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    FAQ/Strategy Guide by DLi

    Version: 2.2 | Updated: 10/09/95 | Search Guide | Bookmark Guide

    
    
                              Jagged Alliance
    
                              FAQ Version 2.2
    
                                                         by: Dzwo-Ren Li
                                                             10/09/'95
    
    
      Table of Content:
    
      I. Introduction
      II. Suggestion for Novice Players
      III. Trouble Shooting
    
      [ The following sections include "Spoiler". ]
    
      IV. Items Information
      V. Sectors Information
      VI. Q & As
      VII. Miscellaneous Information
      VIII. Suggestion for Veteran Players ( by Peter Kuesters )
    
    
    
    
      I. Introduction:
    
           "Jagged Alliance" is a game created by "Madlab Software" and
      distributed by "Sir-Tech". The technical support line for "Sir-Tech"
      is (315) 393-6644, Monday to Friday, 9am to 5pm ( USA, EST ). If you
      have any trouble in getting this game to work, this is the number you
      should try. Any attempt to find the answer in this document might fail.
      If you have e-mail address and you have any question ( or suggestion )
      about this game, you can try to mail to:
    
           Brenda Garno < 76711.33@CompuServe.COM >
    
           She or someone else will be glad to help you. If you have any
      suggestion that you wish to see something, say, in Jagged Alliance 2,
      then this is the address that you should send the information to.
    
           "Sir-Tech" has provided a patch for this game. The file name is
      "Ja111.zip". Version is 1.11, please do not use version 1.1 because
      they said it is not a good one. You can find this file in WWW:
    
           http://wcl-rs.bham.ac.uk/GamesDomain/patches/ja111.html
    
      or get it directly from FTP sites:
    
           ftp.cdrom.com:pub/dresden/games/patches/ja111.zip
           ftp.inf.tu-dresden.de:pub/ms-dos/games/patches/ja111.zip
           ftp.cis.nctu.edu.tw:Games/dresden/patches/ja111.zip
    
           According to "Sir-Tech", the version 1.12 is the same as the
      version 1.11. The reason for them to put the 1.12 instead of 1.11 is
      a little bit hard to understand for me ( commercial reason? ).
    
           This game is only available as a CD version at the beginning. "Sir-
      Tech" has disk version at this moment but I don't know where to get these
      disk version. The system required to run the game is:
    
           IBM compatible PC, 386 can run the game ( a little bit slow ),
           486DX-33 or better is highly recommended.
           4MB RAM ( minimum, you also need to manage it well to do it )
           or 8MB ( recommended )
           CD-ROM driver ( for CD version )
           15 - 25 MB HDD space, 38 MB ( recommended )
           ( I personally recommend at least 50 MB if you want to keep all the
             animation and other stuff. )
           DOS 5.0 or better
           Mouse
           256 color VGA
           Sound Support: Ad-Lib, Sound Blaster family, Pro Audio Spectrm,
                          GUS, Roland LAPC-1/MT-32, MPU401-interface General
                          MIDI
    
           Someone said "Sir-Tech" is working on a sequal of this game ( Jagged
      Alliance - head to Head )  which can let you play with your friend ( from
      Charles, Sir-Tech Software ). I don't know much about this rumors.
    
    
           There is also a DEMO in the net. "GamesDomain" and "HappyPuppy"
      ( WWW ) both has it. Also, several major FTP sites have this DEMO. The
      DEMO version has an unique sector ( other than our 60 ) for you and only
      six chosen mercenaries for you. There is no music, no speech but has the
      "OK" response of each mercenaries. If you don't have the access to either
      WWW or FTP sites, "PC Gamer" ( the one with a CD-ROM in each issue ) has
      this one in the CD-ROM in July, 1995.
    
    
    
           I created the first version of this document on July 4th ( Version
      1.0 ) which contains only 3 parts: Sectors Information, Items list, and
      the Encrypted Codes. Then, Peter Kuesters < UZS240@IBM.rhrz.uni-bonn.de >
      started to provide his information about this game. Then I had the modified
      version ( 1.1 ) on July 9th which adds 2 more parts: Q & As and the
      Miscellaneous Stuffs. Version 2.0 has been re-organized and adds more Q & As
      and an advice for novice players. In the version 2.1, I added a Trouble
      Shooting section, more Q & As and modify some information. And, I decide to
      take out the "mini" in the original title ( mini FAQ ) because this document
      is no longer a "mini" one. Version 2.1.1 was created shortly after 2.1
      because I found some unacceptable mistakes in the FAQ ( 2.1 ). I finish
      this version ( 2.2 ) on Oct. 09, 1995. I wish to add some of my advice for
      veteran players, but I could not find enough time to make a complete
      document, so I give up. This is part of the reason why version 2.2 has
      delayed so long. This version ( 2.2 ) should be better because I replayed
      the game one more time and tried to correct all those incorrect information
      in FAQ. Also, because I had some personally problems during version 2.1.1
      and 2.2, this version was delayed long enough for Peter to come back and
      provide his suggestions for the veteran players. As in section VIII.
    
           If you are a veteran player and you wish to know more about the tactics
      and Strategics that might help you, please feel free to ask me or Peter. I
      will try to transfer your question(s) to Peter. I think he will be glad to
      answer your question(s). ( He promises to add additional information if
      people need them. )
    
           For the record, I did not take out any information from old version.
      ( Unless that information is incorrect. ) So, you can just keep the latest
      version and throw those old version away.
    
    
           I still lack the information about the trouble shooting. This part
      is difficult to build because most of the players did not have problem
      in getting it to run. Whenever there is a player who can not make the
      game to run AND can't get it to work even after he/she had followed the
      instruction in the quick reference ( the reference card ), I believe most
      of them can not be solved. I really can not help here. I had problems in
      getting my game to work too. All I had done was merely "by-passing" every
      possible problems. I don't know whether this will work for everyone, but it
      works for me. Please check it out in section III ( Trouble Shooting ).
    
           Also, I did not have the Disk Version. So, I can not help anyone with
      that version. If there is any kind soul who wants to write some trouble
      shooting for that part, you are more than welcome to send them to me. Also,
      I really hate to write this, there is a bug in a PIRATED DISK VERSION.
      If you have the money problem, don't ask me. Please ask "Sir-Tech" to help
      you! If the bug do exist in the Disk Version, I think "Sir-Tech" will be
      glad to creat a patch for that reason.
    
    
    
           From version 2.0, I intend to separate those spoiler information
      from the general non-spoiler advice. So, if you are the person who doesn't
      want to watch those spoilers before you finish your game, then you can just
      look at those general advice then stop at the "Warning" sign.
    
           Special Note: Peter Kuesters is currently the best player of all.
                         Just check his record then you will agree with me.
                         He promised to provide an advice for the veteran
                         players, but unfortunately, he will not be available
                         until mid-October ( Business, I guess ). So, his advices
                         will be delayed till he comes back.
    
           If anyone wants to provide any information about this game which is
      not included in this document, here is my e-mail addresses:
    
           < li@chem_petro.engr.ukans.edu > ( preferred )
        or < ren@kuhub.cc.ukans.edu >
    
           I thank all the following persons for providing information about
      this game ( though some of them might never know about this ):
    
           ( In random order )
    
         * Peter Kuesters < UZS240@IBM.rhrz.uni-bonn.de >
           Torbj|rn Lindgren < tl@ae.chalmers.se >
           RICHARD KENAN < eefacdk@prism.gatech.edu >
           Laurant Pierre < lxp@wg.icl.co.uk >
         * Carsten Engelmann < engel@yacc.central.de >
           Eugene V Kalinin < ekalinin@magnus.acs.ohio-state.edu >
           Jean-Marc Tanzi < jmt@legend.cma.fr >
           John Abel < J.Abel@az05p.bull.com >
           C.C.C. Leung < leungccc@eee.bham.ac.uk >
           Eugene Paulovich Ivanoff ( Susi ) < susi@RS6000.TU-Chel.ac.ru >
           Franz Pestenhofer < pestl@cublx1.cube.net >
           Tony Brannock < UABBRANNOCK@msuvx2.memphis.edu >
           Andy Ellsworth < are1@cec.wustl.edu >
           Vincent Raymond <vincent@julia.icdc.fr>
           Bryan Worra <bworra@freenet.columbus.oh.us>
    
           ( Peter & Carsten provide a lot of information in this FAQ. I
             appreciate their effort. )
    
        ** Alex Meduna <75162.2430@compuserve.com>
           ( Alex is the game designer who provides some information to solve
             some of our questions. )
    
           And, also for those who has posted the info in the news that I saw
      it but forgot to keep it ( I just remember the content ).
    
    
           Mr. John Abel had made real nice Mercs' tables in Excel 5.0 format.
      I think he will be glad to share this table with all of you. I decide to
      use Mr. Tanzi's table in Section 7 ( Miscellaneous Information ) because
      I am a little bit lazy in converting Mr. Abel's table into text ( sorry,
      John ).
    
    
           You can find this FAQ from FTP site:
    
             ftp.franken.de/people/hakan/ja
    
           For the WWW, Hakan Tandogan < hakan@speedy.franken.de > has
      kindly provided his homepage to carry this document at:
    
             http://www.franken.de/users/speedy/hakan/hobbies/daddel
                  /ja/Welcome-e.html
           ( There is a pretty good, user friendly, editor in this homepage.
             If you are the one who frustrats after many tries, "jaedit15" is
             the program that you really need. )
    
           This is also the "Unofficial Jagged Alliance Homepage" in the WWW.
    
    
           Other WWW sites ( GamesDomain & Gamer's Ledge ):
    
             http://wcl-rs.bham.ac.uk/Gamesdomain/faqs
             http://www.medio.net/users/mgodsey/games.html
    
           ( Note: I did not contact HappyPuppy. Last time I tried to send
                   them a message about this FAQ, the mail did not go out. )
    
           Other than this, you can either download it from NewsGroups or
      send me an e-mail requesting for this FAQ. You will be welcome to send this
      document to whoever wants it as long as no $$$$$ is involved. If you
      really feel this document helps you solve your problem(s), an e-mail
      to me will be glad. I will try to send the newer version ( if any ) to
      you when it is available.
    
           There is a Strategic Guide ( not FAQ ) in CompuServe. The author is
      Wade. D. Glasscock < 76153.2466@Compuserve.com >. If you have access to
      this network, you may want to have a look at it. If you have the WWW
      access, then you can try GamesDomain:
    
           http://wcl-rs.bham.ac.uk/GamesDomain/faqs/ja.html
    
           ( Or try HappyPuppy. )
    
           I had reviewed this guide. The spoiler and non-spoiler information
      are all mixed together. If you don't want the spoiler, please consider
      carefully before you have a look at it. There are some minor mistakes, such
      as "the Spectral Shield too heavy" stuffs. BUT, generally, the suggetions
      in this guide are good for any Novice Players. You may have different
      oppinions after you gain some experience of your own.
    
    
    
           Finally, some announcement:
    
           "Jagged Alliance" is a registered trademark of "Sir-Tech Software,
      Inc." The application software and logos, etc. are all Copyrighted by
      "Sir-Tech Software, Inc."
    
    
    
    
    
      II. Suggestion for Novice Players:
    
           Congratulation you just got a good game ( in most people's opinions )
      for yourself. Before you start, let's talk about something that might
      not mention in the manual or not emphasis in the manual.
    
           Many people were frustrated in their first trial of this game. For
      example, I re-started twice before I continued my "first" NORMAL game. If
      you feel your butt has been kicked, that should be quite normal :). You just
      need to pay more attention in your game playing. Once you can get through
      the first few sectors, you should be able to enjoy the game play. IF ( I
      mean it ) you don't like it after you had taken several sectors, then you
      can try to look at all those spoiler information in this document and
      decide whether you like the game or not. Maybe you just miss a lot of
      important stuffs. Maybe you really don't like the game.
    
           The Final Goal of this game is to win the island back for Jack. Base
      on this, you have to make a lot of choices to run your campaign. The way
      you run this campaign will definitely influence the outcome. So, you must
      decide what do you want to do before you really start it.
    
           The first thing I will suggest you to do is studying the "Mercenary
      Profiles at a Glance" which is in PP. 46 & 47 of the game manual ( in
      U.S. Version, of course ). This is the most important part of the document
      ( no kidding )! There are always some mercs who suit your game playing
      style. Don't ask any people about "what is the starting team of yours"
      stuffs, the best combination is purely based on your playing style. Some
      mercs can let your team works fine, some might just waste your money and
      contribute nothing. The choice is yours. Here are some tips in choosing
      your team ( base on the priority ):
    
           (1) Marksmanship: You want to finish your enemies as soon as possible,
               so a higher marksmanship merc is more useful than a lower one.
               Higher than 90 is the best, 80 - 90 is good, 70 - 80 is OK, 60 -
               70 is still acceptable, and below 60, you had to think about it
               for more than once. Once you start the game, you can tell the
               difference. According to this, you should consider Ivan. Fidel,
               and Ice at the beginning. For others, you must consider their
               other skills ( versatility ).
    
           (2) Agility: This is the main factor to determine how many APs he/
               she can get. ( There is an equation for the "Action Points" in
               section "Q & As" #37. You may want to watch only this question
               there. ) Usually, the older guys will have lower Agility, so I
               never consider them. Best choice is over 88. If not, over 80 is
               still OK. You must reconsider when it is below 80.
    
           (3) Salary: The fund at the beginning is limited. If you can not do
               the things well, you will face some financial problem couple days
               later. So, make plan on Day 1 is very important. ( Especially
               important in "Hard" level. )
    
           (4) Medical, Explosive, Mechanics: These are in the same order. You
               do need someone to bandage the wounded guys, so at least one person
               with some Med. knowledge is necessary. If you are doing pretty well
               ( cautious player ) you may not need those "Dr." guys because these
               guys are always expensive. Someone with 20 - 40 in Medical skill
               should be good enough. If you usually have a lot of guys injured,
               then you probably want to consider Fox or even Eli for this job.
               Fox is the best choice for field Doc in this case. ( When you
               consider her other abilities. ) Playing more cautiously is the
               only way to prevent your money flow into those "Dr." guys' pockets.
               ( Think about it! The cheapest Dr. is Eli. He costs $1,400. The
                 next one will be about $2,700. Does this really worth it? )
    
               Disarm Explosive is pretty tricky. The higher the skill the better.
               But, this doesn't guarantee he/she can always disarm an Explosive
               safely when his/her skill is very high. 40 is the minimum
               requirement. 80 or even 90 is highly recommended. If you are those
               person who never "quick save" before you disarm a trap, then I
               suggest you make a list of all those explosive experts and make a
               real good plan of hiring them from day 1. And, be sure to fire/hire
               a lot.
    
               Mechanic part is tricky too. This can be divided into two parts:
               at home or in the field. For at home, Dex. is another factor you
               must consider. The "Mechanic formula" is based on these two
               attributes. Sparky or Speck is the best choice for this job at the
               beginning. ( Sparky is better. ) For in the field, you might want
               he/she has more APs, higher Marksmanship, and maybe some other
               skills because this person might need to fight as well as picking
               locks. Vinny becomes a pretty good bargain at the beginning.
               Later on, you might want to consider Boss, Static, or even Magic
               ( the best choice, let Mike do this job is wasting your money, you
               only need Mike to pick lock very late in the game ). Mechanical
               skill over 80 is highly recommended.
    
               Note: You don't need to have a guy has all these skills. An expert
                     in one skill will be good enough.
    
           (5) Dex., HPs, Wisdom: I must put Dex. before HPs here. According the
               "AP formula", "Mechanical Formula" and "Doctor Formula", Dex. does
               play an important role in these formulas. No brainer for the HPs.
    
               ( Carsten found the HPs seem to have relationship with the
                 ability to open the crates. )
    
               There is no evidence for the influence of Wisdom, but obviously,
               the higher the better. You don't want an idiot in your team and
               have to baby sitting this guy all the time.
    
           If you still can not decide whom to choose, here is my suggestion:
    
           Fidel ( Explosive ), Ivan, and Ice for shooting. Bud for shooting and
      field Doc. Vinny for field mech. Wolf will be a good all around player
      but you will encounter some problems with him if you are not doing well.
      I recently discard him from my starting list. He is still a good choice
      for a novice player. If you hire Wolf, then you don't need Bud. Then, you
      might want to hire Sparky ( a little better than Speck ), Fox ( Doctor ),
      and Smoke ( backup Explosive expert ) on Day 2. Other than these, Larry
      seems to be a good Doctor + Bomb Dude at the beginning ( except he has
      amnesia ). Beth is also a nice choice for cheap field doc and reasonable
      fast girl. I recently ( Oct. 1995 ) found Snake is a good choice. He is a
      pretty good shooter plus a Camo-U-Flage at the beginning. Get him to run
      in the field for 1 day, then he has a pretty good chance to improve his
      AP at the end of the day. Which means, he will also increase his AP by one
      with this bonus! Eli can be a Doc or Home Mechanic. If you don't need so
      many person in the field, then he should be a good choice for staying at
      home. Still, you must remember, only you can decide who is the best choice
      for your team.
    
      ( Note: Ice might not join you after Day 1 if you did not do well. )
    
           It is a good thing to leave one space vacant. Then, Jack will offer
      you native guide the second day. The guide is free and he will also provide
      some information about the sector first time your team enters it. This is
      good for any new player. All four guides have different special skills. But
      you can only take one of them at a time. And, don't expect them to kill
      many enemies for you.
    
           There are some things you should pay attention for if you are still
      not familiar with all the system:
    
           (1) How to get the "Doctor" or "Repair" option at the beginning of the
               day. Just put the Medical Kit or Tool Kit in the right hand of the
               person and get back to the screen. You will find these two options
               are available after you have done this.
               Note: Always use 100% kit! Tool Kit can only be used by a home
                     mechanic.
    
           (2) Press the "tree" icon at the beginning of the day while in the map
               screen of the island to know where are the four processing plants.
               You will need a good plan to get these plants. Make your plan on
               Day 1!
    
