   74   71   58    0    0   47    1   15    0   256


   Examples for doors:
   The door in the SW building in S39 needs about 1300 opening points.
   The N door in the N building in S2 needs about 4650 opening points.
   (There is a random modifier in these values)

   Each door has a set value for each day. If your merc has a higher
   "Door Open" value, then he will pick the lock successfully.

   Note: Seems only Mike is capable in picking the Safe with Brenda's
         Journal.

   Also, there might be a random factor to influence the value here when
   you are playing in NORMAL or EASY level.



 (71) Will the second hand holding an object influence the accuracy of
      the mercenary?
      A: Here is the answer from the game designer Alex Meduna
         <75162.2430@CompuServe.COM>:
           NO!  It doesn't matter what is in your "ready hand" ( really
           referred to as the "holster" slot ) at ANY time, no matter what
           you're doing or using.  The "hand" position in JA is considered
           to be "both hands", not just one.  The holster is something
           hanging at your hip.



 (72) What is the order of the healing when you assign "Doctor" and "Patient"
      at the beginning of the day?
      A: Alex Meduna <75162.2430@CompuServe.COM> describe the order clearly.
         (1) The "Doctor" will try to heal himself/herself first.
             ( They are a little bit selfish. )
         (2) If there are any "Doctor Points" left, the rest will spread
             EVENLY to every patient.

         If you want someone to heal first, you have to assign other person
         to "Rest" instead of "Patient". They can not be healed but guarantee
         the "Doctor Points" will be used to that specific person.

         Note: "Rest" 1 day will also regain some HPs. It depends on how
                strong that mercenary is. It depends on your luck, but
                usually less than 20 HPs.



 (73) Any hints given in the game for those special events ( quests )?
      A: When you got any new quest, bring a "Wall Probe" with you right
         away. Whenever you find a building, try to use "Wall Probe" in the
         building. IF there are at least two enemies in the building, you
         may get a hint for that quest ( the important information ).

         Here are some information that I recall from my memory for each
         event ( I did not write them down, so ... ):

         a) Water Poison: Tell the boys don't drink the water, I put enough
                          poison in the water.
         b) Encrypted Code: Lucas and his resupply code. Can't he just use
                            Damned English.
            Note: There is a piece of paper with the last 1/3 of these codes.
         c) Rescue Brenda: They will never find her. She is in the island
                           just out of seashore ( or coast ).
            Note: This hint limits the possible sectors to only 2!
         d) Head Stone: They will need strong swimmers to get to that head
                        stone!
                ( or ): Yeah! Gonna need some stong swimmers if they ever
                        plan on find that tombstone.
            Note: Also limits the possible sectors to only 2!
         e) Virus quest: ? ( I don't think there is any hint except Brenda
            will tell you what to find for "Antidote". But, she will not make
            it until you find her scientific journal or about 2 days later.
            But, the newly made "Antidote" need one more day to test it. So
            that will cost you 3 whole days! )



 (74) Humors in the game.
      A: When your guys are in the field, try to get the "Hand Cursor",
         then let this guy search or pickup item from another merc's
         location. Funniest scenario so far: "Fox" and "Fidel".

         Warning: These humors have something to do with S*X. If you don't
                  like this kind of idea, please don't try it.




  VIII. Miscellaneous Information
  Comments for those high Marksmanship mercs:
  Mike: Perfect! Well, except the Salary. ( 23 APs )
  Lynx: Good one, and well worth the price. ( 18 APs )
  Leech: Slow but OK with that price. Will refuse order like Fidel while
         in the middle of a combat. ( 13 APs )
  Kelly: Not that good. His response ( "INTERRUPT" ) was bad. I am a
         little disappointed about him. Other people still think he is
         OK. The possible reason is he can not see very far. That should
         be the reason why his response is not good. ( 20 APs )
  Magic: Very Good! Highly recommended. Well worth the price. ( 21 APs )
  Hitman: OKay. But he is too slow. ( 16 APs )
  Spike: So far, the only comment I got said his salary seems too high!
         ( I have no idea about this guy. )
  Ivan: Good one. What can I say, almost everyone has him at the beginning.
        He is very strong too. ( 19 APs )
        ( Note: If you are lucky that Ivan happens to get 1 HP in level 2,
                that will increase his APs to 20. )
  Sidney: Not good. Like Ivan at the beginning, but a little bit slower.
          ( 18 APs )
  Scully: Good one, worth the price. ( 21 APs )

  Special:
  Ice: Good one. Easy to improve Marksmanship to about 88. Also very fast
       and healthy. ( 19 APs )
  Fidel: Best Bomb dude ( except Mike ). A little bit slow. ( 17 APs )
  Snake: Good shooter and has a Camo-U-Flage with him. The drawback is low
         HPs and no significant secondary skill. ( 18 APs )
         ( Note: Sanke will gain 1 more AP if he ever increase his HP by
                 1 point. And, this is very possible for the first 2 days. )
  Bud: Good shooter and somewhat useful field doc. His 78 marksmanship
       can be easily raised to 80 by the killing number. ( 16 APs )

  Strongly suggest: ( in order )
    Mike, Magic, Scully, Lynx/Ivan, Ice, Fidel.
    Bud and Snake depends on your choice.

  You may have some opinion about Ivan should be higher than Lynx, but I have
  the reason to put him in front of Ivan. Lynx is a little bit slower but you
  can count on him while in Sector 1. You can put him in a position where you
  usually put Mike there, and Lynx can still handle it very well because of
  his 99 marksmanship.