           (3) When your team travels to the other sector, there is a possibility
               that you will be in pretty severe situation ( bad luck ), so you
               might want to "quick save" before you enter the other sector. The
               positions of the enemy are not always the same, so a few trails
               might improve the situation. ( USE "Quick Restore"! Don't quit the
               game and re-start it. ) If you use the "Alt-X" instead of "quick
               save" before entering it, then the position of the enemies in that
               sector will be the same.
    
           (4) Since the combat is "turn-base", you should have a good look at
               the whole sector when you enter it. It doesn't cost any time and
               you will be able to arrange your plan to attack this sector. Of
               course, you have to assume where the enemy might be. Once you
               are familiar with the symbol in the map of the island, you could
               probably tell most of the terrain in those unknow sectors just
               from the map. This could be helpful when you decide which part is
               the best entry position for that sector. The map is identical to
               the real terrian.
    
           (5) The AI will be different in different level. But, there are one
               common thing for all the levels: The enemies will response to all
               the gun shot in the same sector. If you are playing easy level,
               the enemy might not take cover all the time and if you try to
               lure him, he will probably response to that. In Hard level, the
               enemy will take cover all the time and might not come out of the
               door if he feels it is not safe to do that. In such case, you will
               need to have a good plan to get them. Becareful when you are chasing
               an enemy. They might ambush your merc as well!
    
           (6) Always try to use several mercenaries to kill a single enemy. The
               more enemies involve in a battle, the higher chance your mercs get
               shot. Even a "Critical" condition enemy can fire at your guys
               and sometimes that will be a very lucky shot! ( It's Murphy's Law. )
               So, don't risk at all. Don't try to kill a "Critical" enemy by
               walking out of a cover. Your merc might miss that shot and enemy
               will have easy shot at this guy.
    
           Caution: If your merc(s) involve in a battle too long, i.e. the enemy
                    can shoot at the same guy for many times, there is a pretty
                    good chance your merc(s) will get hit even he/she is well
                    covered behind something.
    
           (7) The amount of the ammos is limited. Don't shoot your enemy when
               you have no idea whether you have a line of sight or not. Just
               don't waste your ammos unless you do it on purpose. Beware of
               this then you will always have enough ammos to play.
    
           Note: Use "F9" a lot.
    
           (8) Always let your mercs hide behind a cover. There is no sure cover
               at all. If you can see an enemy, you can shoot him. So does he!
               Hiding behind a tree will not guarantee the safety. Bush will be
               better but it won't guarantee the safety as well. But, at least
               it is better to hide behind something than wild open. If the
               enemy shoots your guy, you can try to shoot back immediately.
               This is because there got to be some space for the bullet to pass.
    
           (9) Had better always reserve 2 APs for your merc to Crouch. That will
               reduce a lot of the chances of injury. Don't know what is the
               exact difference between Crouch and non-Crouch, but the difference
               is pretty obvious when you are playing with or without it. Crouch
               behind a bush is probably the best cover you can get.
               ( Check out the route before you really move him/her. So that you
                 can save 2 APs for this. Be careful if you want him/her to change
                 the direction of facing, then you will need 3 APs. See the manual
                 about how to do it. )
    
          (10) There are a lot of traps in Metavira. You will probably encounter
               this problem from Day 1 ( Sector 49 ). The only sure thing is let
               the Explosive expert try to disarm it while in real time ( "quick
               save" before doing it ).
    
          (11) All the items you can find in the game have some certain usage.
               If you can not find the way to use it, then read the items list
               in section IV. Most of them are simple: A + B => C. Maybe more:
               C + D => E. That means: A + B + D => E.
               Combining items is the same as putting those add-ons to your
               weapon.
               Sometimes specail skill is essential in doing this.
               Hint: Explosive expert is good in making bomb items. Mechanical
                     expert is good in combining and modifying items.
    
          (12) All the processing plants in enemy hand have detonators. You must
               use silencers to take those sectors. If you can find the detonator,
               then you might use weapons without silencer after you disarm the
               detonator. ( This is the only spoiler in this section. )
    
          Note: Besides the detonator, each plant has a special guy who has
                some kind of "Remote Control" to activate the Explosives from
                distance.
    
          (13) Beware of the performance of your team. Check your "team info"
               while you are contacting the A.I.M., you will see some detail
               information about your team's performance. Some mercs will not
               join your team if you fire too many mercs ( turnover rate ) or
               have too many causalities ( Are you Dr. Death? ). The interactive
               of the mercs will be significant if these two factors are taken
               into account.
    
          (14) The first sector you want to start might be sector 50. This one
               is pretty easy and has a lot of trees to hide. The enemy will
               be always in the north part in this sector so you will not
               have big trouble in winning. Suppose you plan to take 3 sectors
               on day 1, you can attack S50 -> S49 -> S59. Then you can arrange
               4 guards in S49 & S50 while you are attacking S59. The other
               alternative is: S50 -> S59 -> S49. But, this will allow enemy to
               reinforce when you are attacking S49. Well, at least one thing
               is in favor of you: the enemy scarcely reinforce on Day 1.
    
          Important: Never leave a sector without any guard!
    
          (15) Beware of the condition of a merc. Low breath ( BLUE BAR ) will
               cause a lot of trouble. Non-bandaged wound will keep bleeding.
               Read carefully about the special warning in the manual p. 32
               about this ( the US version ). And, after a merc is hit, his/her
               breath will TEMPORARY drop a lot like the health. You must let
               him/her rest long enough to re-gain these full bar.
    
          (16) The enemy can launch an attack at your sector across the water,
               but your guard won't be able to swim through water unless this
               sector is "safely" linked to your home sector. ( See the manual
               for the explanation about this. ) Be sure to put 8 fuards for
               every sector adjacent to any enemy sector no matter this sector
               is connected by land or separate by water. You might want to put
               couple guards in secondary lines so that you can reinforce a
               sector which has survived an enemy attack.
    
        * (17) A "Q & A" for Novice Player:
               How can I find those things behind a tree or something?
               A: If you are close enough or it is dropped by an enemy, you
                  can always use the "Ins" key to toggle to an overview ( of
                  all sector ) mode. In this view, all the items that are
                  "visible" to you will beome a flashing dot! Right click the
                  mouse on the dot will bring you to that position in previous
                  screen size. To check it out, press and hold "Ctrl" key to get
                  the hand cursor. A pickable item will cause the hand to become
                  "red".
    
           (18) Always use the items with the best condition. 100% gun, 100%
                lock kit, 100% Grenade, 100% whatever. If you are using a first
                aid or medical kit "in the field", then it doesn't matter. But,
                when you are using it at home ( Medical kit and Tool kit ), then
                this does matter. The higher the condition of the items, the
                less likely you get into trouble. An 100% item NEVER get you
                into trouble.
    
           (19) If the item has a number in the lower right corner, then you can
                try to put it with other same thing in one pocket. Some items
                ( Ex: ammos ) can put up to 5 in the same pocket.
    
         * (20) Study the "quick reference" for the control methods. You will
                find this study pays off later.
    
           (21) To find out your game's difficulty setting, go to the wooden
                window in the control room. The setting is at the upper right
                corner in this screen. Once you start a game, you can not change
                this setting.
    
           (22) For Novice Player: Put the "Reserve Points" and "Max. Aim" on!
                Reserve points will always remind you about the chance of using
                an item in your main hand. Using Max. Aim will give you better
                chance to hit an enemy. Unless you already familiar with the
                system, don't take these two settings off. Check out how many
                APs you needed to move to any position. That information really
                helps.
                When you are familiar with the strategic of the enemies and when
                you can predict ( at least "guess" ) the enemies lay out, then
                you can consider remove the "Reserve Points" setting.
                When you understand the effect of the "Max. Aim" and "non-Max.
                Aim", then you can take off that setting. Once you understand
                this, you can try to hit the enemies who hide behind a cover.
                For doing this, you really need your own experience, nobody
                can help you here.
    
           (23) Always try to force your team to take 3 sectors/day. If you
                are playing in either EASY or NORMAL, this might not so important.
                BUT, if you are playing HARD as a novice player, then you will
                be doomed if you did not accomplish this target at the beginning
                of the game.
    
    
           I think I already provide too many information for novice player. Just
      remember one thing: record whatever you think is useful ( like in RPG game )
      and plan before you launch an attack. You need to try many things before
      you have a better idea of this game.
    
    
           One more thing: your enemy are those "red" guys! PLEASE! Don't shoot
      at those poor "blue" or "yellow" guys. Mercs are in "green". Guards are in
      "blue". Tappers in "Yellow". Bad guys in "RED"! This has been explained
      very clear in the manual, but obviously too many people did not read the
      manual before they start playing the game ( you are not alone ). Too many
      people had made this mistake at their first trial. Hope you are not one of
      them.
    
    
    
    
    
      III. Trouble Shooting
    
           This section is really a tough one! I will do my best to help all
      of you.
    
    
      Offical Trouble Shooting: ( Partly quoted from "Sir-Tech" )
    
      1. Low XMS memory will not let the program run. You must make sure you
         have enough memory to run the program. For 4 MB RAM, you can only
         run the game by "JAVM.BAT" but it won't run as fast as usual. I can
         not remember the exact minimum RAM to start by "JAVM.BAT", it seems
         to be about 3.5 MB. ( Brenda mentioned this in the net once. )
    
      2. Many people had reported having problem with "SMARTDRV" running.
         Sir-Tech suggests to turn it off before you run the game.
         ( My problems never came from SMARTDRV. )
    
      3. If the game "freeze" or "lock-up", you can try to hit "ESC" or
         press "CTL-F".
         If you still can not solve the problem by doing this, you are welcome
         to call Sir-Tech Technical Support at (315) 393-6644 ( USA ) at the
         time mentioned in "Introduction" section.
    
    
           Some people suggested to disable the "EMM386" if your program won't
      run. I can't imagine how can they do it because I was always low in RAM
      before I can start the program.
    
    
    
           Terrence <isc30236@leonis.nus.sg> said he could not get the game
      going with version 1.0 even he turned off the "Smartdrv" or whatever
      things. But, after he upgraded to version 1.11, everything is fine. I
      think this is a typical case. If this doesn't work for you, then try
      the following experience.
    
    
           Here are my problems and how I solved ( not really ) them:
    
       1. The game won't start at all. It just keep telling me that I need to
          configure the sound before I run the program. I swear I did that for
          a dozen times but it just kept asking me to set the sound.
    
          Possible Reason: Sir-Tech did not verify this after I sent them this
          idea. I think the program can not recognize the special program for
          the old IDE card. I am using an 850 MB HDD with an old IDE card.
          That required a special program to let DOS recognize the HDD. I think
          the game program can not recognize this special program in BOOT sector
          so it refuse to creat a new file in this drive ( while in the setting
          section ).
    
          Solution: I brought the CD to a friend's house. Installed the game in
          his machine. Copied the suspicous file "sound.cfg" back to my home.
          Then, it WORKED! I can even modify the setting in this file after
          doing this.
    
    
       2. The game will let the computer down ( need to "reset" it ) after "Exit
          to DOS".
    
          Possible Reason: No idea. Keyboard locked completely.
    
          Solution: Don't know what's wrong with this so I avoid to quit the game
          in the control room ( before sleep ). I always "exit" the game in the
          day time by hitting "Alt-X". This way, the DOS will still work. But,
          in my recent game, "Alt-X" will still lock my keyboard. It worked
          before, but it won't work now.
    
    
       3. The "Enemy Turn" message seems to stay forever.
    
          Explanation: The longer this message means the more enemies in this
          sector. But, sometimes, this message is ridiculous long when you
          compare it to other turns that you have waited.
    
          Possible Reason: No idea.
    
          Solution: Try to hit the "Alt-X" or "Alt-R". In this way, the program
          seems to have some "Interrupt" to these response. You will get the
          screen asking you to confirm the choice. Just hit "No" to let it
          go back to the program. Sometimes this still not work, then you have
          to really "Alt-X" ( quit to DOS ) and re-start the game again. Believe
          me, after doing this, the message will end very soon.
    
        * My recent experience shows that "Ctl-F" ( suggested by Sir-Tech ) did
          a better job than "Alt-X" or "Alt-R" most ( not all ) of the time.
    
    
       4. The game hangs obviously while someone pick an item ( in the Inventory
          screen ).
    
          Possible Reason: Program bug. When you use the "auto-scroll" your
          mouse cursor will be in the edge. But, anyone picks up an item will
          automatically bring you to the Inventory screen of that person, thus
          the program lost the mouse cursor! You can not put the item into
          any pocket in this case. The program hangs at this time.
    
          Solution: DO NOT ask two persons to pick two different items at the same
          time then moving your mouse for "auto-scroll". This bug happens all the
          time if you have A to pick up A1, then ask B to pick up B1, then you
          want to monitor some place so move the mouse to scroll the screen
          ( especially "up" ). Avoid this then you will be happy. Otherwise,
          "Reset computer" is the only solution for you.
    
    
       5. Guards M.I.A.?
    
          Explanation: Sometimes at the day times, I need to move the guards
          into a newly gained sector in 2 or 3 batches. There could be a batch
          of guards just keep showing the sign of "moving" ( light blue ) till
          the day ends. They never arrived! They are missing even the next day
          started. Also, they are not counted in the Native Deaths pool. Just
          M.I.A.
    
          Possible Reason: Program bug. I guess there is a flag missing or
          something like that. I never reported this problem to Sir-Tech.
          If I do a lot of "quick save" after I move the guards and also
          use some "quick restore" after a bad start in next sector before
          these guards arrived, the problem might occured.
    
          Solution: None. Just keep monitoring the situation of the guards
          in Guard Management screen ( not all the time ). Wait until the guards
          arrive before you launch another attack. If you still have to attack
          the next sector ASAP, then try limit the times of "Quick Save" and
          "Quick Restore" might reduce the chance of this situation to happen.
          Also, if you move the guards only one batch at a time, this might
          significantly reduce the problem.
    
          Peter Kuesters ( Oct. 4, 1995 ) feels this might happen when you
          send the first batch of guards to another sector, then you try to
          send the second batch before the first batch arrived ( from the same
          sector to the same destiny ).
    
    
    
    
    
            *       *       *       *       *       *       *       *
    
            Warning: Spoilers from now on
    
            *       *       *       *       *       *       *       *
    
    
    
    
    
      IV. Items Information
    
      When you want to use an ( usable ) item in the field, like grenade, medical
      kit, lock kit, live explosive, or wall probe, just put the item in the main
      hand then "use it". You should see a symbol of these items ( red cross,
      key, bomb, or wall probe ). Move the symbol to where you want to use this
      item. If this position is a rightful place to use this item, the symbol
      will become a "red" one, then you can press the left button to "use" it.
      Check whether the symbol becomes "red" or not before you use it.
    
      Radio: Not important. ( Decoration, IMO. )
      ( Someone said you only need one radio in your team. But, I tried once
        without any radio, the team can still recieve the order. )
    
      Extended Ears: Hear noise farther than normal. Have those better guys wear
                     this thing. Put it in the position of "radio".
    
      Canteen: Each time you use it will require 5 APs to use it. Will increase
               Breath ( Blue Bar ) significantly while the breath is under 80%.
               Just put it in the head of the silhouette in the "Inventory"
               screen. Not the picture! Will automatically re-fill in the
               morning in version 1.11, will disappear in version 1.0 after
               you use it up.
    
      Beer: Same as a Canteen. But they will disappear after you use it up.
    
      Camo-U-Flage: Put it in the body of the silhouette will last about 2-3 days.
                    This will make the enemies harder to see your mercenaries
                    and ( maybe ) harder to "shoot" them. Use it the same way as
                    the Canteen. ( In "Inventory" screen )
    
      First Aid Kit: Need explain?
    
      Medit Kit: Ditto. Need to put it in right hand on whichever guy you want
                 him/her to be a doctor that day. The option of "Doctor" will
                 only show up in such condition. Note: Had better use 100% kit
                 every day. Can use either at home or field.
    
      Tool Kit: Use it to repair items. Also need to put it in merc's right hand
                to let the "Repair" option to show up. Note: Had better use those
                100% kit every day. Also, it can only be used at home for repair
                purpose.
    
    
      Lock Kit: To open a locked door. Did not see any difference between a 100%
                kit and not 100% kit. Though too low ( like 50% ) might cause
                problem.
    
      Rock: Throw it to get the attention of enemy. If they did not find you,
            they might go to the location of the Rock to check it out. You can
            ambush them then. A rock can also be thrown into a door. Bad guys
            may come out of the door. This thing is not that good in HARD
            level since enemy has better AI in this level. Also, you can throw
            the rock to a position with a trap. It will trigger the trap if
            you throw it right on the trap.
    
      Silencer: Attached with Colt .45 & 9mm Beretta. Will reduce the sound of
                the gun shot. Other enemy might not hear the battle here. A
                modified .357 Magnum can use this device too.
    
      Sniper Scope: Attached with 9mm Beretta, .357 Magnum, .12G Rifle, M14,
                    and M16. Will provide more precise shooting.
    
      Metal Detector: Can detect underground items ( most of the time ). Has a
                      limited range ( 2-3 squares away ).
    
      Wall Probe: Can hear and determine the status of the enemy in the other
                  side of the wall. May detect enemy TWO walls away! Sometimes
                  might hear the important message!
                  Could make mistake: I once detect a never exist enemy! ( Might
                  be a bug. )
    
      Crowbar: Used to open Crates and Chest. Sometimes for the door ( not sure
               about this one ). Need stronger, healthier, and more breath ( BLUE
               BAR ) mercenary to do it. Will deteriorate graduately.
    
      Camera: ?
    
      Alarm Clock: Bug Detector. ( What bug??? )
    
      2-5 Pockets Vest: Provide the ability to carry item(s).
    
      Helmet: Provide 5% protection.
    
      Kevlar Helmet: Provide 10% protection.
    
      Kevlar Vest: Provide 20% protection on the body. Most of the time, the hit
                   position is on the body!
    
      Spectra Shield: Provide 40% protection. Prevent damage from most hand gun
                      and Shot Gun.
    
      Ultra Shield Vest: Provide 20% additional protection on the body. But, can
                         not wear pocket vest at the same time. Can not combine
                         with Compound-17.
    
      Compound-17: Combine with Armor will increase the protection by 50%
                   ( becomes a "Treated Armor" ).
    