  Another fact is that he can shoot from more than half sector away with the
  "Sniper Scope". You only need to have him holding a "M14" or a "mod. M14"
  with "Sniper Scope" and staying away from the front. But he should have a
  clear line of sight to everywhere. When any of your guys is in deep trouble,
  just call 1-800-Lynx-Eye. He had saved so many embarassing situations for my
  team. This tactic is very useful when there are wide open areas or water
  separating areas in the sector, such as S4, S5, S6, S16, S18(!), S21, S22,
  S26, S33, S34, S35 ( if attack from east/south ), S37, S38, S44, S46, S47,
  S51, S53, S54, S55(!).


  Attribute of all four Native Guides:
  ( From < sca@advge.magwien.gv.at > in newsgroup )
                sal  hp  ag dex wis med mec  mk exp
   Elio           0  83  84  81  58   0   0  23   1 ( 17 APs )
   Hamous         0  66  68  66  35   0   2  74   1 ( 14 APs )
   Juan           0  74  62  88  74   0  70  24   1 ( 15 APs )
   Native # 4     0  68  55  88  82  46   0  11   1


  Here are the tables of ranking of all Mercs' different skills. When you have
  some special requirement ( like a Bomb Dude ), you can check the table of the
  Explosive and determine which one you want. I think this should be handy for
  all the players. These tables are prepared by Mr. Jean-Marc Tanzi. I correct
  all the wrong figures and change part of the order ( when there is a tie,
  the salary will determine the ranking ). Note that the APs used here were
  calculated from Carsten's equation. I had corrected all the errors in APs,
  so that the figures in the tables are all correct now. The first table was
  prepared by Carsten himself. There are APs, DPs ( Doctor Points ), and MPs
  ( Repair Points ). This table should be very handy for everyone.

  AP = Actionpoins
  MP = Repair Points
  DP = Doctor Points

  By APs ( This is the corrected table ):
           Sal.   hea  agi  dex  wis  med  mec  Lev  AP   MP   DP
  Turtle    250   53    8   21   85    2   12    2    8    3    2
    Pops   2800   38   14    4   88   18    9    9    8    0   24
  Reuban     35   57   45   39   28    0    0    1   10    0    0
  Weasel    180   56   44   36   60    0    5    1   10    2    0
   Moses   1900   49   39   29   89   29   88    5   10   38   42
   Skitz     90   48   60   51   31    0    0    1   11    0    0
     Rev    740   74   46   41   54   15   15    2   11    9   12
  Bernie   2650   69   39   48   85   94    4    3   11    2  140
    Carp    575   55   54   52   77    2   15    2   12   11    2
  Stella   3500   85   24   75   88   89   21    3   12   23  146
   Larry    140   46   72   54   58   49    7    1   13    5   48
   Elroy    345   63   54   88   50   12   81    1   13  106    8
   Speck    365   69   51   77   86   11   99    1   13  114   18
   Leech   1150   63   58   70   54    9   10    2   13   10    8
  Hamous      0   66   68   66   35    0    2    1   14    1    0
   Raffi    100   70   93   14   29    4    2    1   14    0    0
      It    155   95   55   74   29    0    3    1   14    3    0
  Sparky    205   52   68   88   51    0   86    1   14  113    0
   Lance    230   76   69   61   56   21    0    1   14    0   20
     Tex    275   71   71   57   52    0   32    1   14   27    0
    Gary    315   83   68   59   60   11   22    1   14   19   10
    Ears    375   72   67   58   79   22   26    1   14   22   30
   Wally    650   82   55   62   83   24   95    2   14   88   36
     Sam   2750   75   58   55   91   11   65    4   14   53   18
   Cliff   3000   73   60   53   87   79    0    3   14    0  122
    Juan      0   74   62   88   74    0   70    1   15   92    0
    Biff     95   73   74   71   58    0    0    1   15    0    0
    Beth    330   77   90   36   80   44   22    1   15   11   58
   Vinny    385   73   75   74   65    0   87    1   15   96    0
     Bob   1200   81   68   66   97   37   26    2   15   25   66
     Eli   1400   81   73   58   77   70   65    2   15   56   96
     Doc   1750   74   77   61   83   83    3    2   15    2  126
  Grunty    490   82   79   76   72   14   40    1   16   45   18
     Bud   1100   73   79   75   69   19   18    2   16   20   24
   Screw   1500   82   66   71   68    4   82    3   16   87    4
  Hitman   1800   80   81   40   74    3   11    3   16    6    2
    Elio      0   83   84   81   58    0    0    1   17    0    0
    Wink    240   92   80   68   59    2    2    1   17    2    2
    Hurl    400  100   81   71   55   44    0    1   17    0   44
  Hector    410   79   84   88   72    6   38    1   17   50    8
   Smoke    560   78   87   80   44    7   20    1   17   23    4
   Jimmy    800   84   82   73   47    0   92    2   17  100    0
   Snake   1150   65   89   86   57    0   12    2   17   15    0
   Fidel   1550   88   83   64   71    3    6    2   17    5    2
   Rusty   1650   74   71   89   68    0   30    3   17   40    0
    Wolf   1850   87   73   84   74   44   48    2   17   60   62
    Boss   2950   80   76   84   71    9   99    3   17  124   12
  Static   3100   79   66   95   60   10   98    3   17  139   10
   Mitch   3800   83   71   88   97   96   13    3   17   17  182
  Kaboom    210   71   93   91   13    0   27    1   18   36    0
     Fox    515   77   85  100   76   60   15    1   18   22   90
  Needle   1900   92   80   81   88   98   34    2   18   41  166
   Vicky   2850   79   85   72   85   16   90    3   18   97   24
    Lynx   3300   81   79   86   71   23   19    3   18   24   30
  Sidney   4000   80   70   91   78   39    0    4   18    0   60
   Spike   6000   77   69   86   85   11   76    5   18   98   18
     Ice   1300   90   88   87   71    0   35    2   19   45    0
    Ivan   1500   94   90   95   83    5   10    2   19   14    8
   Kelly   4700   95   87   91   81   13   67    4   20   91   20
     Len   6500   96   83   89   83   35   54    5   20   72   56
   Magic   5600   90   99   98   80   14   91    4   21  133   22
  Scully   7500   90   90   96   93   36   61    5   21   87   66
    Mike  12000   97   95   94   96   67   98    8   23  138  126


  By Salary:
     NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
  Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
  Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
  Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
  Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
  Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
  Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
  Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
  Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
  Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
  Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
  Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
  Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
  Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
  Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
  Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
  Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
  Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
  Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
  Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
  Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
  Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
  Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
  Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
  Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
  Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
  Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
  Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
  Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
  Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
  Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
  Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
  Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
  Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
  Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
  Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
  Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
  Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
  Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
  Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
  Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
  Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
  Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
  Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
  Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
  Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
  Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
  Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
  Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
  Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
  Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
  Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
  Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
  Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
  Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
  Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
  Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
  Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
  Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
  Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
  Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23


  By HPs:
     NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
  Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
  Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
  Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
  Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
  Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
  Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
  Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
  Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
  Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
  Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
  Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
  Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
  Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
  Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
  Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
  Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
  Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
  Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
  Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
  Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
  Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
  Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
  Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
  Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
  Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
  Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
  Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
  Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
  Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
  Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
  Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
  Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
  Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
  Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
  Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
  Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
  Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
  Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
  Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
  Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
  Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
  Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
  Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
  Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
  Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
  Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
  Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
  Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
  Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
  Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
  Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
  Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
  Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
  Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
  Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
  Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
  Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
  Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
  Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
  Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17


  By Agility:
     NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
  Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
  Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
  Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
  Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
  Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
  Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
  Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
  Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
  Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
  Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
  Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
  Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
  Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
  Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
  Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
  Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
  Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
  Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
  Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
  Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
  Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
  Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
  Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
  Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
  Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
  Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
  Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
  Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
  Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
  Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
  Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
  Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
  Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
  Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
  Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
  Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
  Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
  Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
  Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
  Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
  Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
  Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
  Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
  Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
  Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
  Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
  Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
  Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
  Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
  Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
  Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
  Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
  Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
  Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
  Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
  Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
  Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
  Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
  Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
  Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21


  By Dexterity:
     NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
  Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
  Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
  Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
  Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
  Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
  Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
  Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
  Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
  Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
  Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
  Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
  Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
  Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
  Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
  Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
  Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
  Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
  Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
  Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
  Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
  Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
  Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
  Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
  Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
  Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
  Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
  Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
  Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
  Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
  Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
  Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
  Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
  Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
  Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
  Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
  Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
  Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
  Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
  Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
  Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
  Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
  Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
  Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
  Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
  Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
  Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
  Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
  Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
  Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
  Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
  Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
  Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
  Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
  Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
  Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
  Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
  Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
  Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
  Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
  Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18


  By Wisdom:
     NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
  Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
  Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
  Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
  Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
  Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
  Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
  Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
  Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
  Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
  Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
  Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
  Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
  Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
  Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
  Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
  Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
  Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
  Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
  Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
  Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
  Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
  Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
  Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
  Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
  Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
  Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
  Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
  Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
  Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
  Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
  Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
  Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
  Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
  Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
  Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
  Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
  Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
  Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
  Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
  Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
  Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
  Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
  Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
  Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
  Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
  Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
  Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
  Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
  Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
  Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
  Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
  Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
  Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
  Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
  Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
  Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
  Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
  Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
  Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
  Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17


  By Medical skill:
     NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
  Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
  Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
  Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
  Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
  Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
  Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
  Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
  Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
  Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
  Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
  Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
  Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
  Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
  Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
  Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
  Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
  Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
  Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
  Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
  Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
  Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
  Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
  Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
  Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
  Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
  Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
  Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
  Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
  Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
  Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
  Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
  Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
  Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
  Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
  Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
  Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
  Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
  Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
  Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
  Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
  Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
  Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
  Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
  Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
  Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
  Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
  Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
  Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
  Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
  Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
  Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
  Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
  Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
  Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
  Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
  Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
  Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
  Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
  Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
  Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18


  By Explosive skill (over 30):
     NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
  Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
  Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
  Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
  Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
  Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
  Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
  Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
  Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
  Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
  Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
  Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
  Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
  Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
  Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
  Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
  Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
  Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
  Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
  Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
  Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23


  By Mechanical skill (over 30):
     NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
  Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
  Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
  Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
  Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
  Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
  Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
  Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
  Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
  Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
  Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
  Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
  Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
  Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
  Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
  Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
  Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
  Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
  Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
  Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
  Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
  Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
  Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
  Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
  Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
  Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
  Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17


  By Marksmanship:
     NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
  Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
  Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
  Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
  Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
  Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
  Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
  Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
  Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
  Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
  Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
  Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
  Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
  Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
  Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
  Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
  Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
  Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
  Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
  Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
  Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
  Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
  Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
  Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
  Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
  Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
  Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
  Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
  Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
  Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
  Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
  Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
  Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
  Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
  Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
  Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
  Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
  Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
  Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
  Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
  Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
  Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
  Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
  Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
  Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
  Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
  Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
  Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
  Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
  Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
  Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
  Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
  Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
  Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
  Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
  Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
  Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
  Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
  Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
  Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
  Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23


  And last by APs: ( Just for reference )
     NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
  Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
  Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
  Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
  Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
  Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
  Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
  Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
  Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
  Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
  Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
  Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
  Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
  Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
  Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
  Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
  Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
  Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
  Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
  Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
  Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
  Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
  Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
  Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
  Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
  Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
  Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
  Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
  Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
  Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
  Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
  Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
  Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
  Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
  Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
  Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
  Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
  Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
  Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
  Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
  Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
  Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
  Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
  Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
  Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
  Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
  Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
  Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
  Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
  Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
  Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
  Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
  Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
  Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
  Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
  Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
  Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
  Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
  Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
  Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
  Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23


        *       *       *       *       *       *       *       *


  The ending words of each Mercenary:

  Mike: We showed them!
  Scully: Some people just never learn!
  Magic: One day, Metavira will come up in a conversation, and I'll
         be able to say I was there! ( Best one. )
  Lynx: Success! This island belongs to us!
  Fidel: We do it! We do it good!
  Ivan: ??????
  Hitman: We showed'em, Ace! We showed'em real good!
  Sidney: We've beat him!  This island belongs to Jack!
  Sparky: Like that was awesome... Real awesome ...
  Elio: It be quiet in Metavira again.
  Kelly: What a way to put it away!
  Ice: We showed them, man! We showed'em good!
  Boss: That was a job well done!
  Speck: I never been prouder than in the work we've just accomplished!
  Fox: Whew... That was close! But... It's over now. We did it!
  Biff: I can't believe it's finally over.
  Pops: I could not have picked a better way to end my career.
  Hurl: I'm shaking like a leaf, but we did it! The island is safe!
  Tex: HEEHAW... We did it, partners!
  Reuban: Reuban fix island. Everything good now!
  Ears: We've done it... This place belongs to Jack again.
  Moses: That's it for me! This is the perfect moment to retire!
  Screw: We pulled it off! Santino's history!
  Beth: It was pretty hairy, but we did it!
  Grunty: It's been a long haul! But a job well done!
  Bob: This is definitely one of my proudest victories!
  Doc: That was close! But it's all over now!
  Kaboom: That was fun!
  Carp: That was quite a piece of work.
  It: I gotta get a real job!
  Smoke: Whooooweee! Chalk one up for the good guys!
  Bernie: Our work is done! It's Jack's Island now!
  Wink: We did it!
  Gary: Ya... We did it!
  Larry: Yaaaaahhh... Would a breuski(sp?) go down nice right about now!
  Rusty: I don't think Santino will ba a problem anymore!
  Jimmy: It's over! We're running the show now!
  Hector: We do job... Metavira be safe now... Jack be happy!
  Leech: We're running this place now!
  Raffi: We da best!
  Lance: It sure feels good to get that first one under your belt!
  Weasel: Thisthing is finally over!
  Spike: Boy did we kick butt!
  Wally: We've done it!
  Turtle: This calls for a celebration! Perhaps, some fine dining...
  Sam: We've done it son... This island belongs to Jack now!
  Cliff: One day I'll be able to tell my grandchildren about this place...
  Eli: They'll be talking about this one in the trade papers for years
       to come.
  Elroy: I'd say we've earned our pay!
  Skitz: I'll never forget this place.
  Vicki: ALL RIGHT, man!




  VIII. Suggestion for Veteran Players ( by Peter Kuesters )

     Veteran suggestions

     Questions:
     (1) The enemy keeps throwing "Grenades" at me, what can I do?
     (2) I don't have enough weapons/armor, who needs them most?
     (3) How can I take out guys inside buildings without getting shot?
     (4) How effective are the weapons compared to each other?
     (5) Which items should I take with me, there are too many?
     (6) What kind of team is optimal?
     (7) How can I take a sector fast?
     (8) Why would anybody want to use "Mines"?
     (9) Should I prevent the rescue-Brenda-mission?

     Answers:
     (1) The enemy keeps throwing "Grenades" at me, what can I do?
         A: There are several occasions when an enemy will throw a "Grenade"
            at your mercenaries ( only few enemies have grenades ):
            i) You just entered a sector, an enemy is standing fives steps
               away from your group, gets an interrupt and kills half your
               mercenaries with a grenade.
               A: There is nothing you can do, this is an unfairness due to
                  the sector-based nature of the game, I always "Quick-Save"
                  before I enter a new sector so I can reload if this happens.

           ii) The enemy knows where your guy(s) is/are hiding, but he has no
               clear line of sight.
               A: Don't hide behind lot's of bushes if you suspect the enemy
                  might throw a grenade.
                  "He who lives to run away lives to fight another day."
                  ( Wizardry 7 manual ? )

          iii) There are many of your mercenaries standing close to each other.
               A: Spread out your mercenaries, the sectors are big enough.


            Q': I listen to all the above advice, but I still get hit by
                "Grenades" sometimes.
                A: It is hard to explain how one plays the game. I play by
                   intuition, so I can't give you a set of rules that will
                   ensure safety. Experience will allow you to recognize a
                   dangerous situation and avoid it. Even I get hit by
                   "Grenades" sometimes, but the occasions are very rare.

            Editor's Note: Read the SIGN! Only a few enemies have "Grenades".
                           If you found there is an enemy who can shoot you
                           but did not. Instead, he walks toward you. Then,
                           LOOK OUT! Here comes the "Grenades".



     (2) I don't have enough weapons/armor, who needs them most?
         A: This depends on your strategy. I prefer to give the best armor
            and the worst weapons to my "scouts". They will explore the
            sector, while the best weapons are in the hands of "snipers"
            who stay a little behind them and will shoot at any enamy who
            shows up. The "scouts" get the "Grenades", because they are closer
            to the enemy and throwing range is rather limited. "Extended Ears"
            and "Gas Masks" will be first given to the "scouts", they need to
            spot the enemies/have protection from gas.

     Editor's Note: Peter explains his strategic to me before. My strategic is
                    somewhat similar to his, so I understand what he is talking
                    about. Peter divides his team into two groups. Each group
                    has its "Scout" & "Sniper(s)". The "Scout" must be very
                    fast. Usually with very high APs. The main "Sniper must
                    have very high "Marksmanship". The rest are relatively not
                    important. I think you can just let them pick up items or
                    open the Crates during the battle. For example: in the
                    early game, his team will have "Fox" & "Ice" as "Scouts",
                    "Ivan" and "Fidel" as "Snipers". Whenever "Fox" or "Ice"
                    found an enemy, he/she runs for cover. BUT, they need to
                    attract the attention of the enemies. Next turn, they run
                    back to the trap. Whenever the enemies chase "Fox" or
                    "Ice", "Ivan" or "Fidel" can ambush the enemies. With
                    reserved APs & Best weapons + "Interrupt", these enemies
                    will be very good targets for "Ivan" & "Fidel".
     Note 2: The combination is important, too. "Ice" can shoot if that was
             a situation when you should not run & hide, then he can shoot
             without mercy. "Fox" seems to shoot better than her marksmanship
             had shown. Yet, don't count on it. If you had played before and
             you knew where the enemies usually gathered, then use "Ice" to
             lure them. He could damage some enemies while trying to hide.
             "Fox" will be in danger if there are too many enemies.