      Note: In order to provide a sufficient protection against a hand gun
            with a direct hit on the body, you need the protection up to about
            25%. ( Minimum requirement: Treated Kevlar Vest ) But, each hit
            will still reduce the condition of armor and merc's breath.
    
      Chunk of Steel: Make a weapon becomes a modified one. Must let those
                      High Mechanical skill person do it.
      Note: Beware of the restriction. The low mechanical skill person not only
            can't do it, but also will damage the weapon.
    
      Sun Goggle: Provide better marksmanship(?).
    
      Gas Mask: Provide protection from Tear Gas or Mustard Gas.
    
      Glass Jar: Use to make "Molotov Cocktail".
    
      Gas Tank: Make "Molotov Cocktail" or "Eagle" items.
    
      Oil: Make "Molotov Cocktail" or "Eagle" items.
    
      Rag: Make "Molotov Cocktail" or "Eagle" items.
    
    
      Note: You will need a bomb dude to combine the following items ( the
            Molotov Cocktail and Eagle items ). Also, the sequence is very
            important! A correct sequence will usually create a better condition
            item. Wrong sequence usually create a worse condition item.
    
      Molotov Cocktail: Glass Jar + Gas + Oil + Rag. Will work like a Grenade.
      Note: You can try to add Oil before Gas, sometimes the product will
            deteoriate a little bit with this sequence.
    
      Eagle Fearball: Gas + Oil + Rag + Grenade. Must install like an Explosive.
                      Double Grenade effect.
    
      Eagle Screamer: Gas + Oil + Rag + Tear Gas. Must install like Explosive.
                      Double Tear Gas effect.
    
      Eagle Silencer: Gas + Oil + Rag + Stun Grenade. Must install like Explosive.
                      Double Stun Grenade effect.
    
      Eagle Dog: Gas + Oil + Rag + Mustard Gas. Must install like Explosive.
                 Double Mustard Gas effect.
    
    
      Grenade: Throw it for explosion purpose. Make direct damage. Will destroy
               a wooden door.
    
      Tear Gas: Throw it to spread an area with tear gas. Will last 1 to 3 turns.
                Continuously inhale it will cause the breath ( blue bar ) to
                decrease. Won't work when Gas Mask is used.
    
      Stun Grenade: Throw it for slight explosion ( -1 HP ) and reduce near 50%
                    breath! A continuous one will cause the victim lies on the
                    ground for several turns.
    
      Mustard Gas: Throw it will explode like a Grenade. Also, will cause some
                   kind of continuous damage like Tear Gas or something like
                   that. Gas Mask can prevent the damage from the second part,
                   but not sure about the explosion part. ( Need additional info
                   here. ) It won't blow away wooden door like Grenade.
    
      Detonator: Will make the Explosive or C4 ( Plastic Explosive ) "alive".
    
      Explosive: Must combine Detonator to work.
    
      C4: Plastic Explosive, must combine Detonator to work.
    
      Live Explosive: Explosive + Detonator. Need to set and wait a short time.
                      Will open metal door, wall, and tree.
    
      Live Plastic: C4 + Detonator. Works like Live Explosive. Can't tell the
                    difference ( waterproof? ).
    
      Mine: Install to the ground. ( I never use it. )
    
      Knife: Use to kill the opponent next to a mercenary. Mercenaries will try
             to use it when he/she was attacked by snake in water no matter this
             item is in their main hand or not.
      Caution: If the knife is not in his/her main hand when attacked by snake,
               it will take about 1 - 2 extra turns to get the knife to the main
               hand. This could be detrimental!
    
      Combat Knife: Better knife than Knife. ( How good? )
    
      S & W .38: Worst gun you can get. Need a lot of APs.
    
      .38 ammo: 6 bullets box.
    
      Colt .45: Much better weapon in early stage. But, not good enough. Can
                combine with Silencer. ( Never try the modified one. )
    
      .45 ammo: 6 bullets clip.
    
      9mm Beretta: Good hand gun. Shoot faster and better. Can use it in short
                   range even in Sector 1. Can combine with Silencer or Sniper
                   Scope.
    
      9mm ammo: 15 bullets clip.
    
      .357 Magnum: Most powerful hand gun. Can combine with Sniper Scope. But
                   a modified Magnum can also combine with a Silencer.
    
      .357 ammo: 10 bullets box.
    
      .12G Shot Gun: Good when opponents are still using hand guns.
    
      .12G ammo: 6 bullets box.
    
      .12G Rifle: Better in early stage. Can replace .12G Shot Gun. Can combine
                  with Sniper Scope. Using the same ammos as Shot Gun.
      Note: As my note in sectors, this thing will show up when you get the .12G
            Shot Gun. That makes the SG almost useless.
    
      M14: Next to the best weapon. Can combine with Sniper Scope.
    
      M14 ammo: 20 bullets clip.
    
      M16: Best weapon. Can combine with Sniper Scope. A modified M16 could make
           damage even when the opponent is wearing a Spectra Shield or Ultra
           shield. Only the Treated Spectra Shield can sometimes prevent the
           damage from this thing.
    
      M16 ammo: 20 bullets clip.
    
      Lab Coat: Let you know that Brenda is already been kidnapped. Put the
                lab coat in your main hand, then you will see something. If
                you did not bring it back to compound ( just bring the note ),
                Jack will not act like Brenda is kidnapped. He will think she
                is only missing. ( a bug )
    
      Blouse: Let you know Brenda is nearby.
    
      Bloody Bra: Let you know Brenda is here ( in this sector ). Don't know why
             they use a bloody "BRA"?
    
      Note: "Lab Coat", "Blouse", and "Bloody Bra" can be used like "Rag" in those
            combined items.
    
    
      Paper: Give you some hints about the game. Not very important. You can
             ignore all these and still finish the game. Combine the torn pieces
             will give you a combo for opening the safe and get Brenda's
             Journal in the safe.
    
      Flowers: Rumor these 4 flowers are the cure ( Antidote ) of the virus of
               Fallow Trees. I never use them. Brenda will use them when you
               bring them back.
    
      Money: $$$ will automatically added to your pool at the end of the day.
             If a mercenary carry certain amount of the money, then he/she might
             leave your team for a NICE vacation. You won't be able to re-hire
             him/her within ( approximately ) two weeks.
    
    
      Special Note: There are some special items like, SmokeBall, Eagle
                    SmokeBall, Gas Detector via editor. I have no idea of
                    what are these and how to find/use them.
    
    
    
    
      V. Sectors Information:
    
    
      General Notes for this section:
      (1) The last update of this section is still not complete. I forgot to
          take note of those un-important ( IMO ) items at about first 1/3
          of the island.
    
      (2) "*" in front of a sector means this sector may have some important
          object(s) or mission(s) at that stage. Which means, the object may
          not be important later in the game.
    
      (3) The entry position of the sector is written in abbreviated form.
          "N/S" means I think either from "North" or "South" doesn't make any
          difference, although I feel N is better than S. "N-W" means from
          "North" but had better in the "western" part which means actually:
          "NW". You may have different opinion. This information is only for
          reference.
          ( This information was last updated on: 8/23/'95. AND, these are
            purely my own opinion. )
    
      (4) All the Crates and Boxes ( those yellow ones ) will be counted as
          "Crates". I did not list the "drawers". Some of the "Crates" are
          actually empty, I still list them because it is a little bit difficult
          to remember which one is empty :P. I don't want to confuse all of
          you because I can not remember all of them.
    
      (5) Items list in the sector without "parentheses" means they are not
          found in the crates, maybe in open area, drawer, or maybe they are
          hidden under a bed, in a coat, or in debris. Items list in the
          "parentheses" means these items are somewhat important and I think
          it should be mentioned even you will always find them in the crates.
          I guess you will always open the crates, won't you? Some important
          items list in the sector with "B" in "parentheses" right behind these
          item(s) means you may get them from those bad guys. Although sometimes
          this doesn't happen.
    
      (6) "Traps" means both "Mines" and "Detonators". ( You should understand
          what I mean. )
    
      (7) All the keys are not so important so I did not list any of them.
          So does those 2, 3, 4, or 5 pockets vest. But I will try to add the
          information of 4 or 5 pockets vest because those are what you really
          want.
    
      (8) I did not list most of the First Aid Kit or Medical Kit because you
          will find a lot of them as the game proceeding. ( Just keep searching
          the switch box on the wall and you will find a lot of them. ) Unless
          you are "Dr. Death", you don't really need so many kits. Version 1.0
          has less medical kits, this could be another story.
    
      (9) The condition of the items are not so important so I did not list them.
    
     (10) Please forgive me for any typo errors.
    
    
      Sectors Information:
    
       S60: Helmet, Tool Kit, Knife, 4 Pocket Vest, Crowbar, S & W .38, and
            .38 ammos.
    
      *S59: 9 Crates ( Grenades, Lock Kit, .45 ammos, Wall Probe? ), Crowbar,
            Kevlar Vest (B?). ( N/E )
            Note: If you did not find Micropurifier in Sector 50, then it should
                  be in this Sector.
    
       S58: 3 Crates, Crowbar. ( N )
    
       S57: 1 Crate ( Gas Mask? ), Extended Ears ( B ), Wall Probe ( B ). ( E )
            Note: If there are only 3 or less than 3 bad guys, the Extended Ears
                  may not exist. Also, very dangerous to open the doors in this
                  sector.
    
       S56: 7 Crates ( 2 Grenades, Live Plastic, C4, Camo, C-17 ), Ultra Shield.
            ( E/N )
            Note: May need Grenade or Explosive to open the second door safely.
    
       S55: 1 Crate, Sun Goggle, Spectra Shield ( B ). ( N-E )
            Note: May need at least 1 Grenade to take care of those bad guys in
                  SE corner. Otherwise, .... Also, have someone swim to the
                  island from East maybe helpful.
    
      *S54: Third Processing Plant. 3 Crates ( 2 C-17, Tool Kit ), Kevlar Helmet,
            Lock Kit ( B ), Mod. Beretta ( B ). ( N/E-S )
            Note: May need a explosive to get the bag guy in the NW room. This
                  bad guy might have a "Remote Control". If you have Explosive,
                  it will be easier to get the two bad guys behind SE door.
    
       S53: 5 Crates ( Mines & Explosive ), Crowbar, Mod. Magnum ( B ), Chunk of
            Steel. Traps in west of bridge and west of island. ( W )
            Note: May need explosive to open some doors safely.
    
       S52: 4 Crates ( $3,780, Spectra Shield, Kevlar Helmet ). ( W )
    
      *S51: 3 Crates ( M16, Metal Detector ), lots of Traps ( at least 47 ). ( N )
    
      *S50: Micropurifier ( B ), 6 Crates ( .45 ammos, .38 ammos, 4 Pocket Vest ),
            Helmet ( B ), Rock. Beretta ( B, "Hard" level only ). ( S )
            Note: Sometimes you did not find the Micropurifier in this sector.
                  In such case, just take Sector 59. It will be there.
                  Carsten Engelmann said he found this thing in S49 in his
                  last game. I think this is just a very rare case.
    
       S49: 15 Crates ( 2 Grenades, Colt .45, 5 Pocket Vest, Knife, ammos ), Chunk
            of Steel, Wall Probe ( B ). ( E-S/S-E )
    
       S48: 12 Crates ( .12G ShotGun ), Glass Jars. ( N-E )
            Note: There are a lot of traps near the crate of SG. Had better
                  let these traps blow off before you send in the guards. Also,
                  2 "Live Explosives" in the crates are actually traps. Nobody
                  can disarm them! Even Mike can not do it!
    
       S47: 3 Crates ( Tool Kit, 9mm Beretta ), 1/3 of the combo, C-17 ( B ),
            $100 ( B ). Lots of traps in the west part ( at least 19 ). ( S/E/N )
    
      *S46: 2 Chunk of Steel, Crowbar, Rock, Sniper Scope ( B ), 4 Gas Tanks,
            $50 ( B ), a .12G Shot Gun in an open crate. ( N-W/E/S )
            Note: Peter Kuesters says Ver 1.0 has 3 Chunk of Steel.
    
       S45: 12 Crates ( All kinds of ammos, Gas Mask ), C-17 ( B ), Metal Detector,
            Beer, Tool Kit, Canteens. Lots of Traps in north part. ( E-S )
    
       S44: 9 Crates ( Explosive ), Spectra Shield, 2 Camo 50% ( B ), 2/3 of the
            combo. ( S/N )
    
       S43: Kevlar Vest ( B ), Kevlar Helmet ( B ). ( E )
    
       S42: 12 Crates ( M14 & M14 ammos, Stun Grenade, Silencer, Live Plastic,
            Explosive, Sniper Scope, Metal Detector, Tear Gases, 9mm ammos,
            Spectra Shield ), Crowbar. ( N-W )
            Note: You will need a lot of time to get this one. Maybe use an
                  Explosive to open some passway will be a better idea. Also,
                  a lot of bad guys will drop a lot of goodies in this sector.
    
      *S41: 3 Crates ( M16, Sniper Scope ). Lots of traps all over the places.
            ( N )
    
      *S40: 9 Crates ( 9mm Beretta, .38 & .45 & 9mm & .357 ammos, 5 Pocket Vest ),
            .357 magnum. ( S )
            Note: Take this sector on Day 1 will make your life easier. If you
                  are playing in Hard level, this sector is a key point for
                  Day 1. Save your first Chunk of Steel for this .357 Magnum.
                  Magnum in the open area in the east. Its ammos (4) are in the
                  crate on island ( beware of the trap with its ammos ).
    
       S39: 7 Crates ( Grenades, .45 & .357 ammos ), Metal Detectors ( B ),
            $670 ( B ). 5 Traps. ( S-W/E-N )
            Note: If you already know the position of those 5 traps, then you
                  can try to enter this sector from E-S. This will be better than
                  E-N.
    
       S38: .357 Magnum, Sun Goggle, Kevlar Vest & Kevlar Helmet, 2 1st Aids.
            ( N-W/E-N )
            Note: This is probably the first sector that you met an enemy
                  with those long range weapons ( .12G ), becareful. And, if
                  you are lucky, the bad guy with the SG might leave .12G
                  ammos after his death.
    
      *S37: 5 Crates ( 4 Silencers, 9mm ammos ), .12G Rifle in woods, Crowbar,
            Metal Detector ( in bed ), Rock. ( E )
            Note: Use a Grenade to subdue the bad guys behind the metal door
                  then open the door and shoot them.
    
      *S36: 3 Crates ( Camo in a boobytrap crate, Sniper Scope ), $50. ( E-N )
            On day 9 "IN THE MORNING" there will be 8 additional crates.
            These special items include: .12G Shot Gun, 2 .357 Magnum,
            2 Grenades, Mines, and Ammos.
    
       S35: Ultra Shield Vest ( B ), Camo ( B ). Traps in South. ( E/N/W )
    
      *S34: 8 Crates ( M14, Kevlar Helmet, 9mm ammos, .45 ammos, Explosive ).
            ( S/E )
            Note: Need to enter this sector at least twice. Also need Canteens
                  for those who open crates.
    
      *S33: 9 Crates ( M14, 2 M16 ammos with trap, Gas Mask, 2 Tear Gases, Tool
            Kit ), Canteens, Hervo's Note ( About the baby Fallow Tree ), Crowbar.
            6 Traps in west of island. South bridge has trap. ( E/S )
    
       S32: 2 Crates, ( 5 ) Canteens, Spectra Shield ( B ), 3/3 of Combo. Traps
            between houses & to the west. ( E )
    
      *S31: Fourth Processing Plant. 5 Crates, Colt .45. ( E )
            Note: First crate in the room with 3 crates has trap.
    
      *S30: Water Poisoning mission. 9 Crates ( Kevlar Helmet, $250, ammos ), Gas
            Tank, Glass Jars, Extended Ears ( B ), hiden $300 under table. ( W-S )
            Note: Don't enter this sector from W-N, it is too dangeous.
    
      *S29: Water Poisoning mission. 6 Crates ( Grenades, Medical Kit, Canteens,
            Explosive, ammos ), $ ? ( B ). ( S-middle/S-W; west of river )
            Note: May need 1 Grenade for the bad guys in the middle.
    
      *S28: Brenda's new lab. $3,000 hidden in "three corners" ( must use a metal
            detector ). 10 Crates ( Beretta, knife, ammos, medit kit ) ( E/S )
            Note: Most annoying sector in the game. Had better take it later
                  in the game. ( Because of Brenda Rescue mission. )
    
      *S27: Second Processing Plant. 4 Crates ( M14 ammo, .357 ammos, 9mm ammo ),
            Camo, Spectra Shield ( B ), $100, Glass Jars. ( S )
            Note: Need lots of Silencers ( from S37 ). There might be a second
                  detonator or "Remote Control" in this sector ( see Q & As ).
    
       S26: 9 Crates ( lots of different ammos, Wall Probe ), Extended Ears.
            ( S )
            Note: Bridges will explode. The detonator is in the building. But,
                  this just like the processing plant mission: disarm detonator
                  does not guarantee the bridge won't explode.
    
       S25: 5 Crates ( 2 Explosives, 2 Grenades, Sun Goggle ), Chunk of Steel,
            Compound-17 ( B ). ( N-E/E/S )
            Note: Need a lot of times to take this sector.
    
      *S24: Brenda is HERE! 5 Crates ( 3 Stun Grenades, Explosive, Detonator ).
            ( S/N )
    
      *S23: Head Stone in island! 13 Crates ( M16, Mines, Detonators ), 4 Live
            Plastic. Traps in islands and near bridges. ( E-N then N-W, twice )
            Note: Best way to get the "Head Stone" is swim to the northeast
                  island. May need 2 explosives to take care of the bad guys
                  staying inside those 2 northeast buildings.
                  If you take care of the detonator will keep the bridges from
                  exploding.
    
       S22: ? Crates, Chunk of Steel in island. Lots of traps near shore. ( S )
            Note: May need 1 explosive for the southeast building.
    
       S21: 4 Crates ( Detonator, C4 ), $10 ( B ). ( E )
    
       S20: 6 Crates ( Spectra Shield, Kevlar Vest, Explosive, Medical Kit ),
            Stun Grenade ( B ), $30 ( B ). 1 Trap ( I only found this trap once,
            in open area south of woods ). ( S-E )
    
       S19: 8 Crates ( 9mm Beretta, Colt .45?, .38 ammos, $800 ), Explosive,
            Crowbar, Gas Tank, Oil, C-17, Spectra Shield ( B ). ( E/N/S )
    
       S18: Kevlar Vest ( B ), Kevlar Helmet ( B ). I don't remember I ever find
            any replacement. ( W-S )
    
       S17: 8 Crates ( Beretta, .357 Magnum, different ammos, Chunk of Steel,
            Metal Detector, C-17 ), Gas Tank, Oil, Tool Kit. 6 Traps in north
            part. ( W )
    
       S16: Extended Ears ( B ). Nothing in huts. ( S )
    
       S15: 3 Crates ( Extended Ears, Sniper Scope ), 2 Crowbars, .12G Rifle,
            .357 ammos, oil. ( E/S )
            Note: May need Explosive or Grenade to open the padlock door.
    
       S14: 8 Crates ( 6 Mines, Metal Detector ). ( N-E/E-N )
            Note: Use Explosive to blow the tree away.
    
       S13: 8 Crates ( M16 Ammos, Grenade, Sniper Scope, .357 Magnum, Kevlar
            Helmet ). $1,550 in the clothes hang on the wall. ( W-N )
            Note: May need "Rock" to lure the bad guy out from west entrance.
                  Beware of the bad guy in the south room! Don't check the 4th
                  cloth ( for money ) until this bad guy is finished.
    
      *S12: Scientific Journal in NW corner of building! 7 Crates. ( W/S-W )
    
       S11: Nothing but bad guys. ( S-W )
    
      *S10: 2 Crates ( $510 ), C-17, Gas Mask, Crowbar. 3 Traps
            that will open a passway to another 3 Crates ( M14 & M14 ammo, Live
            Explosive )! ( S )
            Note: You may need 1 Explosive to open the door if you did not get
                  the padlock key ( from S20 ). Don't think anybody in your
                  team can open it at this time.
    
        S9: Sniper Scope ( B ), Stun Grenade ( B ). ( E/S )
    
       *S8: 4 Flowers ( Antdote ). .357 Magnum ( B ), Metal Detector ( B ). ( S )
    
        S7: 6 $$$ ( total: $2,230 ) in the islands. $400 ( B ), .12G Rifle ( B ),
            Lock Kit ( B ). ( W/S )
    
        S6: Oil in hut. ( S-W )
    
        S5: 1 Crate. M14 ( B, trapped! ), Metal Detector. ( S )
    
        S4: Nothing but bad guys. Never wait until Day 31. ( E )
    
        S3: 8 Crates ( M14, M16, M14 ammos, M16 ammos, Silencer, C-17, Chunk of
            Steel, Live Plastic ). Lots of traps outside. ( S )
            Note: Trust me, there is nothing worthy outside. Get into the
                  building and get out of this sector ASAP.
    
        S2: 17 Crates ( 2 M16s, M14, ammos, 3 Comp-17, Chunk of Steel, Explosive,
            C4, Live Plastic ). Many traps in the wall switch box. ( E )
            Note: I always "open" a door from east, then ambush the bad guys
                  there.
    
        S1: Enter from East or SE. Need a lot of grenades ( all kinds ),
            Explosives and whatever you have. The number of the bad guys is
            unlimited unless you mange to get into Santino's room. Fallow
            Sappling in the NW corner in that room. You will need a healthy
            fast guy to get it. Getting this "Fallow Sappling" is not that
            important!
            Note: There are some crates in this sector, but I did not care about
                  them.
    
    
    
    
    
      VI. Q & As
    
      Questions List:
    
      (1) How to prevent "Rescue Brenda" mission?
      (2) What is the benefit of rescuing Brenda?
      (3) How to know which sector has processing plant?
      (4) How to take processing plant without being sabotaged?
      (5) Where are those "detonators"?
      (6) What is the "Water Poisoning" mission?
      (7) What is "Fallow Tree Dying" ( Plague ) mission?
      (8) Can I throw a Grenade over a tree? Into a building?
      (9) Why there are not many Natives willing to work for me? What can I do?
     (10) I am running out of MONEY, what can I do?
     (11) "Dynamic Lab" just drop the price of the sapping, what can I do?
     (12) Is there any good strategic about the order of taking the sectors?
     (13) Is the number of enemies unlimited in Sector 1?
     (14) Is there a good strategic to save Brenda?
     (15) Why my guys can not open a Crate?
     (16) What is the max. sectors taken in 1 day? Which level?
     (17) How many game days do you need to finish the game?
     (18) What is the best starting team?
     (19) Who will not work with whom? What are the interaction between
          these Mercenaries? ( Last update: 9/05/'95 )
     (20) How can I determine whether my merc can shoot at the bad guys?
     (21) Can I shoot through the wall, trees, bushes?
     (22) How can I use "Fidel" more effectively? He always refuse to take
          cover.
     (23) Is "Max. Aim" necessary?
     (24) Is "Crouch" necessary?
     (25) How come the condition of my equipment drop so fast?
     (26) What to do with those "Useless" items?
     (27) What happen with the equipment with those fire/quit mercs?
     (28) What's the difference between "M14" & "M16"?
     (29) When will the gun becomes "Jammed"? How can I fix it?
     (30) What is the difference between the different difficulty level?
     (31) Can I re-hire the merc who takes the money and run away?
     (32) Can I prevent Santino from suicide so that I can let somebody kill
          him with knife?
     (33) How can I get the baby Fallow Sappling tree?
     (34) What does Ivan say?
     (35) Can I buy equipment? Is there enough bullets to use in the game?
     (36) How can you win/lose the game?
     (37) How are action points calculated?
     (38) I don't want to try out all mercs but I would like to hear their
          voices. How do I get it ?
     (39) What is the difference between experience levels?
     (40) What are the information in those Encrypted Notes?
     (41) How to install the DEMO version of this game? It just keep asking
          me for a disk.
     (42) Should I use a native guide? Whom should I use?
     (43) I don't want to fire mercenay so I just let him/her killed. That
          seems to be a better idea than getting complain by firing him/her.
          Is this good?
     (44) Can enemy attack my sectors across the water?
     (45) Do I need to put guards in all of my sectors? Is it necessary to
          always put 8 guards in my sectors?
     (46) Sometimes, the enemy sector has less than 8 guards even it is late
          in the game. How can this happen?
     (47) How to find those items hidden behind a tree?
     (48) What is the factor that influence the performance of my work?
     (49) Why the condition of the item degrades after I combine it with
          something else?
     (50) The items are too many, I can not carry all of them. What can I
          do?
     (51) Can I heal a guard?
     (52) Can I heal the enemy?
     (53) Some of the guards is not in perfect condition. Can I replace them?
     (54) Did Brenda leave any message for you after been kidnapped?
     (55) Is there any "official cheat" or "bug" in the game?
     (56) Is there any recipes for combining items?
     (57) Can I change the difficulty setting after I start the game? How can
          I check what level am I playing?
     (58) There are too many keys, what can I do?
     (59) How can I know whether there is a window in the side of the building
          that I can not see? What can I do?
     (60) What is the "three corners" Elio mentioned in sector 30?
     (61) Does the computer ( program ) cheats? Why the computer keeps winning
          in sector 28?
     (62) How to get the M14 in sector 10?
     (63) What is the equation of the "Repair Points"? What does it means?
     (64) What is the equation of the "Doctor Points"? What does it means?
     (65) What is the factor to determine the "Interrupt" situation?
     (66) What are the randomness of the game?
     (67) How to get Brenda's Journal?
     (68) How come the items after combined have degraded?
     (69) What is the target's priority of the enemies?
     (70) What are the chances for a mechanice to pick a locked door?
     (71) Will the second hand holding an object influence the accuracy of
          the mercenary?
     (72) What is the order of the healing when you assign "Doctor" and "Patient"
          at the beginning of the day?
     (73) Any hints given in the game for those special events ( quests )?
     (74) Humors in the game.
    
    
      Answers:
    
      (1) How to prevent "Rescue Brenda" mission?
          A: There are 2 ways:
             (1) Don't let enemy take this sector after you have taken it.
                 Whatever mean method you use will be fine.
             (2) Re-take the sector before the day is over. I did not get this
                 mission once when I re-take the sector immediately ( I was
                 nearby, in the 2nd plant mission, at that time ).
    
    
    
      (2) What is the benefit of rescuing Brenda?
          A: A lot of $$$$$$$$$. I guess this is based on the amount of your
             starting fund. $15,000 for the HARD level. I don't know whether
             the reward will be greater in EASY or NORMAL or not.
    
    
    
      (3) How to know which sector has processing plant?
          A: Hit the green "TREE" button at the beginning of the day. I hate
             this because the document did not say it. I found this by accident.
    
    
    
      (4) How to take processing plant without being sabotaged?
          A: You need a lot of silencers and kill whatever enemy you have
             encountered immediately. Do not fire while enemy is moving ( the
             "INTERRUPT" situation ). If enemy still have enough APs, they will
             let the other guys know you are there. The 2nd processing plant
             has either 1 or 2 detonator. One is on the wall in the island (
             refer to #5 ), I suspect the other one is in the buildings with
             the plant ( SW corner room ). Some people just disarm the first
             detonator and keep using non-silence gun. Nothing happened. But,
             there is another person ( other than I ) has possession of the
             first detonator and still had plant been sabotaged with loud
             gunshot sound.
    
             After I did some experiment with this second plant, I have a new
             idea about this. If you disarm the "detonator" successfully, you
             can let the enemies find your existance in one condition: the guys
             been found are from the south part of the sector! If the enemy
             finds your first guys in the island, then they will know the way
             to the detonator is blocked! In such case, the program seems to
             be cheating in letting the enemy use a "Remote Control" to activate
             the Explosive in the plant. ( No matter you disarm the detonator or
             not. ) If enemy finds your guys in south part, they will stupidily
             think they are still safe to activate the "detonator". In that way,
             you can just let your hidden mercs kill those enemies one by one.
    
             Carsten said the detonator of the 3rd plant is somewhere in the woods
             in the north. After some hints, I finally found that detonator ( see
             #5 ). After you disarm this detonator, you can probably let the bad
             guys hear the noise at this moment. The bad guys outside seem to be
             separated from the bad guys inside the buildings. There is also a
             bad guys in NW corner of the room ( with 2 C-17 in a crate ) he
             can ( somehow ) remotely activate the explosives. You can try to
             install an Explosive in the west wall of this room and place a
             mechanic ( like, Magic ) outside the door. Once the explosive
             explode, Magic can use Lock Pick to open the door and kill the
             wounded bad guy. This will keep the plant safe from sabotage.
    
             The 4th plant always has less than 8 bad guys there, so I can take
             care of them with "Silencers" without knowing where is the detonator.
    
             As on Oct. 4, 1995, Peter found the detonator for the 4th plant.
             Please see #5.
    
    
    
      (5) Where are those "detonators"?
          A: Here are some graphics about the detonators ( by Peter ):
    
             The detonator in plant 2 on the island (rough layout)
             *******    D = door
             *     *    * = wall
             *     *    1 search north wall here to detect detonator
             **D****
             *1  *
             *   *
             **D**
    
    
             The detonator in the sector with the bridges (S26):
             small house in the NW:
             ********  1 search west wall here
             *      *
             *1     *
             *      *
             *   ****
             *   *  D
             **D*****
    
    
             The detonator in Sector 23 (Bridges):
             the SE-building:
               ****
               *  *  1 search west wall to detect detonator
               D  *
               *  *
               *1 *
               ****
    
             Carsten found the detonator of 3rd Processing plant:
             If the coordinate of the wooden sign ( 3rd processing plant ) is
             ( 0, 0 ), then the detonator is on a tree to the NW of this sign.
             The coordinate will be ( -2, 3 ).
    
             Hoang Pham < hpham@eskimo.com > mentioned about the detonator
             in plant 4, but I lost the information about this.
    
             Special Note: Watch the Q #4 for additional information about
                           these plants.
    
             Carsten found the detonator for the safe ( S12 ):
    
                                   D   I
                                   I   I           I
                                   I   I          =I
                                       I           I
                                       D          Door from East
                                       I           I
                                        ===========I
                                         WWWWWWWWWXI <--
                                                   I
                                 ====D====D========I         Bushes
                                                   I
                 W = Wall
                 X = Detonator
    
    
             Peter Kuesters has found the detonator for the 4th plant ( Oct.
             4, 1995 ):
                              *
                              *<- east-wall of plant
                  ***D****D****
                  *   1       *
                  D           *
                  **********  *
                  *        *  *
                  *        *  *
    
             1 search north wall to detect detonator
    
    
    
    
      (6) What is the "Water Poisoning" mission?
          A: I heard this before I got the game. So, I always arrange my team
             to take the lake before the end of day 3. I don't know what will
             happen if you do not take the lake after day 3. In this mission,
             you need to take BOTH sector 29 & 30.
             There seems to be a bug in some version that when you take both
             S29 & S30 after day 2, Brenda will still ask you to do something
             because water is not right. I don't have this bug. But, other people
             had reported this.
    
    
    
      (7) What is "Fallow Tree Dying" ( Plague ) mission?
          A: Officially called "Virus Quest" in "Sir-Tech".
    
             I never had such kind of problem. I heard people were talking
             about "Antidote" for this mission, but I am not sure. Here are the
             info provided by Peter Kuesters:
    
             Some time after you take a certain sector ( someone said 55, but
             I really don't know which one ) a virus starts appearing. You can
             get rid of it either by bringing the flowers to Brenda or by
             recovering the antidote. The antidote is in Sector 7, if you did
             not possess it before the virus started. It is in Sector 41, if you
             already possessed Sector 7 but not Sector 41. If you possess both
             sector 7 and sector 41, the virus will probably never appear.
    
             ( My note: 55 is not correct. I always possess this sector before
               Sector 7, and I never encounter this virus in my game. )
    
             Susi adds such additional information:
    
             Game ( for it ) have two triggers 55 and 25 sector. For especially
             I don't get this sector's and virus not started. But gamers can
             choice: virus ( lost of some tree's ) or ( lost ) money's of tree.
    
             ( I am not quite sure about the meaning, but obviously, there is
               two sectors can trigger this event. And, S25 is not a correct one
               either. My last game had possessed both S55 & S25 before I got to
               S7, there is no Plague happen. )
    
             Here is another alternative to solve the problem: ( by ? )
             Just use the explosive to blow the infested tree away then the
             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. )
    
             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!!! :-)
    
             ( Note: 30 maybe not the magic number. My last game has 33 sectors
                     before I start the day to take S7 where I found the Flowers.
                     I still never got this mission in my game :(. Maybe Santino
                     needs a "Safety Linked" to his own home sectors :-). )
    
             Additional Note from Peter Kuesters ( Oct. 4, 1995 ):
                  The antidote may sometimes be in sector 52. ( So there are three
             sectors where you can look for it: 7, 41, 52)
    
    
    
      (8) Can I throw a Grenade over a tree? Into a building?
          A: You can throw a Grenade over trees. If there is an open path into
             the building, you will be able to throw it in. But, be warned!
             There is also a possibility that the Grenade will hit the wall,
             so .....  I am not sure whether you can throw it through a window
             or not. Even you can do it, that seems too risky. ( My opinion )
    
             Someone in the net mentioned that you can place the "Eagle"
             items in the window, then it will explode as if installed inside
             the house. The "Eagle Silencer" and "Eagle Screamer" seemed to be
             more effective than others in this case.
    
             I did not try this method but I accidentally placed an Explosive
             on a window once, the explosion occured inside the building and it
             did not break down the wall!
    
             Note from designer Alex: ( Sep. 3, 1995 )
    
                 Throwing grenade into a building. I seem to remember that somebody
             once wrote that a grenade thrown through an open door still explodes
             at the entrance just as if the door was closed.  If this is so it is
             NOT intentional, and would be a ( minor ) bug in the code. Otherwise
             there's no reason you could not throw into buildings. Hmmm, now that
             I think about it, though, I believe there may be a bit of a "hack"
             in the code that does in fact prevent one from throwing from the
             outside into the inside. I recall something like that was necessary
             to prevent much more serioues problems involving throwing things
             over/through walls and we left it this way as the lesser of two
             evil.  So if it's not letting people to tthrow from outdoors
             indoors, I believe this is a "feature" :-)
    
             ( Note: After reviewing this paragraph, I recalled I had this kind
                     of problem in S37, north building. Fidel stand one step
                     toward the west of the door in the left and he can not throw
                     the G to the east door. After restore the save file, I let
                     him stand at the door, and he can throw it to the east door.
                     I think Alex is correct about the limit. )
    
             Additional Note from Peter Kuesters ( Oct. 4, 1995 ):
                  Using an "eagle" on a wall is as effective and less dangerous
             than using it on a window. ( There seem to be weird walls in
             Metavira... ).
    
    
    
      (9) Why there are not many Natives willing to work for me? What can I do?
          A: Because you are not doing a good enough job, so that the Natives
             still don't trust you. The number of Sectors you have taken, the
             number of the bad guys you have killed, the number of Natives
             that had died, all these will contribute to the result. If such
             kind of situation happened, the only way to do is to "RAISE" the
             salary of the Natives. This is a one-way ticket, so I don't think
             you want to do this. The better way 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 in HARD level, take 4 sectors on day 1 will give you
             70 Natives on day 2. After you hire 39 tappers, you can still have
             31 guards on day 2. That is really helpful.
    
    
    
     (10) I am running out of MONEY, what can I do?
          A: Please refer to the information of the sectors. Make sure you get
             all those $$$ in each sector. Once again, you had better take more
             sectors and gain more trees so that you can get more incomes.
             Beware of the fact that more trees means more processing plants.
             And, this is the other thing you need to think about it.
    
    
    
     (11) "Dynamic Lab" just drop the price of the sapping, what can I do?
          A: There is nothing you can do to prevent this to happen. I think
             ( newer experience ) this event is triggered by time rather
             than the event of you own the second processing plant ( previous
             experience ). After couple days, with all the info that Jack
             had told you, they will drop the price in 2-3 days. The only
             thing you can do is getting more TREEs. The more trees you own,
             the better chance that "Dynamic Lab" will raise the price again.
             I don't know how many trees will trigger the first raise. But one
             thing is for sure: get more trees! They will raise the price for
             $20 each time.
    