     (3) How can I take out guys inside buildings without getting shot?
         A: That's what "Explosives" are for. Just place an "Explosive" next
            to a door, stand back with a couple of guys and wait for the fun
            to begin.

            Q': Why place the "Explosive" next to the door?
            A: This way you will get a bigger opening, both the wall with the
               "Explosive" and the door will blow away.

            In the beginning of the game, "Grenades" are useful, too, because
            they can blow away wooden doors.



     (4) How effective are the weapons compared to each other?
         A: I made a table which lists all the weapons, their range and
            average damage point blank versus 75% armor and 0% armor ( 10
            shots ):
                                             Damage
                                 range    vs.75%     vs.0%
                  S&W             10        0         30.7
                  Colt            11        1.6       38.3
                  Beretta         12        3.1       42.3
                  Magnum          13        2.0       32.3
                  mod. Colt       13        2.8       30.4
                  mod. Ber.       14        4.7       49.7
                  mod. Mag.       15        2.9       39.8
                  Shotgun         16        9.3       54.0
                  .12g rifle      18        7.6        ?
                  mod. .12g(R)    20       11.1       56.3
                  M14             20       11.1       37.8
                  Mod. M14        25       20.5       60.0
                  M16             25       11.2       54.6
                  Mod. M16        30       14.7       72.5

            Note: with 10 shots, you can't really get a valid statistical
                  value, but this table should suffice to judge a weapons
                  effectiveness. I think the values vs. armor are relatively
                  accurate, the ones versus no armor should be used with
                  caution, there is too much deviation.



     (5) Which items should I take with me, there are too many?
         A: This really depends on how you play. I ( almost ) never take
            any keys with me. Only in the beginning do I pick up "Oil",
            "Gas-can" and "Rag". I don't need "Jars", since I only construct
            "Eagle-fearballs".
            The papers are unnecessary.
            Don't take ammo with you for weapons you won't use anymore.
            Don't take weapons with you if you won't use them anymore.
            This way, there won't be much of a problem with items.



     (6) What kind of team is optimal?
         A: Again, this mainly depends on how you play.

            This is who I would suggest using:

            Field mech: "Speck" and "Sparky" in the beginning, later you'll
                        need both of them to repair stuff, then hire "Mike".
            Field doc: Why??? there are enough kits, anybody can bandage in
                       the field, they just use more bandages.

            Explosives expert: "Fidel"! He can shoot, too.
            Home doc: "Fox", hire her on D2, she won't join on D1.
            Who else: "Snipers", mercenaries with a high marksmanship,
                      "Ivan" and "Ice" are my favorite.



     (7) How can I take a sector fast?
         A: Kill the enemy fast. You should have good equipment, otherwise
            the enemy will kill you fast. On the first couple of days, I
            can't take more than about 4 sectors average, later I can do
            about 6-7 sectors average.

            This strategy assumes you have a well equipped team of at least
            4 mercs:
            -Spread you team all across the sector, two mercs should suffice
             to take out any enemy quickly.
            -Don't use reserve points, but always take cover and have some
             movement remaining to run or shoot in an "Interrupt" situation
             ( If you have a great team, you might forget about the movement
               left with some dudes, just keep about 5 points that will carry
               over to the next turn ).
            -Don't use "Silencers" with all your guys, you want the enemy to
             come for you.



     (8) Why would anybody want to use "Mines"?
         A: Usually, they are pretty useless, but in sectors 2 and 13, they
            can be quite helpful. Bury them in doorways to ensure no enemy
            will surprise you from behind. Your mercs can walk over them, so
            this does not block your freedom of movement.



     (9) Should I prevent the rescue-Brenda-mission?
         A: No, unless you don't want the additional 15k from Jack. This
            extra money allows you to get a more expensive team earlier in
            the game, thus making it easier for you to beat the game faster.




 IX. Strategic Guides ( by Li ) for the Beginning of HARDER Level
     ( Partially Done )
     I suppose everyone who wants to have a look at this part had at least
  finished 1 game. So, these spoiler should be OKay for you. If you had not
  finished any game before, please do not continue because:

      (1) You will lose a lot of pleasure of finding something new or funny.
      (2) You may not understand what I am talking about.

      I will try to provide some advice of my own. These will be in a format
  of Strategic Guide for each sector at the beginning of the game.

      If you are a veteran player, you should have some ideas of how the game
  works with your own experience. I do not intend to interfere your thinkings.
  The information I provided here might conflict with your own experience. If
  you don't agree with my opinion, that's fine. You can always develop your
  own theories and I do believe your theories should work as well as mine. But
  if you have trouble in your game, then you might want to refer to my ideas.


  (a) General Advice:
      I think everyone should agree with me that high "Marksmanship" mercs are
  essential to the job in Metavira. High APs' mercs will make your team works
  better. Based on these knowledge, my game usually only has limited mercs to
  choose from. "Ivan", "Fidel", "Ice" are 3 MUST HAVE to complete the early
  part of the game. Others are all optional.

      "Sparky" is a MUST HAVE for "home Mechanic". She is much better than
  "Speck" and she is also cheaper. I had tried "Sparky", "Vinny", & "Speck"
  before hiring "Magic" for the "field Mechanic". I would highly recommend
  "Vinny" for this job. "Vinny" is a very good bargain ( also considering the
  salary ). If you know how to use "Speck" effectively, then I would suggest
  you to use him instead of "Vinny".

      "Field Doc" part is real tricky! I hate this part, too. I don't want to
  spend a lot of money on those expensive "Doctors", but I can not gaurantee
  my guys won't get hurt. My first 3 games started with "Bud". His medical
  skill is already good enough for me. But I feel ( just as Peter ) that I
  don't need any "field Doc" for the first day and just hire "Fox" on day 2.