             There is also another possibility that this event is triggered
             purely base on the time. The EASY level will happen later, the
             HARD level will start from Day 4.
    
    
             From the designer Alex Meduna <75162.2430@compuserve.com>:
    
                 The "sapling price" quest (Dynamic Labs) is triggered
             principally by the number of trees being processed or owned.
             I believe the magic # is 21+ trees processed, which means it
             normally won't start until you have the second plant online &
             processing.  But, the other possible condition is 40 (41?)+ trees
             OWNED, which is there so that you can't simply avoid processing
             more than 20 trees to keep the quest from starting.  There may be
             some other minor conditions attached (such as "no other quest can
             start that day") which could conceivably delay it another day or
             two.
    
    
    
    
     (12) Is there any good strategic about the order of taking the sectors?
          A: I don't think so. One thing is for sure, if you are not taking
             some sectors, some events will happen that forces you to take
             certain sector later. At that time, you will know what sector
             is important that you should take them ASAP.
    
    
    
     (13) Is the number of enemies unlimited in Sector 1?
          A: YES! You need to get into the building ASAP. One person claims
             the number is limited, this is not true. Although the "Enemy
             Turn" message will be quicker for some time, that is because
             the computer is "Generating" more enemies.
    
             BUT, the number of enemies seems still follow the "8" rule. If
             one enemy did not die, the other one will not be generated. One
             time I happened to "Stun" 5 enemies just across the river for
             more than 10 turns, that game was so easy that I only need to
             take care of 2 enemies in each turns. Those 5 guys just keep
             lying there. ( Of course, I keep using Tear Gas & Stun Grenade
             to keep them there. )
    
             The generating rate might depends on the level. Someone reported
             that they only encountered 6-7 enemies in Sector 1 when playing
             in EASY level, then that's it. For HARD level, the enemy will
             be generated in enemy turn whenever a bad guy has died. For
             the NORMAL level, from my memory, the enemies will be generated
             about 2 turns after they had been killed.
    
             As of Oct. 4, 1995, someone in the net mentioned about this in
             September. He claimed the number is somewhere near 99. I don't
             think this number is true. I said so because I always let my
             mechanics fixing items before I took S1. That gives me a whole
             day to play with Santino's men. I usually kills 40 to 50 enemies
             in that day. Then, the next day I entered S1, I still need to kill
             40 to 70 enemies to get to Santino's room. That's why I think
             99 is still not the magic number.
    
             BUT, many people claimed that if you stayed in S2 or S11 in that
             particular day and kills all those intruders, then you will probably
             encounter less enemies in S1. I never verify this information.
    
    
    
     (14) Is there a good strategic to save Brenda?
          A: Let Magic or whoever can pick the lock swim across the water. Sneak
             to the back of the south building. There is a door there. Let him/
             her open it. There will be a Crate with 3 Stun Grenades and another
             door. Open this door, then you will find Brenda.
             Note: One of your guy will "Escort" Brenda back to compound. That
                   means he will not join your team the rest of the day. I don't
                   know who will "Escort". Maybe the most expensive guy in your
                   team. Magic always volunteers to do this in my game.
    
    
    
     (15) Why my guys can not open a Crate?
          A: The crate is nailed too tight. You will need a Crowbar to open
             it. Furthermore, the merc is not healthy, not strong enough or
             tire ( BLUE BAR low ) will not do the trick. The condition of
             the Crowbar will also influence the chance of opening it. BTW,
             there are some Crates that are so tight that only certain mercs
             with almost full health can open it. In such condition, make
             sure the BLUE BAR is in the highest position.
    
             EX: The crate of M14 in S10. A health Ivan can open it ( lost
                 about 2/3 of the breath ). Fidel and Ice both can not open
                 it.
    
    
    
     (16) What is the max. sectors taken in 1 day? Which level?
          A: 10 by Peter Kuesters. He did it without using any Alt-X in HARD
             level. ( Oct. 4, 1995, new record )
    
             9 sectors on D6:
             57 -> 56 -> 45 -> 55 -> 54 -> 44 -> 43 -> 33 -> 32
             with Ice, Fidel, Ivan, Fox, Magic and Mike
    
             10 sectors on D8:
             15 -> 5 -> 4 -> 14 -> 16 -> 17 -> 18 -> 8 -> 7 -> 6
             with Ice (mod. Beretta), Ivan (M14), Fox (mod. Magnum),
             Mike (mod. M14) and Magic (mod. M16)
    
             ( Note: This time, Peter finishs the game in 10 days. Also a
                     new record. See #17. )
    
    
    
    
     (17) How many game days do you need to finish the game?
          A: Peter Kuesters can do it in 12 days ( he said he might be able to
             do it faster if not taking all the sectors ). But, not everybody
             can do this.
    
             ( Note: As of Oct. 4, 1995, Peter re-plays and finishs the game in
                     10 days! )
    
             According to the "average 3 sectors per day" rule, you should be
             able to finish it by day 20. Of course, the more experience you
             have, the better you can do it. My first game took 27 days ( in
             NORMAL ). Second one took 20 days ( HARD ). I think this should
             be normal for any veteran players => 3 sectors/day.
    
    
    
     (18) What is the best starting team?
          A: Don't think there is an answer for this. Almost everyone pick
             Ivan at the beginning. But, there are still some person who did
             not do it. As long as you have a team with "Sharp Shooter",
             "Doctor", "Mechanic", and "Bomb Dude", then this team should be
             good enough.
    
    
    
     (19) Who will not work with whom? What are the interaction between
          these Mercenaries? ( Last update: 9/05/'95 )
          A: Here are some of them:
    
             "Sparky" doesn't want to work with her brother "Gary".
             "Gary" doesn't want to work with his brother "Larry"
             No problem with "Sparky" & "Larry".
    
             "Hurl" will quit if you have "Fidel" in the team ( or, killed by
             "Fidel" ).  ( Uh, "Hurl" is a male, not a female. )
    
             "Fox" will quit if you have too many casualties. She will not come
             back if you fire her. She will come back ( when she quits ) if you
             improve your casuality situation.
    
             "Wolf" can't stand you raise salary of any other people.
    
             "Mike" & "Scully" are good friends. So do "Magic" & "Sidney". Any
             one of them will quit if their buddy is killed or fired. ( ? about
             the "good friends". See #66. )
    
             A lot of mercs will quit if you can not paid the salary of any
             mercenary. Same when you don't pay the the chopper's fee to deliver
             a dead merc's body back.
    
             If you overuse your mercs ( without letting them to rest enough
             during the day time ), many of them will quit! Maybe not the first
             day that you are doing this, maybe the second day when you treat them
             the same way.
    
             "Biff" doesn't want to kill anybody. If he really kills a bad guy,
             he will quit and say thing like, I want to go back to school. He
             won't join if you have any guy get killed.
    
             "Skitz" will kill "Sparky".
    
          ** "Reuben" will kill "Ivan"(!) and other people.
              "Ivan" will try to kill "Reuben" too.
    
              "Ivan", "Larry", "Bernie", and "Kelly" won't work with "Reuben".
    
             "Fidel", "Leech", and "Skitz" will refuse order while in the middle
             of a combat. You will need to either deal with this personality or
             use the tricks.
    
             "Kaboom", "Larry", "Moses", and "Pops" will forget order after some
             time. ( This seems to be the personality of these guys. Has nothing
             to do with the "Wisdom". I once tried to raise Kaboom's Wis to 100,
             and he STILL forgot the order! )
    
             When you fire "Vinny", then hire "Magic" & "Scully", "Scully"
             will ask for double salary because "Vinny" said something to him.
             ( This looks like determined by Randomness. See #66. )
    
          ** Someone said if you fire "Tex", he will say bad things to many(!)
             people in A.I.M.
    
             "Ice" will quit if you fire too many mercenaries ( including the
             replacement, the turnover rate ).
    
             When a merc does not want to work for you ( QUIT situation ), you
             will need to increase there salary 50% to keep them. ( 50% is the
             salary for another exp. level. )
    
             "Len" will only work for you if your turnover rate is below 20 or
             less.
    
             "Static" gets bored if nobody of your team dies or gets fired.
    
             "Mike" won't work for you if your turnover rate is too high ( over
             30% ).
    
             "Weasel" won't work with "Ears".
    
             "Raffi" won't work with "Doc".
    
             "Cliff" won't work with "Raffi".
    
             "Jimmy" won't work with "Lynx".
    
             "Sam" won't work for you if you have "Ivan".
    
             "Magic" won't join if you have "Kaboom".
    
             "Screw" don't like "Bob".
    
             "Hector" don't want to work with "Smoke".
    
    
             The following could be determined by Randomness:
    
             "Ice" won't work for you if "Hector" is fired or buried in the river.
    
             "Ice" or "Magic" is also touchy about "Fidel" getting fired without
             reason.
    
             "Turtle" and "Bob" won't work for you if you fire "Gary".
    
             "Bernie" won't work for you if you fire "Reuban"(?!).
    
    
             Just for amusement:
             Get a loser squad: Speck, Yuntz, Skitz, Lance, Biff, Reuban, It,
             Kaboom and Wink.  It's definitely a TRIP trying to make it through
             a sector with these guys. ( I can imagine this. Maybe add Pops,
             Larry, or Moses. )
    
    
    
    
     (20) How can I determine whether my merc can shoot at the bad guys?
          A: There is a basic principle: If you can see him, you can shoot
             him! ( Use the <F9> function. ) If that is in a wide open area,
             you can shoot whoever your team can see ( not the shooter ). But,
             range too far may not cause any damage ( especially the handgun ).
             If this is in the woods, then the best way to determine whether you
             want to shoot him or not => "Interrupt"! In "Interrupt" situation,
             that means your merc has a pretty clear line of sight, so you can
             guarantee he has a chance to hit him.
    
             Exception: When your merc is behind a lot of "bushes", you may want
                        to forfeit this chance. There is a higher chance that
                        you will hit the bush than the bad guy.
    
    
    
     (21) Can I shoot through the wall, trees, bushes?
          A: This part is a little bit tricky. If you find you can not shoot
             through the wall, but the bad guy(s) can, you might be a little
             bit frustrated. BUT, you can shoot him back!!! If you find you was
             hit behind the wall ( bad guy shoots through the wall ), then you
             shoot back immediately and don't move this merc. You can get him
             in the same way. But, if you move, this condition will not happen
             and you will be still shooting at the wall. Don't know about the
             trees, but the bushes have the same condition. If the bad guy can
             shoot you, you can shoot him. Of course, bad guy will take the
             first shot and your merc(s) has better chance to get hurt.
    
    
    
     (22) How can I use "Fidel" more effectively? He always refuse to take
          cover.
          A: He always refuses to move IF HIS TARGET DID NOT MOVE. So, you
             have to make sure he is in a well covered place before you can
             take that shot. When his target moves, he is willing to move
             again, so move him before shooting.
    
             There are two other ways to do the trick: hitting "esc" or remove
             the weapon from his main hand ( then put it back ). These two
             methods are more like cheating, but they do work.
    
             "Leech", and "Skitz" has the same problem, and you can treat them
             the same way.
    
    
    
     (23) Is "Max. Aim" necessary?
          A: Yes in some cases. In wide open place, "Max. Aim" will have much
             better chance to hit the target. In "Interrupt" situation, the
             "Max. Aim" is better because you will have a pretty good line of
             sight, and this "line of sight" maybe very precious in the woods.
    
             But I really doubt it when the enemy is behind a cover or wearing
             a good body armor. In such case, sometimes 1 or 2 APs less than
             "Max. Aim" will have a better result than "Max. Aim".
    
             Yet, this is not guaranteed because "not Max. Aim" also means
             "Greater Chance to miss". But if you hit, the damage is usually
             greater than "Max. Aim" in this case. There are a lot of variables
             here and I don't know exactly how they work.
    
             I would simply suggest that you use 1 or 2 APs less than "Max.
             Aim" in the woods for couple times, and decide by yourself when
             do you want to use "Max. Aim" and when you don't.
    
             Note: When you find the "Max. Aim" did not do any damage to the
                   enemy ( with good body armor or hide behind a tree ), you
                   can try the second shot with 1 AP less than "Max. Aim".
                   You will probably see the difference.
    
             Warning: These principles do not apply to those low marksmanship
                      guys!
    
    
    
     (24) Is "Crouch" necessary?
          A: YES! Although this always take 2 APs, but it worth it. Especially
             "Crouch" behind a bush. But, be sure your mercs are wearing a
             Helmet. "Crouch" also means the chance of "Hit on the head" is
             increased too.
    
    
    
     (25) How come the condition of my equipment drop so fast?
          A: Two reasons. (1) Staying in the water for a longer time. (2) Hit
             by explosive or grenade.
             Keep using it ( gun ) will drop the condition too, but not that
             obvious.
    
    
    
     (26) What to do with those "Useless" items?
          A: You will need to fix it at home before you want to use them. Gun,
             Grenade, Wall Probe, Metal Detector, Explosive, Eagle items,
             Molotov Cocktail, and Armor are all fixable. Don't remember what
             else can be fixed. All the kit ( First Aid, Medical, Tool, Lock ),
             Camoflage, Compound-17, and Crowbar are not fixable. I don't
             remember about the Chunk of Steel, but you DON'T need to fix it.
    
             You don't really need to fix the "Useless Detonator". Combine them
             with the good condition Explosive has pretty good chance to get
             100%(!) "Live Explosive" by Fidel.
    
             There is another usage of these "Useless" Grenade type items.
             Put them in those "Eagle" items and the condition will be around
             70 - 80 %. That is already pretty good.
    
             One more thing. If you are desperate and have nothing to take out
             a hidden enemy ( like in S29 ), you can try to throw the "useless"
             grenade to this bad guy. There is a slightly chance the Grenade will
             still explode within 2 turns ( not immediately like a good condition
             Grenade ) and take effect LIKE an ordinally Grenade.
    
    
    
     (27) What happen with the equipment with those fire/quit mercs?
          A: If you fire him/her, you keep all the equipment. If he/she quits,
             he/she will bring the equipment with him/her. So, fire him/her
             before he/she quits. ( Beware of your turnover rate. )
    
    
    
     (28) What's the difference between "M14" & "M16"?
          A: Peter Kuesters made a little experiment with this once. He has
             "Magic" using Mod. M14, "Scully" using Mod. M16. "Scully" has
             slightly better armor. "Magic" wins all the times. But, my own
             experience shows the difference between these two things are
             difficult to tell. In sector 1, most of the time, M16 is better
             than M14; BUT, sometimes, M14 has better effect than a M16. Who
             knows, both weapons are GOOD! Sometimes, I think a direct hit at
             the "Bulleyes" ( heart, maybe ) with good body armor maybe worse
             than a hit at the other part of body ( say, arms, legs ).
    
    
    
     (29) When will the gun becomes "Jammed"? How can I fix it?
          A: Not sure about this. The only thing I know is a gun in perfect
             condition ( 100% ) never "Jammed". I had a 98% mod. Beretta
             "Jammed" once. And it takes about 7-8 times of re-firing to fix
             it. And I had used a 70% gun about 10 shots without "Jammed".
             Maybe firing too many times in a short time ( too many bad guys,
             huh? ) will increase the chance.
    
             There is no better way to treat a "Jammed" gun in the field. As
             manual said, continuously firing it might do the trick. The most
             times I used was about 7-8 times ( for that 98%! condition mod.
             Beretta ). There is a person in the net said he fired more than
             20 times before it worked again! I think this is purely depends
             on your luck. Of course, a mechanical at home can always fix it
             for you, but you won't be able to get it until the next day.
    
             Torbj|rn Lindgren said, let a higher Mechanical skill merc shoot
             it in the field will have a BETTER CHANCE to make it work again.
             He suggested skill over 40 for doing this.
    
             Note: Susi suspects that the condition of the ammos might be
                   one of the reasons when we have those > 90% gun jammed.
    
    
    
     (30) What is the difference between the different difficulty level?
          A: One thing I am sure, the starting fund is different. "Easy"
             gives you $25,000. "Normal" gives you $20,000. "Hard" gives
             you $15,000. Cash flow handling becomes very important early in
             the game in "Hard" level.
    
             The price for the chopper is different. $600 for "Easy", $800
             for "Normal", and $1,000 for "Hard". Same for delivering a dead
             merc's body back.
    
             The AI is different. But I can not exactly describe this part.
             In "Hard", the enemy will always tries to hide behind cover,
             come out to spot you and hide again, so that the other bad guys
             can come and shoot you or throw a grenade on you. The tendency of
             enemy using a grenade is increased too. The enemy will probably
             ignore the rock when you throw it.
    
             The number of bad guys in S49, S50, S59 ( for your first day
             mission ) is different. "Normal" only has 4 in each sector,
             "Hard" has 6! On day 2, "Hard" always has 8 bad guys in every
             sectors, "Normal" still has 6 on day 2. That's all I know.
    
             Carsten tested the "Easy" and found there is only 2 enemies in
             first three sectors.
    
             Also, the last sector ( S1 ) will be different. The "Easy" level
             seems can not regenerate the enemies quick enough. The "Hard" will
             always regenerate a new enemy in their turn whenever you kill one.
    
    
    
     (31) Can I re-hire the merc who takes the money and run away?
          A: From the designer Alex Meduna:
    
                 When mercs run away with your money, they should appear to be
             "on assignment" when you get back to the AIM screen.  What's actually
             happened is that the merc in question has chosen to take a little
             vacation with the proceeds of his theft...  He *will* come back off
             assignment, but this takes a relatively long time, I believe 2 weeks
             ( they are having fun over there, after all! ).  What I am NOT sure
             of is whether that merc will hire back on with you or not when he
             returns.  It could be either way, I'm at home and don't have the
             source code available, and the situation has never really come up in
             any game I know of ( usually game over by then, or you don't want the
             guy any more anyway ).  One could do a little experiment, by giving
             some putz a pile of money to make him steal, then wasting time for 14
             or so days until he returns and trying to hire him back.  I think he
             will in fact join, since there's no special quote for this scenario...
    
                 BTW, are you guys aware that each merc has his own likelihood of
             stealing on you?  In general the salary the merc is currently making
             is the main factor in his decision, the amount of money he could
             steal must be quite significant in comparison to his regular wages
             to tempt him.  But some mercs are far more reliable than others, and
             a few of the scummier ones won't think twice about it!  Most of the
             higher level mercs make too much off you anyways to bother stealing
             the sums that you find on the island...
    
             ( Note: Somebody in the net mentioned once that in the "Official
                     Strategic Guide" by "Sir-Tech", there is a table of how much
                     money the merc will tend to steal. )
    
    
    
     (32) Can I prevent Santino from suicide so that I can let somebody kill
          him with knife?
          A: Probably not. Someone ( I don't remember who ) in the net said
             something about this:
                 Guess he is like the Obi-wan in Star War. Once he decide to
             suicide, nobody can stop him. I tried to sneak to the other side
             of the wall and use those "Eagle" stuffs and there is no damage
             to that wall! Nothing can break the wall with the switch.
    
             Additional Note ( Oct. 4, 1995, from Peter Kuesters ):
                 Once I managed to get into Santino's room and threw a grenade
             at him before he got his interrupt. He did not take damage, he
             did not even fall down, he is truly immortal! I doubt those
             explosions will be able kill him, he probably just puts on a ring
             of invisibility and disappears :)
    
    
    
     (33) How can I get the baby Fallow Sappling tree?
          A: This is a little bit tricky too. The bomb will explode while you
             are moving your guys. The sequence of the bombs to explode seems
             to be the same. You will need some practice or "Alt-X" to do this.
             You only have about 2.5 turns to do this. Otherwise, the baby
             Fallow Sappling tree will be destroyed. Use those quick guys.
             Don't forget one thing, there are two mines in that room too.
    
    
    
     (34) What does Ivan say?
          A: The following is from "Eugene":
               When you hire him (the best part). "O'K, I'll work for you, damn
                 capitalist"
               When enemy is shooting him: "I am in the middle of the fight" or
                 "they are shooting at me!"
               When he spots enemy: "I see an enemy, he doesn't see me"
               When he finds an item: "I see something"
               When he suspects a bomb: "It may be a trap"
               When he is tired ( low in Breath ): "This hot is killing me"
               When he kills the last enemy in the sector: "This place must be
                 safe now"
               When he receives an order: "O'K,O'K"
               When he kills an enemy: "Good"
               When he got shot: "Damn!"
               When he needs bullets: "My bullets are gone"
               When he search an empty crate: "Nothing"
               When he opens an empty crate: "Empty"
               When he can not open a crate: "I can't open it"
               When it is late in the evening ( 6pm ): "It's getting late. I think
                 we'd better go back."
               When you ask him to shoot your own team member: "So, that's the
                 way the Wild West does it!"
               When the team is travelling to another sector without him: "We
                 must be together."
               When you fire him: "I wish you spent your holiday in Kiev!"
               ( My personal note: I think maybe Ivan is from Kiev, so if you
                 spend holiday in Kiev, he has a chance to stab you there :). Is
                 this reasonable? )
               When Santino suicide: "He is serious. It will blow up."
               When the game finish: "I am proud of the job we did here."
    
             The following is from "Susi": ( Susi's translation is a little bit
             direct, without the modification. )
               1. Well, I'll work for u, damn capitalist.
               2. I see something.
               3. I can't open it.
               4. It's mien-trape. ( Before he dis-arm a trap. )
               5. A, there's it look like. ( When Ivan find micro-purifier. )
               6. It's can be trap. ( When he suspect an area has traps. )
               7. I see enemy. He don't see me.
               8. At me shooting.
               9. I am in the hit of the battle.
               10. My weapon is jammed.
               11. I have end ammunitions.
               12. This hot killing me.
               13. This place must be safe now.
               14. Don't touch me.
               15. A... then on west this is made thus.
               16. I want u have the holiday in Kiev.
               17. NYET- No. ( Re-hire him. )
               18. I pride work, some we ended here. ( End Game )
               19. Seems, something in pocket. ( Brenda's lab coat. )
               20. Good, good. ( It really means: "O'K, O'K". )
               21. Good. ( Satisfaction, after a kill. )
               22. Damn. ( when he see bad guys )
               23. Nothing (or) Empty.
               24. I need help. ( When he can not find a way out. )
               25. I found FOLLOW tree. ( 'Follow' was write on english. )
               26. I can't move...My legs don't submit. ( After serios wounded. )
               27. Day is ending. (We) Will need safe return ( @ 6pm )
    
    
    
    
     (35) Can I buy equipment? Is there enough bullets to use in the game?
          A: No and Yes. You can not buy anything so use ammos cautiously.
             The amount of the ammos will be more than you need if you are
             not shooting anything like crazy. Furthermore, if you planned
             on how to kill enemy when you see one, that will save some
             bullets. To prove my statement, I had these ammos right before
             I attacked Sector 1 ( my first HARD level game ):
                 .38 ammos  box: 62       .45 ammos clip: 18
                 9mm ammos clip: 19       .357 ammos box: 17
                 .12G ammos box: 11       M14 ammos clip: 23
                 M16 ammos clip: 21
             ( These do not include those ammos that I scattered in other sectors
               because my team could not carry all of them. )
    
             Like these should be more than enough to finish S1.
    
             Note: There is a tricky way to get more .12G, 9mm, and .357 ammos.
                   ( .38 & .45 ammos are not important ) If you quick save right
                   after you take a sector, and you just happen to find that the
                   enemy will launch an attack on your sector within 30 minutes,
                   try to get your team there! If the guards defeat the enemies,
                   you got nothing! If your team is in the sector, you will have
                   a lot of chances to pick up those dropped ammos by the enemies.
                   The ammount and type of ammos are determined by random factor,
                   so you should "quick save" before enemy attack. If you are not
                   satisfied with the result, just "quick restore" and play it
                   again.
    
    
    
     (36) How can you win/lose the game?
          A: The final goal is to beat Lucas Santino. If you manage to get
             into the last room of sector 1, Santino will suicide and you
             will win the game. Skip any sector before winning sector 1 does
             not matter. Don't know what is the condition to lose the game.
             Just know that if you lose Sector 60 ( you lost your employers! ),
             then you lose the game.
    
    
    
     (37) How are action points calculated?
          A: Health, Agility, Dexterity, Experience level, and Breath. Agility
             is the most important one. Health, Dexterity, Experience level, and
             Breath will modify the number. ( I do believe Dexterity is taken
             into account now. ) There is a upper limit ( 25 APs ) and a lower
             limit ( 8 APs ) for this value.
    
             Carsten Engelmann had found an equation for this:
    
               APs = health/20 + agility/10 + dexterity/20 + (exp.lev.+1)/2
    
             The breath is hard to put in the formula because there is no
             numerical value in the game.
    
             Note: This equation only valid when the mercenary is in full health
                   and full breath. After a mercenary is injuried, this equation
                   does not work until he/she gets back to full health.
    
    
    
     (38) I don't want to try out all mercs but I would like to hear their
          voices. How do I get it ?
          A: Information provide by Carsten Engelmann:
    
             On the CDROM are all the sound files. They are mostly 11kHz,
             stereo and 8bit. The format is probably VOC. They can be played
             with Mediavision's playfile.exe.
             Look for the file e.g. 'nat' and play it with playfile.exe or
             'vplay -S -s11' under Linux. It's the collection of Elio's sayings.
             Other mercs have numbers. E.g. Bud has 11, Reuben has 20. I don't
             have a Soundbalster so I don't know the tools but it's probably the
             'voc'.
    
    
    
     (39) What is the difference between experience levels?
          A: He/she will have higher Salary ( of course ), more AP ( usually +1 ),
             see farther and have more chances to identify a trap, etc. while he/
             she increases the experience level. Each level will increase the
             salary by 50%. Probably also increase the ability in other areas
             but this part is not so obvious.
    
    
    
     (40) What are the information in those Encrypted Notes?
          A: (a) Code: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
                 Real: C F V H N W P B X L - K M E I - S - A Z D R - T O Y
                 ( "-" is not important )
    
             (b) All Personnel,
                 Stay clear S4 on D31
                 Stork is a Boobytrap
                               L.S.
    
             (c) All Personnel,
                 Scientific Journal
                 is not to fall into
                 enemy hands, first
                 sign of enemy
                 presence near my lab-
                 Journal is to be
                 destroyed immediately
                               L.S.
    
             (d) It's a note from "Hervos". He said Mr. Lucas is making a baby
                 Fallow Tree. ( This is not an encrypted codes. All you need is
                 a native to read this note. )
    
             (e) Thanks/????????????????????? ( Somebody help me here! )
    
    
    
     (41) How to install the DEMO version of this game? It just keep asking
          me for a disk.
          A: The DEMO version will ask you to put the files in floppy disks
             before the installation. This will work. But, if you use the
             function "SUBST" of DOS to emulate a drive ( say, Z: ), then
             you can just install it from hard drive ( root directory of
             Z: ).
    
    
    
     (42) Should I use a native guide? Whom should I use?
          A: It depends. The advantage of native guide is Free, Advice, and
             an extra man to carry items. Each one has his advantage & dis-
             advantage. Like Elio, he is very fast, but his marksmanship is
             too low ( 23 ). Hamous has pretty decent marksmanship but he is
             way too slow. I personally prefer Elio because he is fast and
             strong enough to open a lot of crates. I don't really need him
             to fight. Other people prefer Hamous just because he can join
             battle. It just depends on the way you play.
    
    
    
     (43) I don't want to fire mercenay so I just let him/her killed. That
          seems to be a better idea than getting complain by firing him/her.
          Is this good?
          A: Surely the other mercs will not complain because the turnover
             rate does not increase in this case. BUT, beware of the side
             effect! This will increase the casuality rate and also need
             chopper to send the dead body back. Also, I heard someone
             mentioned this once that if a merc's "buddy" got killed, he/
             she will quit. Then, you have to increase the salary of him/her
             to keep him/her. Remember, his/her equipment will be gone if
             he/she quits! I don't recommend such kind of tactics.
    
    
    
     (44) Can enemy attack my sectors across the water?
          A: Yes. If the sector is adjacent to an enemy sector, then enemy
             can launch an attack from there even it is not "Safely Linked".
             So, be sure to put 8 guards there.
    
    
    
     (45) Do I need to put guards in all of my sectors? Is it necessary to
          always put 8 guards in my sectors?
          A: If the sector is not directly adjacent to an enemy sector, then
             it is not necessary to put guards there because enemy can not
             attack this sector directly. If this sector has enemy sector(s)
             adjacent to it, then you had better put guards there because the
             enemy might get a "free" sector if there is no guard there. You
             had better always put 8 guards in such kind of sectors. But this
             depends on your situation. If your financial can afford 8 guards
             in all the sectors adjacent to enemy sectors, than it is the best
             way to protect it. If your financial can't afford it and you wish
             to risk a little bit, then you should consider what level you are
             playing at. If that is "hard", you may want to put less than 8
             guards in those sectors where enemy just attacked yesterday.
    
             ( But the enemy can attack the same sector three days in a row.
               Ex: S49 on Day 2, 3, 4, all from S48 ).
    
             If a sector is separated from enemy sector by water, then you can
             consider put less guards there. If you are playing in "Normal" or
             "Easy" level, then you can consider just put 6 - 7 guards in your
             sectors and reduce the amount of backup guards.
    
    
    
     (46) Sometimes, the enemy sector has less than 8 guards even it is late
          in the game. How can this happen?
          A: Remember the enemy can launch attack on your sectors? That's why
             sometimes the number of them has decreased. If you remember to
             memorize the number of enemies that sent to attack your sectors,
             then you can calculate how many enemies left in the sector. If
             you attack that sector immediately, then you are going to face
             only that number of enemies there. ( So, don't hit <esc> when an
             enemy attck happens in your other sectors. ) Of course, sometimes
             you need to guess which sector they launch the attack before the
             day ends. One more thing, if you did not attack that sector
             immediately or the next day, there is a pretty good chance that
             the enemy will reinforcement that sector pretty soon.
    
             The shortest time to get a reinforcement in an enemy sector is
             about 0.5 hour in my own experience. ( My previous experience is
             4 hours as the shortest. ) 1 day is the most common time needed.
    
             Note: Enemy can reinforce across water without following the
                   "linked" rule, but you can't if that sector is not linked.
    
    
    
     (47) How to find those items hidden behind a tree?
          A: Hit the <Ins> key. See advice (17) in suggestion for the Novice
             Player.
    
    
    
     (48) What is the factor that influence the performance of my work?
          A: I don't have the formula here. One thing is for sure: the daily
             performance ( the one at the end of the day ) is based on the
             number of the enemies that you had killed, not on how many sectors
             that you had taken. Your casualities and number of Natives died
             might be considered but the factor is not clear. The overall
             performance was based on these factors too. But, the turnover
             rate ( the mercs that you had fired ) might be a factor here.
             ( Is there anyone has a formula? )
    
    
    
     (49) Why the condition of the item degrades after I combine it with
          something else?
          A: There are two reasons for this to happen: (a) the person to
             do this job does not have high enough relative skill (b) the
             condition of one ( or several ) item(s) is not good enough.
    
             It is pretty easy to make up if it is the first case: just let
             someone else to do it. The person with the right skill will
             usually increase ( or maintain ) the condition after he/she has
             done the job.
    
             The second one is a little bit tough. You will need to have some
             experience about what condition is good to combine the items.
             After you had tried several times, you will probably have an
             idea of this. I would suggest you to try it out if the condition
             is over 50%. If it is under 50%, then you had better have it
             fixed before using it.
    
    
    
     (50) The items are too many, I can not carry all of them. What can I
          do?
          A: Some of the items can be put in the same pocket with other same
             ( or different ) items. You don't need to put each item in each
             slot. Check out the figure of the item. If there is a small number
             in the right lower corner, then you probably can put it together
             with other same items. For example: ammos. There is a limitation
             of how many of the same items can put in the same slot ( pocket ).
             Maximum number is 5. But there are some items, medical kits, sun
             goggles, which you can put less ( only 2 ) in the same pocket.
    
             Other than this, you can also combine things before you put it
             in the pocket. For example: Silencer or Sniper Scope with the
             gun. That will save some rooms. Also, combine Gas & Oil in Glass
             Jar will save one slot.
    
             Caution: If the item is for repair, the Silencer or Sniper Scope
                      which combined with the gun will not be fixed unless it
                      is detached.
    
             If the items are really too many that you are still running out
             of the pockets ( it happens all the time ), then you can determine
             which items are needed immediately and which are not. Then, put
             those necessary items in your pockets. Put those not necessary
             items in some certain place in the sector. ( There is no rain or
             thief in Metavira, so don't worry about these items. ) You can
             always come back latter to collect them.
    
    
    
     (51) Can I heal a guard?
          A: Yes. If you find a guard just injuried or is in poor, weak,
             critical, or dying condition, you can always try to let a merc
             to heal him. If the guard does not have wound, you will find
             the merc just stand next to the guard ( that means the wound
             does not need bandage ).
    
    
    
     (52) Can I heal the enemy?
          A: Yes. Once there is a person in the net said he healed the enemy
             but the enemy still attacked the merc after been treated! He just
             let his merc kill that enemy anyway. ( I never try this. )
    
    
    
     (53) Some of the guards is not in perfect condition. Can I replace them?
          A: Probably not. Since you can not control the guard except to ask
             part of them to move to another sector. You can only hope these
             weak ones will move so that you can isolate these weak ones.
    
             Also, you can try not to move the guards into a newly captured
             sector. Next morning, just send some FRESH guards to that sector.
    
    
    
     (54) Did Brenda leave any message for you after been kidnapped?
          A: Put her "lab coat" in the right hand, then you will find a message
             attached to the lab coat:
    
               NEED HELP
               LUCAS MEN
               THEY PLAN TO
               TAKE ME TO A
               SMALL ISLAND
               BRENDA
    
             Written in BLOOD(?).
    
    
    
     (55) Is there any "official cheat" or "bug" in the game?
          A: Yes.
    
             Carsten:
    
               Before a "quick save", let your mouse cursor hold an item ( like
               Medical Kit ) before doing this. Then, use "quick restore" of this
               one. You will get two items instead of original one after the
               restore. ( Good to get Medical Kit this way. )
               ( I did not figure out how to use this one yet. )
    
    
             Andy Ellsworth <are1@cec.wustl.edu>:
    
               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 <richerr@sidburyrc.edu.on.ca>:
    
               After the bridge is blown up, just move your mercenary through
               the original bridge. It will only take 2 APs for each square.
               But, you need to direct the merc step by step since the program
               will direct the merc to avoid the damaged bridge.
               ( Note: Only works at those bridges which were blown out by the
                       enemies. )
    
    
             Vincent Raymond:
    
               Fidel kills a water snake without any knife. ( Should be a bug. )
    
    
             Also, if you are low in ammo, there is a slightly cheating way
             to get more ammos:
               See Q35.
    
    
    
    
     (56) Is there any recipes for combining items?
          A: I guess not. I believe those "Molotove Cocktail" and "Eagle" items
             were gotten via trial & errors.
    
    
    
     (57) Can I change the difficulty setting after I start the game? How can
          I check what level am I playing?
          A: No. If you go to the team information screen, you can see this in
             the upper right corner ( first one ).
    
    
    
     (58) There are too many keys, what can I do?
          A: True. There are too many keys and you can not tell the difference
             from them. There is a way to make your life easier: Only use the
             keys you found in the same sector. If there are any key left,
             then throw it away.
    
             My suggestion is simple. Other than the above mentioned method,
             just bring the "Padlock Keys" with you. The Padlock are much
             harder to be picked. Once you have Mike, just bring a Locksmith
             kit with you. There is only 1 door that Mike can not pick in
             the island. ( You can use explosive on that one. )
    
    
    
     (59) How can I know whether there is a window in the side of the building
          that I can not see? What can I do?
          A: Carsten reminds me about this problem. Sometimes, when the mercs
             walking around these hidden windows, they got shot. There seems
             to be no way of telling the existence of the window.
    