      Here is the squad of Peter's for the first few days ( usually ):
         Day 1: Ivan, Fidel, Ice, Snake, Vinny.
         Day 2: Fox, Sparky, Speck. ( Two "home Mechanics"! )
         Later on, plus Eli ( Doc + 3rd "home Mechanics"! )

      Mine is slightly different:
         Day 1: Ivan, Fidel, Ice, Bud, Vinny.
         Day 2: Fox, Sparky, Smoke ( Bakeup "Bomb Dude". )
         I use Elio.
      I tried "Ears" in one of my game on day 1, but he hurt me in "Turnover
  Rate" more than his contribution. So I don't suggest this tactic.

      I also tried this combination twice:
         Day 1: Ivan, Fidel, Ice, Snake, Vinny.
         Day 2: Fox, Sparky. + Elio.

      You can see that I agree with Peter about using Snake on Day 1. This is
  a pretty good team at the beginning already.

      However, I tried the following combination and found this would be
  much better:
         Day 1: Ivan, Fidel, Ice, Grunty, Speck.
         Day 2: Fox, Sparky. + Elio

      I tried this once which is really a great team format. Although I miss
  "Snake" ( backup "Shooter" and his "Camo-U_Flage" ), I can overcome this
  dis-advantage by cautious playing. Later, on Day 4, "Magic" is hired so
  that "Speck" can be the second "home Mechanic". In this formation, you
  just need to fire "Elio" for "Magic". I did fire "Grunty" for "Lynx" at
  the same time. So, in the record, I only fire 1 merc. Then, later, I fire
  "Ice" for "Mike". In this case, I only fire 2 mercs ( in the record ). And
  I have my team in such formation:
         Scouts: Fox, Ivan/Magic/Mike ( mixed combination ).
         Shooters: Lynx, Ivan/Magic/Mike, Fidel.
         Bomb Squad: Fidel, Mike ( backup ).
         Field Docs: Fox, Lynx, Mike ( backup ).
         Field Mechanics: Magic, Mike ( backup ).
         Home Docs: None.
         Home Mechanics: Sparky, Speck.

      "Fox" and "Ivan" are two most alert mercs in the game. With "Magic" &
  "Mike" slightly behind them. All 4 can be very good "Scouts". "Fox" is the
  only dedicated "Scout". The other 3 can switch positions whenever it's
  necessary. "Lynx" is very reliable in long range shooting. You should give
  him the best weapon in the game and let him have clear line-of-sight to
  everywhere. "Fidel" is kind of useless when you have those superstars, but
  he can still shoot in many occations. "Fidel" disarms bombs most of the
  time. "Mike" will only do that when necessary. "Magic" pickes lock most of
  the time. "Mike" will only take over only when there are some nasty locks.

      With this formation, I did finish the game in 15 days with only 2 mercs
  ( "Grunty" & "Ice" ) been fired. I did search for every possible Crates and
  hidden stuffs in every sector in this game.


      There are also some other advice like: CROUCH all the time, how to shoot
  through wall/tree/bushes, etc. These had been discussed in the "Q & As".



  (b) Strategic Guide:
      This "Strategic Guide" will follow the route of my last game through
  Metavira. ( BG means Bad Guy. )

      Day 0: Hire 5 mercenaries. Ivan, Ice, Fidel, Grunty, Speck.


      Day 1: Bring 5 mercs out.
        S60: Get the 10 .38 ammos and the 70% Helmet in the house south of
             your starting position. Get your "field Mech" to open the door
             ( southern one ) in the SW building ( with "Lock Kit" ), then
             find the "Tool Kit" there. Get one guy to the east, in the middle
             behind the two buildings, there will be the 60% "Crowbar". Get
             your guy with the .45 Colt to the SE building and find a 80%
             "Knife", 94% ".38 Revoler", and a "4-Pocket Vest" there ( throw
             the "2-Pocket Vest" away, you don't need them anymore ).
             Then, get your team to the edge of the map. You should be ready
             to move out before 7:30am. If you need 10 more minutes, that
             won't kill you :).

        S50: There usually will be a BG in the SE corner. You should be
             careful not to let him "Interrupt" you at the first two turns.
             If this BG isn't there, then lucky you! You can deploy your team
             then lure those BGs to you now. Your guys should spread out and
             have them in two groups ( basically ). The BGs will come from two
             directions ( N along the trees, NW ). You should deploy your
             team so that you can ambush them in the open area in the middle.
             Usually, the BGs from North, might go along the trees and bushes
             line, so you should have a guy ready to take out these sneaky
             BGs. The guys from NW will be fighting you all the time. They
             will try to get to South then turn to East. You should have at
             least one guy waiting near the first Crate. After taking the 2
             ".38 ammos", he/she should be waiting there to ambush such kind
             of enemies. I would suggest any guy with 60+ marksmanship there,
             because you might need to shoot with a little distance there. You
             don't need to take the "Rock" there. It's too risky. Sometimes
             that will trap your guy in that corner without any chance to
             escape. So, you must make sure you are absolutely safe to take
             the "Rock". Move 4 guards to this sector after BGs are gone. You
             should be able to finish this sector in 1.5 hours. That means you
             should be ready to move out by 9:00 - 9:30 am.
             While you are waiting for the guards to arrive, you can open the
             other 5 Crates and leave your only "Crowbar" in this sector.
             There will be another "Crowbar" in sector 59. Move your team back
             to sector 60.