             My method works most of the time: When a merc is moving to the back
             of the building, let him/her stand next to the wall! Move him/her
             square by square! If there is a window, he/she will see 1 square
             in the building 1 square(!) before he/she stand right in front of
             a window. In this case, this merc has only slightly chance to be
             shot. This is the method I used all the time.
    
             After you have confirmed there is a window there, you can always
             send a merc with "Wall Probe" to verify the existence of the enemy
             inside the building. If there is no enemy, then you should be able
             to move safely around this window.
    
    
    
     (60) What is the "three corners" Elio mentioned in sector 30?
          A: Most people believe the treasure is actually in sector 28 rather
             than sector 30. There is a "three corners" ( triangle shape ) in
             sector 28. AND, treasure ( $1,000 ) in each corners.
    
    
    
     (61) Does the computer ( program ) cheats? Why the computer keeps winning
          in sector 28?
          A: I think the program did cheat. BUT, in favor of the player! Not
             the computer. Just consider the superior fire power of those red
             shirts then you will surprise that how can those poorly armed
             ( with .38? ) guards can defend the sector. Whenever the computer
             fails to take a sector of yours, the program is cheating for you.
             ( I think it only consider the propability rather than the actual
               situation. )
    
             Here is one of the evidence: Once the computer send couple red
             shirts into one of my sectors ( S28 ). After awhile, all my guards
             are gone, and all but one red shirts are dead. I still have 3 tappers
             in the sector, but consider about the situation, the bad guy should
             slaughter those 3 tappers easily. Guess what, the computer keep
             showing the information as though those tappers are guards ( fine
             at this point ). Then, after one of the tappers is dead, the red
             shirt DIES, too! Those two tappers kill that bad guy ( with what? ).
             Is this cheating or not? Or, maybe the bad guys was wounded so
             seriously that he could not survive till he kill all the tappers?
    
             As for sector 28, the computer needs to re-capture this sector
             to give you the "Rescue Brenda" event, so the computer will keep
             sending red shirts to take that sector. Most of the time, the
             invading squad will include 1 shot gun guy, 1 Beretta guy, and
             sometimes 1 Magnum guy. With such kind of superior firepower, how
             can they not win??? That sector is their first priority. As long as
             the computer still has any sector adjacent to that sector, CP will
             always send its men to capture that sector. Nothing special really.
             I would be surprise that the bad guys can not take that sector!
    
    
    
     (62) How to get the M14 in sector 10?
          A: You need to trigger the detonator ( trap ) for a series of
             Explosion. Then that will open a pass way for you. To open the
             crate with M14, you need a very strong health guy to do it.
             Usually a healthy Ivan can open it ( will lose 2/3 of his breath ).
             If my memory did not go wrong, Fidel & Ice can not open this crate
             ( with their full health ). Also, the crate with M14 ammo will take
             Ivan about half Breath to open it.
    
             As for how to trigger the detonator, there are some ways to do
             this safely. Tony's method could be the best right now: just
             throw a rock to the detonator ( new usage for rock ). I had
             confirmed this method. The benefit of this method is the enemies
             will come to search you after the explosion. You can ambush them
             in the south. ( The newly opened passway will let you go to the
             other part of this sector. )
    
             If you do not have rock at that moment, you can try it when you
             are in real time. Let a health fast guy to step on the third
             detonator ( the one that metal detector can not detect at that
             time ) and run away immediately. He/she should survive after
             this. You probably need some pratices for getting this without
             casuality. So real time ( with "Quick Save" ) is the best for
             trying this.
    
    
    
     (63) What is the equation of the "Repair Points"? What does it means?
          A: From Tony:
                Repair Points = ( Mechanical Skill ) * ( Dex. ) * 0.015
    
             Each point can fix 1% of any item.
    
    
    
     (64) What is the equation of the "Doctor Points"? What does it means?
          A: From Carsten: ( Still can not verify this equation )
                Doctor Points = 2 * INT( DEXT * MEDIC /500 + WISD * MEDIC /100
                               - MEDIC/5)
    
             In C format:
                DPs = 2*(int)((int)((dext+4)/5)*medic/100.+medic*wisdom/100.
                     -medic/5)
    
             Each point can heal 1 HP of the patient.
    
    
    
     (65) What is the factor to determine the "Interrupt" situation?
          A: The "eye sight" of each mercenary will determine this. When an
             enemy comes from unseen to seen during the turn, the opposite
             site will have a chance to "Interrupt". But, sometimes, the
             reaction of the mercenary also plays an important role here.
             I don't know the factor here, but generally, the principle is
             simple ( unseen -> seen ). So, let a merc to shoot an enemy then
             run away will usually lure the enemy to chase after him/her, thus
             creates the opportunity for other mercs to ambush ( "Interrupt" )
             the enemy.
    
             Note: If you see an enemy then move to unseen position ( determine
                   by F9 ), there are some chances the enemy will chase after this
                   merc. If so, the "Interrupt" usually won't happen to this merc.
    
             Also, the angles of the merc can see is important. I don't know
             how wide a merc can see, but I am quite sure he/she can not see
             his/her BACK!
    
             Further note. I FEEL the weapon the merc is carrying might be a
             factor here. See the table that Peter provided in section VIII.
    
    
    
     (66) What are the randomness of the game?
          A: Many of the factors were determined by random in this game. Unless
             the item is very important, the outcome will vary all the time.
             ( That's why most people consider the "Alt-X" as "cheating" because
               this will prevent a lot of the randomness to take effect. )
    
             For example: If you fire Vinny in order to hire Magic, there is
             about 50% chance Magic will ask for "double salary" because he
             had talked with Vinny. ( So, the "good friends" situation might
             be triggered by this randomness. )
    
             "Jammed Gun" is a typical event triggered by randomness. ( Or the
             ammos also parcipitating? )
    
             The items dropped by enemies are random most of the time. You can
             tell the difference if you played same sector several times. You
             will find some items are always available and some are actually
             determined by random factor. Most of the time, Spectral Shield,
             C-17, Weapons ( like M14, M16, Modified Beretta ), Helmet ( both
             types ), Extended Ears, and multi-pocket vest are more likely
             always available ( non-random factor ). Ammos ( especially the
             amount of the ammos ), less important weapons, and less important
             items are more likely determined by random factor.
    
             To determine whether the items are determined by random or not,
             you need to play more times to decide.
    
             Most of the items dropped by the enemies which are listed in the
             "Sector Information" section are more likely non-random.
    
             Sometimes, the Grenades ( all kind ) are not random determined.
    
             In sector 1, these rules can't be applied.
    
    
    
     (67) How to get Brenda's Journal?
          A: Brenda's Journal is in the NW corner in the building in S12.
             Although Carsten has found the detonator, this seems not really
             important because it is very difficult to get there withour being
             noticed.
    
             This is how I got the Journal twice using the same method:
               (1) Use Explosive to open the wall next to the safe.
               (2) Have "Mike" waiting in the corner and using a lock kit to
                   open the safe, then move one step away.
               (3) The third guy comes and picks up the journal.
    
             This is because I always forgot to bring the "combo" with team in
             that day. If you have the "combo" ( 3 torn pieces of paper ) with
             you, then anyone can do it in step (2).
    
             Seems only "Mike" is capable of Lock Picking this safe ( according
             to the equation by Carsten ).
    
             Special Note: After your team retrieve the Journal, the day will
                           END! Make sure you get there after 6pm or have all
                           the Mechanics repair a lot of items, and only bring
                           in 2-3 guys to get the Journal.
    
    
    
     (68) How come the items after combined have degraded?
          A: Either you did not use the correct person ( professional ) to do
             it or the condition of the original items are too bad. If you
             are using right person to combine the items, the condition will
             be either maintain or increase most of the time. But this is not
             100% guaranteed! If the wrong person is doing the combining, it
             IS 100% guaranteed the condition will be lowered! Even worse,
             the combination might not succeed! The object might even damaged!
    
             For those explosive items, the outcome of the combination might
             vary a lot! You may use a 80% Explosive + a "useless" detonator
             and get an 100% "Live Explosive". Beware of such kind of explosive,
             it could be very DANGEROUS!
    
             Special Note: An example for such kind of DANGEROUS Explosive is
                           the time between Installation & Explosion. It could
                           be in the SAME turn!
    
    
    
     (69) What is the target's priority of the enemies?
          A: Carsten found some general rules:
             (1) Most expensive guys. ( I had verified this one. )
             (2) Most injured guys.
             (3) ? ( I forgot. Carsten, help! )
    
    
    
     (70) What are the chances for a mechanice to pick a locked door?
          A: Carsten used "JAEDIT15" to get values like this:
    
             AP  = Actionpoints
             RP  = Repair Points
             Doors = wisdom*dexterity*mechanic/200 + 250*(experience level)
             ( Mailing Carsten errors will lead to a correction. )
    
      Nickname  Salary  Hea  Agi  Dex  Wis  Med  Mec  Mks  Lev  APs RPs  Doors
          Mike  12000   97   95   94   96   67   98   99    8   23  138  6469
         Magic   5600   90   99   98   80   14   91   93    4   21  133  4591
         Spike   6000   77   69   86   85   11   76   92    5   18   98  4057
        Scully   7500   90   90   96   93   36   61   91    5   21   87  4003
          Boss   2950   80   76   84   71    9   99   84    3   17  124  3720
        Static   3100   79   66   95   60   10   98   84    3   17  139  3531
         Vicky   2850   79   85   72   85   16   90   80    3   18   97  3522
         Speck    365   69   51   77   86   11   99   49    1   13  114  3491
         Kelly   4700   95   87   91   81   13   67   94    4   20   91  3466
           Len   6500   96   83   89   83   35   54   83    5   20   72  3252
         Wally    650   82   55   62   83   24   95   24    2   14   88  2956
         Screw   1500   82   66   71   68    4   82   64    3   16   87  2719
           Sam   2750   75   58   55   91   11   65   86    4   14   53  2621
          Juan      0   74   62   88   74    0   70   24    1   15   92  2535
         Moses   1900   49   39   29   89   29   88   84    5   10   38  2376
         Vinny    385   73   75   74   65    0   87   65    1   15   96  2348
          Pops   2800   38   14    4   88   18    9   85    9    8    0  2319
        Sparky    205   52   68   88   51    0   86   47    1   14  113  2185
         Jimmy    800   84   82   73   47    0   92   56    2   17  100  2068
          Wolf   1850   87   73   84   74   44   48   74    2   17   60  2003
           Eli   1400   81   73   58   77   70   65   49    2   15   56  1963
        Needle   1900   92   80   81   88   98   34   62    2   18   41  1708
         Rusty   1650   74   71   89   68    0   30   64    3   17   40  1665
         Elroy    345   63   54   88   50   12   81   55    1   13  106  1645
           Ice   1300   90   88   87   71    0   35   86    2   19   45  1580
        Hector    410   79   84   88   72    6   38   61    1   17   50  1459
        Stella   3500   85   24   75   88   89   21   69    3   12   23  1451
        Grunty    490   82   79   76   72   14   40   69    1   16   45  1350
          Lynx   3300   81   79   86   71   23   19   99    3   18   24  1348
           Bob   1200   81   68   66   97   37   26   72    2   15   25  1344
         Mitch   3800   83   71   88   97   96   13   56    3   17   17  1322
        Sidney   4000   80   70   91   78   39    0   91    4   18    0  1024
           Bud   1100   73   79   75   69   19   18   78    2   16   20   971
        Hitman   1800   80   81   40   74    3   11   93    3   16    6   930
          Ivan   1500   94   90   95   83    5   10   91    2   19   14   902
          Ears    375   72   67   58   79   22   26   54    1   14   22   851
        Bernie   2650   69   39   48   85   94    4   75    3   11    2   849
           Fox    515   77   85  100   76   60   15   54    1   18   22   826
          Carp    575   55   54   52   77    2   15   67    2   12   11   812
         Snake   1150   65   89   86   57    0   12   80    2   17   15   806
         Cliff   3000   73   60   53   87   79    0   83    3   14    0   768
           Tex    275   71   71   57   52    0   32   65    1   14   27   721
         Leech   1150   63   58   70   54    9   10   98    2   13   10   701
           Rev    740   74   46   41   54   15   15   64    2   11    9   674
         Fidel   1500   88   83   64   71    3    6   85    2   17    5   648
          Gary    315   83   68   59   60   11   22   67    1   14   19   638
        Turtle    250   53    8   21   85    2   12   75    2    8    3   614
         Smoke    560   78   87   80   44    7   20   69    1   17   23   608
           Doc   1750   74   77   61   83   83    3   66    2   15    2   586
          Beth    330   77   90   36   80   44   22   55    1   15   11   572
        Kaboom    210   71   93   91   13    0   27   58    1   18   36   413
         Larry    140   46   72   54   58   49    7   50    1   13    5   365
        Weasel    180   56   44   36   60    0    5   54    1   10    2   310
          Wink    240   92   80   68   59    2    2   38    1   17    2   296
            It    155   95   55   74   29    0    3   61    1   14    3   288
        Hamous      0   66   68   66   35    0    2   74    1   14    1   279
         Raffi    100   70   93   14   29    4    2   44    1   14    0   260
        Reuban     35   57   45   39   28    0    0   32    1   10    0   256
         Skitz     90   48   60   51   31    0    0   47    1   11    0   256
         Lance    230   76   69   61   56   21    0   44    1   14    0   256
          Hurl    400  100   81   71   55   44    0   60    1   17    0   256
          Elio      0   83   84   81   58    0    0   23    1   17    0   256
          Biff     95   73   74   71   58    0    0   47    1   15    0   256
    
    
       Examples for doors:
       The door in the SW building in S39 needs about 1300 opening points.
       The N door in the N building in S2 needs about 4650 opening points.
       (There is a random modifier in these values)
    
       Each door has a set value for each day. If your merc has a higher
       "Door Open" value, then he will pick the lock successfully.
    
       Note: Seems only Mike is capable in picking the Safe with Brenda's
             Journal.
    
       Also, there might be a random factor to influence the value here when
       you are playing in "Normal" or "Easy" level.
    
    
    
     (71) Will the second hand holding an object influence the accuracy of
          the mercenary?
          A: Here is the answer from the game designer Alex Meduna
             <75162.2430@CompuServe.COM>:
    
               NO!  It doesn't matter what is in your "ready hand" ( really
               referred to as the "holster" slot ) at ANY time, no matter what
               you're doing or using.  The "hand" position in JA is considered
               to be "both hands", not just one.  The holster is something
               hanging at your hip.
    
    
    
     (72) What is the order of the healing when you assign "Doctor" and "Patient"
          at the beginning of the day?
          A: Alex Meduna <75162.2430@CompuServe.COM> describe the order clearly.
    
             (1) The "Doctor" will try to heal himself/herself first.
                 ( They are a little bit selfish. )
             (2) If there are any "Doctor Points" left, the rest will spread
                 EVENLY to every patient.
    
             If you want someone to heal first, you have to assign other person
             to "Rest" instead of "Patient". They can not be healed but guarantee
             the "Doctor Points" will be used to that specific person.
    
             ( My note: "Rest" 1 day will also regain some HPs. It depends on
               how strong of that mercenary. )
    
    
    
     (73) Any hints given in the game for those special events ( quests )?
          A: When you got any new quest, bring a "Wall Probe" with you right
             away. Whenever you find a building, try to use "Wall Probe" in the
             building. IF there are at least two enemies in the building, you
             will always get a hint for that quest ( the important information ).
    
             Here are some information that I recall from my memory for each
             event ( I did not write them down, so ... ):
    
             a) Water Poison: Tell the boys don't drink the water, I put enough
                              poison in the water.
             b) Encrypted Code: Lucas and his resupply code. Can't he just use
                                Damned English.
             c) Rescue Brenda: They will never find her. She is in the island
                               just out of seashore ( or coast ).
                Note: This hint limits the possible sectors to only 2!
             d) Head Stone: They will need strong swimmers to get to that head
                            stone.
                Note: Also limits the possible sectors to only 2!
             e) Tree Virus: ? ( I never had this quest. )
    
    
    
     (74) Humors in the game.
          A: When your guys are in the field, try to get the "Hand Cursor",
             then let this guy search or pickup item from another merc's
             location. Funniest scenario so far: Fox, Fidel.
    
             Warning: These humors have something to do with S*X. If you don't
                      like this kind of idea, please don't try it.
    
    
    
    
      VIII. Miscellaneous Information
    
      Comments for those high Marksmanship mercs:
    
      Mike: Perfect! Well, except the Salary. ( 23 APs )
      Lynx: Good one, and well worth the price. ( 18 APs )
      Leech: Slow but OK with that price. Will refuse order like Fidel while
             in the middle of a combat. ( 13 APs )
      Kelly: Not that good. His response ( "INTERRUPT" ) was bad. I am a
             little disappointed about him. Other people still think he is
             OK. The possible reason is he can not see very far. That should
             be the reason why his response is not good. ( 20 APs )
      Magic: Very Good! Highly recommended. Well worth the price. ( 21 APs )
      Hitman: OKay. But he is too slow. ( 16 APs )
      Spike: So far, the only comment I got said his salary seems too high!
             ( I have no idea about this guy. )
      Ivan: Good one. What can I say, almost everyone has him at the beginning.
            He is very strong too. ( 19 APs )
      Sidney: Not good. Like Ivan at the beginning, but a little bit slower.
              ( 18 APs )
      Scully: Good one, worth the price. ( 21 APs )
    
      Special:
      Ice: Good one. Easy to improve Marksmanship to about 88. Also
           very fast and healthy. ( 19 APs )
      Fidel: Good one. Best Bomb dude. A little bit slow. ( 17 APs )
      Snake: Good shooter and has a Camo-U-Flage with him. The drawback is
             low HPs and no significant secondary skill. ( 18 APs )
             ( Note: Just have him for 1 day, then there is a pretty good
                     chance he will improve his HP by 1 points. This will
                     also increase his APs to 19! )
      Bud: Good shooter and somewhat useful field doc. His 78 marksmanship
           can be easily raised to 80 by the killing number. ( 16 APs )
    
      Strongly suggest: ( in order )
        Mike, Magic, Scully, Lynx, Ivan, Ice, Fidel.
        Bud and Snake depends on your choice.
      ( You may have some opinion about Ivan should be higher than Lynx, but
        I have the reason to put him in front of Ivan. Lynx is a little bit
        slower but you can count on him while in Sector 1. You can put him in
        a position where you usually put Mike there, and Lynx can still handle
        it very well because of his 99 marksmanship. )
    
    
      Attribute of all four Native Guides:
      ( From < sca@advge.magwien.gv.at > in newsgroup )
    
                    sal  hp  ag dex wis med mec  mk exp
       Elio           0  83  84  81  58   0   0  23   1 ( 17 APs )
       Hamous         0  66  68  66  35   0   2  74   1 ( 14 APs )
       Native # 3     0  74  62  88  74   0  70  24   1
       Native # 4     0  68  55  88  82  46   0  11   1
    
    
      Here are the tables for all Mercs' different skill ranking. When you have
      some special requirement ( like a Bomb Dude ), you can check the table of
      the Explosive and determine which one you want. I think this should be
      handy for all the players. These tables are prepared by Mr. Jean-Marc
      Tanzi. I correct all the wrong figures and change part of the order ( when
      there is a tie, the salary will determine the sequence ). Note that the APs
      used here were calculated from Carsten's equation. I had corrected all the
      errors in APs, so that the figures in the tables are all correct now. The
      first table was prepared by Carsten himself. There are APs, DPs ( Doctor
      Points ), and MPs ( Repair Points ). This table should be very handy for
      everyone.
    