        S59: Better to enter this sector from East ( a little below middle
             line ). If you have no choice but have to enter from north, then
             you had better make sure you "Quick-Save" the game before enter.
             Sometimes, if you enter from North, you will have pretty exciting
             "shooting contest" happening within 2 turns. If you win out, of
             course, you will finish this sector pretty soon. But if you have
             bad luck, ...., don't say I didn't warn you.
             There will be a "Crowbar" near the end of the trees' line in the
             South. Have a spare man/woman to take it. The others should
             deploy, prepare to combat. There will be ( usually ) a BG in the
             woods area to your North. Have a guy hide behind the bush ( with
             3 trees ) ready for "Interrupt" or shoot from that BG's side.
             Trees in the middle of open area will be your only cover there.
             Have at least one guy staying there. Not a good cover, but it's
             OKay. Have a "Scout" rush to South ( near the "Crowbar" ). I
             usually use "Ice" to do this job because there might be a BG
             there whom he should take care of. The path is full of '2-APs'
             road, so you will be able to get there in two turns. If you fail,
             then you will have a miserable life in this sector! Get there
             fast, and fortify there ( that's why I use "Ice" instead of
             using "Fox" ). After you had fortified this position, then you
             can start to march on ( the other guys ). After you had taken out
             whatever BGs coming to you from North, you will probably have
             taken out 3-4 BGs. Then, search carefully toward West. The Crate
             in the South is empty, don't even bother to open it. The other
             Crates have a lot of goodies. You probably need to wait until the
             sector is clear to find them out. The other 2 BGs are usually
             hiding behind Western woods area. You will either try to find
             them carefully, or wait at some proper positions to ambush them.
             Either way, you will need at least one guy march from South and
             another guy from North. The middle area is pretty dangerous, so
             make sure your guys are well covered.
             It would probably take 2 hours to take this sector. Then, you
             can search for the goodies.
             The three Crates in the island have a 68% "Grenade" ( can use it
             immediately ), a 30% "helmet" ( provide only 1% protection ),
             and 2 ".38 ammos". If you feel they are not worth it, then you
             don't have to get them. Actually, if your time is tight, I would
             not recommend you to go after these things. Your guy could be
             caught by water snake and this guy might have only half BREATH
             when your team is already to enter next sector. It's your call.
             If you want to take 4 sectors in the first day, then you will
             need to get out of this sector before 1pm. Otherwise, the 4th
             sector maybe too hard for ya.

        S49: Enter from SouthEast corner will be better. Split your guys into
             two groups. One group with "Fidel" ( the bomb dude ) will go
             toward East to open those two Crates. The Crate with "Grenade" is
             booby-trapped, so you will need a bomb dude to take it. You
             should deploy a "Shooter" to monitor the center open area. BGs
             usually will show up in the middle. The other group should go
             West. You must not go beyond the trees in the middle of open
             area. If you go any further, then there is a chance the BGs will
             see you. Go to the woods in the West. Then, go toward North
             behind the trees. Sometimes, there will be a BG showed up behind
             these trees, so your guys should march carefully. You should
             deploy like this:

                X: Tree or Bush            O: Your guys
                o: Another good position if you have extra man
                1: Position where BGs usually show up

                                  1
                                X       1 XXXXX
                                X             X
                               X         XXXXXX
                              X
                            X    X            X  X
                                 X           X    X
                                OX          XX     X
                              X    XX           X   X
                                 Xo XX       XXX
                              XXXXXXXX         O

             If the BGs did not show up after you had deployed, then you can
             throw a "Rock" to lure them. If you can not see them after you
             had deployed at those two positions, then you are about to ambush
             them, because there are always ( at least 2 ) BGs near these two
             positions.
             Usually, there will be at least 2 BGs in the building. One at the
             first room, and the other at the inner rooms ( which is pretty
             nasty for you ). You can use a group to go around the building
             and enter from Northern entrance. That room usually doesn't have
             any enemy, you can pick up the ".45 ammos" and "5-Pocket Vest"
             there. Then, get the "Chunk of Steel" in the next room. Now you
             are ready to enter that room from both directions. Use the "Wall
             Probe" to determine the position of the BG, or use a "Rock" to
             lure the BG's attention to the other door, then open the door.
             You will need to shoot the BG at least 1-2 shots. Otherwise,
             your guys will be in danger. As for the inner room, you have no
             choice. Use the "Wall Probe" to identify the position of the BG
             ( he must be far away ). Then, open the door and duck! Let the BG
             come out for you. Ambush him! Since that was in the house, the
             range will be short and you can do a lot of damage to that BG by
             just 2 shots.
             Although the inner room BG might cause you some troubles, your
             guys can pick up the items while deploying. So, this sector
             should be finished within 3 hours. Now you can move on to the
             fourth sector. If you only have 2 hours left, then I would
             suggest you just attck the sector next to you. Kill couple BGs
             and return. You won't be able to take sector 40 if you have
             only 2 hours left. A lot of goodies in sector 40, so you should
             try to make it on schedule.

        S40: Enter from South. You need to take a little bit time to plan on
             your attack. You will need guys to take the "Magnum" in the East.
             You will need your "field Mech" to open the door in the East and
             take the goodies in that room ( "Bretta", "9mm ammos", "Combat
             Knife", "5-Pocket Vest", ".45 ammos" ). Two ammos of "Magnum"
             are booby-trapped in the Crate on the small island. You will need
             a bomb dude to take it.
             At least 1 BG will hide in the house. A lot of them might stay
             in the East side of the house ( woods area ), or coming out from
             West side of house. This depends on your luck. There is no
             guarantee which format you will meet, so you should split your
             team evenly. You can not emphasize at any direction, otherwise,
             your guys will be surprised how come all the BGs are coming in
             that area. Try to ambush the BGs in the open area surrounded by
             woods in the East. Try to ambush the BGs in the open area in front of
             the door in the West. If you are lucky enough, you might get all
             your guys healthy after this sector.
             One of the BG will try to throw "Grenades" on your guys. Be aware
             of the sign of "Grenades" incoming. There will be 8 BGs, so you
             will need a little bit time to take this sector. Get all the
             goodies you want before the day ends.

      Day 1: Hire Sparky, Fox.



      Day 2: Take Elio. Bring 7 mercs out ( Sparky stays home ).
        S39: Starting from S49 will be better since you don't need to go
             across the river at the first hand, and you can clear the
             building first. However, you may need to go across the river to
             find those "chicken" BGs hiding in the open area at the middle
             of the east bank. Going from S40 has the advantage of clearing
             out the sector in all directions. However, you may find yourself
             in trouble if the BGs are hiding at the other side of the river
             and they won't cross the river! That could be nasty. To clear the
             BG(s) in the building, you probably need a wall probe to find out
             where he is. Using the handgun ( ".38 Revoler" ) to open the door.
             But it depends on your luck. An easier way is to open the door by
             using "Grenade". But you must have a guy staying in front of the
             door by using "Grenade". When you are sure the BG is near the
             door ( MOVEMENT, DEFINITE MOVEMENT, etc. ), move your guy away
             from the door then throw the "Grenade" at the door.
             The BGs could be hiding in the middle bushes at the middle of the
             west bank. These BGs are hard to take out since they will have
             pretty good cover. You will need guys to go behind them or ( at
             least ) surround them in all directions to get them. There are
             three Crates in the islands in the West near the middle bridge,
             you can take these after the battle. "Fidel" can recognize the
             two "Detonators" at both ends of the Southern bridge without a
             "Metal Detector". You can send him to clear them. But you need to
             make sure he doesn't get shot. The other two traps are in the
             open area in the East of both North and middle bridges. The fifth
             one is in the open area in the West of the middle bridge. You
             probably need that "Metal Detector" to find them.

        S29: Sometimes ( depending on your luck ) there will be a BG in the
             SE land which you will have trouble to deal with ( across a
             distant water ). No matter what, you will need to split your
             guys into two groups as before. Let your "Scout/Shooter" and
             "Shooter" group ( usually "Ice" and "Fidel" for me ) go West.
             They will probably need another guy to watch their back. If you
             have 7 guys, you can consider add another guy to this group
             because the enemies may reinforce from all three sectors. You
             will kill the reinforcement from S28 easily this way. The other
             group will go East along the woods near the center.
             The enemies will usually have 1 - 3 at the center area ( with
             those Crates ) at the beginning. 1 - 2 BGs in the woods where
             your Eastern group will encounter. Another 1 - 2 BGs along the
             woods' line where your Western group will go.
             The Western group will need cover in every turn because it would
             be too late for your guy(s) to hide if BGs show up. The enemies
             usually stand at two positions ( if there is no gun fight yet ).
             One will be about 12 - 15 squares from South, behind the woods.
             The other one will be near 1/3 from top which has a lot of trees
             to cover. It would be difficult to hit them, if they take cover.
             So, let them go for you and ambush them first. If you hurt them
             successfully, then you can try to chase them. Don't worry about
             "Grenade" attack. These BGs don't have "Grenades". After this
             group had reached near 1/4 from the top, then you can move them
             toward East to merge with the other group. Yet, you may want to
             keep a fast guy in these woods to see whether enemies had
             reinforced from West or not.
             The Eastern group will have some tough time to advance if there
             are BGs in the nearest woods. Use the most alert guy(s) to scout
             ( usually "Fox" with "Ivan" protecting her ). You will need at
             least 3 guys for this group. There might be a BG staying near the
             shore line to your East. There could be another BG in the center
             of the woods, so advance carefully. Use all 3 guys to kill them
             ASAP. Then, let your "Scout" and "Shooter" move North. The 3rd
             guy will stay at a special position. This place is near the East
             of the shore line, behind a bush where you can see BGs coming
             from center area if they decide to. Since the BGs are still in
             water, they can not shoot. That would be a perfect position to
             slaughter them. The other two will advance along the woods line
             to the North of this center area. You will usually encounter the
             BGs when your direction is about to change from North to East.
             Be very careful for this group because when you are going east,
             the BG you see ( no matter in the center area or just in the
             woods ) might throw "Grenade" at you. The key point is, you had
             to see them far away and shoot them to CRITICAL or near CRITICAL
             conditions so that they can't throw the "Grenade" very far away.
             Otherwise, your guys are in danger. There are some woods north
             of the creek, so your "Scout" should march behind them. After
             this group had reached here ( no matter there are battles or
             not ), the other group ( western ) should had finished their
             search in the West and they will join this group soon. You must
             count the number of the BGs because you would like to know how
             many of them had stayed in the center area, and how many will be
             in the woods in the East. When you see the BG(s) in the center
             area, make sure that will be the only one or two in the center
             area at this time, then throw a "Grenade" to take 2/3 of their
             health. Once this is done, then you can hide your guys along the
             woods that separate the center area. Use  key. If you can see
             them, you can shoot them. But, since you are behind a lof of
             bushes and trees, make sure the BG that you are shooting is
             standing instead of lying! You will have a better chance to hit a
             standing guy behind bushes and trees. If you did not use a
             "Grenade" to hurt these BGs, then you are risking your guys in
             the gun fight. Since you can shoot them, they can shoot you, too.
             And there is no telling whether the BG(s) can see you or not.
             Just beware of the enemy reinforcement. If you see some BGs
             from unusual places with POOR, WOUNDED conditions, then that is
             the reinforcement. The Crate at South with "Explosive" is
             booby-trapped. Had better use your best bomb dude to take it
             during real-time and be sure to save before try it.
             After all is done, swim to the SE land of this sector. Prepare
             to enter S30 from SE. If you go from NE, then you will be in
             a lot of troubles!


        ( TO BE CONTINUED )