    
      AP = Actionpoins
      MP = Repair Points
      DP = Doctor Points
      This is the corrected table:
    
               Sal.   hea  agi  dex  wis  med  mec  Lev  AP   MP   DP
      Turtle    250   53    8   21   85    2   12    2    8    3    2
        Pops   2800   38   14    4   88   18    9    9    8    0   24
      Reuban     35   57   45   39   28    0    0    1   10    0    0
      Weasel    180   56   44   36   60    0    5    1   10    2    0
       Moses   1900   49   39   29   89   29   88    5   10   38   42
       Skitz     90   48   60   51   31    0    0    1   11    0    0
         Rev    740   74   46   41   54   15   15    2   11    9   12
      Bernie   2650   69   39   48   85   94    4    3   11    2  140
        Carp    575   55   54   52   77    2   15    2   12   11    2
      Stella   3500   85   24   75   88   89   21    3   12   23  146
       Larry    140   46   72   54   58   49    7    1   13    5   48
       Elroy    345   63   54   88   50   12   81    1   13  106    8
       Speck    365   69   51   77   86   11   99    1   13  114   18
       Leech   1150   63   58   70   54    9   10    2   13   10    8
      Hamous      0   66   68   66   35    0    2    1   14    1    0
       Raffi    100   70   93   14   29    4    2    1   14    0    0
          It    155   95   55   74   29    0    3    1   14    3    0
      Sparky    205   52   68   88   51    0   86    1   14  113    0
       Lance    230   76   69   61   56   21    0    1   14    0   20
         Tex    275   71   71   57   52    0   32    1   14   27    0
        Gary    315   83   68   59   60   11   22    1   14   19   10
        Ears    375   72   67   58   79   22   26    1   14   22   30
       Wally    650   82   55   62   83   24   95    2   14   88   36
         Sam   2750   75   58   55   91   11   65    4   14   53   18
       Cliff   3000   73   60   53   87   79    0    3   14    0  122
        Juan      0   74   62   88   74    0   70    1   15   92    0
        Biff     95   73   74   71   58    0    0    1   15    0    0
        Beth    330   77   90   36   80   44   22    1   15   11   58
       Vinny    385   73   75   74   65    0   87    1   15   96    0
         Bob   1200   81   68   66   97   37   26    2   15   25   66
         Eli   1400   81   73   58   77   70   65    2   15   56   96
         Doc   1750   74   77   61   83   83    3    2   15    2  126
      Grunty    490   82   79   76   72   14   40    1   16   45   18
         Bud   1100   73   79   75   69   19   18    2   16   20   24
       Screw   1500   82   66   71   68    4   82    3   16   87    4
      Hitman   1800   80   81   40   74    3   11    3   16    6    2
        Elio      0   83   84   81   58    0    0    1   17    0    0
        Wink    240   92   80   68   59    2    2    1   17    2    2
        Hurl    400  100   81   71   55   44    0    1   17    0   44
      Hector    410   79   84   88   72    6   38    1   17   50    8
       Smoke    560   78   87   80   44    7   20    1   17   23    4
       Jimmy    800   84   82   73   47    0   92    2   17  100    0
       Snake   1150   65   89   86   57    0   12    2   17   15    0
       Fidel   1550   88   83   64   71    3    6    2   17    5    2
       Rusty   1650   74   71   89   68    0   30    3   17   40    0
        Wolf   1850   87   73   84   74   44   48    2   17   60   62
        Boss   2950   80   76   84   71    9   99    3   17  124   12
      Static   3100   79   66   95   60   10   98    3   17  139   10
       Mitch   3800   83   71   88   97   96   13    3   17   17  182
      Kaboom    210   71   93   91   13    0   27    1   18   36    0
         Fox    515   77   85  100   76   60   15    1   18   22   90
      Needle   1900   92   80   81   88   98   34    2   18   41  166
       Vicky   2850   79   85   72   85   16   90    3   18   97   24
        Lynx   3300   81   79   86   71   23   19    3   18   24   30
      Sidney   4000   80   70   91   78   39    0    4   18    0   60
       Spike   6000   77   69   86   85   11   76    5   18   98   18
         Ice   1300   90   88   87   71    0   35    2   19   45    0
        Ivan   1500   94   90   95   83    5   10    2   19   14    8
       Kelly   4700   95   87   91   81   13   67    4   20   91   20
         Len   6500   96   83   89   83   35   54    5   20   72   56
       Magic   5600   90   99   98   80   14   91    4   21  133   22
      Scully   7500   90   90   96   93   36   61    5   21   87   66
        Mike  12000   97   95   94   96   67   98    8   23  138  126
    
    
    
      By Salary:
    
         NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
      Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
      Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
      Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
      Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
      Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
      Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
      Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
      Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
      Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
      Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
      Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
      Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
      Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
      Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
      Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
      Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
      Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
      Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
      Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
      Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
      Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
      Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
      Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
      Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
      Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
      Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
      Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
      Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
      Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
      Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
      Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
      Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
      Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
      Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
      Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
      Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
      Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
      Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
      Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
      Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
      Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
      Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
      Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
      Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
      Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
      Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
      Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
      Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
      Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
      Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
      Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
      Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
      Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
      Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
      Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
      Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
      Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
      Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
      Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
      Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
    
    
    
      By HPs
    
         NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
      Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
      Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
      Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
      Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
      Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
      Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
      Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
      Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
      Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
      Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
      Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
      Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
      Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
      Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
      Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
      Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
      Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
      Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
      Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
      Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
      Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
      Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
      Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
      Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
      Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
      Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
      Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
      Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
      Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
      Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
      Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
      Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
      Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
      Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
      Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
      Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
      Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
      Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
      Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
      Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
      Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
      Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
      Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
      Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
      Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
      Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
      Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
      Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
      Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
      Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
      Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
      Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
      Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
      Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
      Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
      Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
      Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
      Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
      Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
      Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
    
    
    
      By Agility:
    
         NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
      Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
      Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
      Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
      Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
      Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
      Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
      Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
      Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
      Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
      Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
      Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
      Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
      Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
      Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
      Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
      Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
      Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
      Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
      Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
      Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
      Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
      Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
      Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
      Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
      Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
      Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
      Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
      Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
      Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
      Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
      Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
      Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
      Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
      Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
      Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
      Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
      Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
      Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
      Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
      Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
      Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
      Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
      Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
      Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
      Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
      Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
      Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
      Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
      Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
      Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
      Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
      Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
      Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
      Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
      Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
      Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
      Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
      Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
      Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
      Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
    
    
    
      By Dexterity:
    
         NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
      Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
      Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
      Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
      Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
      Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
      Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
      Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
      Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
      Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
      Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
      Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
      Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
      Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
      Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
      Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
      Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
      Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
      Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
      Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
      Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
      Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
      Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
      Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
      Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
      Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
      Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
      Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
      Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
      Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
      Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
      Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
      Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
      Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
      Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
      Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
      Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
      Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
      Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
      Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
      Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
      Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
      Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
      Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
      Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
      Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
      Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
      Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
      Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
      Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
      Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
      Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
      Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
      Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
      Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
      Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
      Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
      Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
      Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
      Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
      Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
    
    
    
      By Wisdom:
    
         NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
      Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
      Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
      Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
      Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
      Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
      Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
      Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
      Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
      Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
      Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
      Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
      Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
      Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
      Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
      Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
      Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
      Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
      Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
      Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
      Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
      Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
      Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
      Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
      Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
      Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
      Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
      Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
      Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
      Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
      Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
      Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
      Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
      Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
      Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
      Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
      Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
      Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
      Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
      Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
      Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
      Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
      Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
      Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
      Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
      Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
      Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
      Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
      Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
      Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
      Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
      Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
      Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
      Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
      Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
      Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
      Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
      Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
      Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
      Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
      Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
    
    
    
      By Medical skill:
    
         NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
      Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
      Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
      Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
      Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
      Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
      Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
      Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
      Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
      Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
      Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
      Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
      Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
      Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
      Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
      Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
      Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
      Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
      Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
      Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
      Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
      Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
      Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
      Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
      Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
      Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
      Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
      Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
      Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
      Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
      Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
      Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
      Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
      Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
      Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
      Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
      Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
      Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
      Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
      Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
      Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
      Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
      Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
      Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
      Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
      Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
      Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
      Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
      Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
      Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
      Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
      Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
      Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
      Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
      Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
      Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
      Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
      Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
      Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
      Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
      Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
    
    
    
      By Explosive skill (over 30):
    
         NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
      Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
      Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
      Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
      Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
      Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
      Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
      Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
      Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
      Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
      Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
      Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
      Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
      Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
      Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
      Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
      Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
      Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
      Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
      Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
      Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
    
    
    
      By Mechanical skill (over 30):
    
         NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
      Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
      Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
      Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
      Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
      Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
      Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
      Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
      Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
      Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
      Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
      Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
      Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
      Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
      Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
      Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
      Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
      Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
      Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
      Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
      Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
      Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
      Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
      Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
      Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
      Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
      Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
    
    
    
      By Marksmanship:
    
         NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
      Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
      Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
      Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
      Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
      Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
      Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
      Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
      Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
      Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
      Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
      Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
      Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
      Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
      Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
      Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
      Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
      Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
      Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
      Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
      Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
      Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
      Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
      Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
      Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
      Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
      Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
      Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
      Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
      Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
      Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
      Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
      Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
      Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
      Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
      Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
      Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
      Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
      Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
      Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
      Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
      Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
      Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
      Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
      Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
      Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
      Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
      Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
      Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
      Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
      Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
      Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
      Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
      Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
      Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
      Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
      Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
      Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
      Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
      Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
      Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
    
    
    
      And last by APs: ( Just for reference )
    
         NAME                  ID     Sal.  He Ag Dx  Ws  Me Ex Mc  Ma Rk   AP
      Herman Regents          Turtle   250  53  8 21  85   2  5 12  75  2   8
      Murray McGillicutty     Pops    2800  38 14  4  88  18  6  9  85  9   8
      Reuben                  Reuban    35  57 45 39  28   0  1  0  32  1   10
      Willy Augustin          Weasel   180  56 44 36  60   0 40  5  54  1   10
      Murray Ebstern          Moses   1900  49 39 29  89  29 31 88  84  5   10
      Bruce Bonner            Skitz     90  48 60 51  31   0 69  0  47  1   11
      Rev. Clyde Potter       Rev      740  74 46 41  54  15 41 15  64  2   11
      Dr. Bernie Gloveless    Bernie  2650  69 39 48  85  94  0  4  75  3   11
      Howard Melfield         Carp     575  55 54 52  77   2  5 15  67  2   12
      Dr. Margaret Trammel    Stella  3500  85 24 75  88  89  0 21  69  3   12
      Larry Roachburn         Larry    140  46 72 54  58  49 82  7  50  1   13
      Elroy B. Tolken         Elroy    345  63 54 88  50  12  6 81  55  1   13
      Speck T. Kline          Speck    365  69 51 77  86  11  8 99  49  1   13
      Timothy Jenkins         Leech   1150  63 58 70  54   9 17 10  98  2   13
      Dr. Raffitto Leevon     Raffi    100  70 93 14  29   4  2  2  44  1   14
      Carl Goodman            It       155  95 55 74  29   0  0  3  61  1   14
      Megan Roachburn         Sparky   205  52 68 88  51   0 28 86  47  1   14
      Lance Fisher            Lance    230  76 69 61  56  21  0  0  44  1   14
      Tex R. Colburn          Tex      275  71 71 57  52   0  2 32  65  1   14
      Gary Roachburn          Gary     315  83 68 59  60  11 14 22  67  1   14
      Edward Stockwell        Ears     375  72 67 58  79  22 18 26  54  1   14
      Walter Yuntz            Wally    650  82 55 62  83  24 48 95  24  2   14
      Samuel Garver           Sam     2750  75 58 55  91  11 22 65  86  4   14
      Dr. Clifford Highball   Cliff   3000  73 60 53  87  79 10  0  83  3   14
      Biff Apscott            Biff      95  73 74 71  58   0  0  0  47  1   15
      Mary Beth Wilkens       Beth     330  77 90 36  80  44  0 22  55  1   15
      Vincenzo Massimo        Vinny    385  73 75 74  65   0  4 87  65  1   15
      Capt. Bob Adams         Bob     1200  81 68 66  97  37 33 26  72  2   15
      Dr. Eli Summers         Eli     1400  81 73 58  77  70  0 65  49  2   15
      Dr. Ahmad Koolhan       Doc     1750  74 77 61  83  83  0  3  66  2   15
      Helmut Grunther         Grunty   490  82 79 76  72  14 25 40  69  1   16
      Lt. Bud Hellar          Bud     1100  73 79 75  69  19  8 18  78  2   16
      Patrick Phillips        Screw   1500  82 66 71  68   4 24 82  64  3   16
      Frank Hennessy          Hitman  1800  80 81 40  74   3 34 11  93  3   16
      Wink E. Dickerson       Wink     240  92 80 68  59   2  1  2  38  1   17
      Hurl E. Cutter          Hurl     400 100 81 71  55  44  0  0  60  1   17
      Hector Alvarez          Hector   410  79 84 88  72   6 17 38  61  1   17
      Lesley Peterson         Smoke    560  78 87 80  44   7 90 20  69  1   17
      Jimmy Upton             Jimmy    800  84 82 73  47   0 16 92  56  2   17
      Johnny Edwards          Snake   1150  65 89 86  57   0 22 12  80  2   17
      Fidel Dahan             Fidel   1550  88 83 64  71   3 97  6  85  2   17
      Russel Hunter           Rusty   1650  74 71 89  68   0 71 30  64  3   17
      Peter Sanderson         Wolf    1850  87 73 84  74  44 32 48  74  2   17
      Glen Hatchet            Boss    2950  80 76 84  71   9 53 99  84  3   17
      Kirk Stevenson          Static  3100  79 66 95  60  10 24 98  84  3   17
      Dr. Mitch Shudlem       Mitch   3800  83 71 88  97  96 24 13  56  3   17
      Marty Moffat            Kaboom   210  71 93 91  13   0 84 27  58  1   18
      Cynthia Guzzman         Fox      515  77 85 100 76  60  8 15  54  1   18
      Dr. Mark Kranhium       Needle  1900  92 80 81  88  98  6 34  62  2   18
      Victoria Waters         Vicky   2850  79 85 72  85  16 28 90  80  3   18
      Rudy Roberts            Lynx    3300  81 79 86  71  23 50 19  99  3   18
      Sidney Nettleson        Sidney  4000  80 70 91  78  39 14  0  91  4   18
      Maj. Spike Scallion     Spike   6000  77 69 86  85  11 53 76  92  5   18
      Ice Williams            Ice     1300  90 88 87  71   0  0 35  86  2   19
      Ivan Dolvich            Ivan    1500  94 90 95  83   5 40 10  91  2   19
      Col. Leo Kelly          Kelly   4700  95 87 91  81  13  0 67  94  4   20
      Corp. Len Anderson      Len     6500  96 83 89  83  35 47 54  83  5   20
      Earl Walker             Magic   5600  90 99 98  80  14 22 91  93  4   21
      Robert Sullivan         Scully  7500  90 90 96  93  36 58 61  91  5   21
      Mike                    Mike   12000  97 95 94  96  67 97 98  99  8   23
    
    
            *       *       *       *       *       *       *       *
    
    
      The ending words of each Mercenary:
    
      Mike: We showed them!
      Scully: Some people just never learn!
      Magic: One day, Metavira will come up in a conversation, and I'll
             be able to say I was there! ( Best one. )
      Lynx: Success! This island belongs to us!
      Fidel: We do it! We do it good!
      Ivan: ??????
      Hitman: We showed'em, Ace! We showed'em real good!
      Sidney: We've beat him!  This island belongs to Jack!
      Sparky: Like that was awesome... Real awesome ...
      Elio: It be quiet in Metavira again.
      Kelly: What a way to put it away!
      Ice: We showed them, man! We showed'em good!
      Boss: That was a job well done!
      Speck: I never been prouder than in the work we've just accomplished!
      Fox: Whew... That was close! But... It's over now. We did it!
      Biff: I can't believe it's finally over.
      Pops: I could not have picked a better way to end my career.
      Hurl: I'm shaking like a leaf, but we did it! The island is safe!
      Tex: HEEHAW... We did it, partners!
      Reuban: Reuban fix island. Everything good now!
      Ears: We've done it... This place belongs to Jack again.
      Moses: That's it for me! This is the perfect moment to retire!
      Screw: We pulled it off! Santino's history!
      Beth: It was pretty hairy, but we did it!
      Grunty: It's been a long haul! But a job well done!
      Bob: This is definitely one of my proudest victories!
      Doc: That was close! But it's all over now!
      Kaboom: That was fun!
      Carp: That was quite a piece of work.
      It: I gotta get a real job!
      Smoke: Whooooweee! Chalk one up for the good guys!
      Bernie: Our work is done! It's Jack's Island now!
      Wink: We did it!
      Gary: Ya... We did it!
      Larry: Yaaaaahhh... Would a breuski(sp?) go down nice right about now!
      Rusty: I don't think Santino will ba a problem anymore!
      Jimmy: It's over! We're running the show now!
      Hector: We do job... Metavira be safe now... Jack be happy!
      Leech: We're running this place now!
      Raffi: We da best!
      Lance: It sure feels good to get that first one under your belt!
      Weasel: Thisthing is finally over!
      Spike: Boy did we kick butt!
      Wally: We've done it!
      Turtle: This calls for a celebration! Perhaps, some fine dining...
      Sam: We've done it son... This island belongs to Jack now!
      Cliff: One day I'll be able to tell my grandchildren about this place...
      Eli: They'll be talking about this one in the trade papers for years
           to come.
      Elroy: I'd say we've earned our pay!
      Skitz: I'll never forget this place.
    
    
    
    
      VIII. Suggestion for Veteran Players ( by Peter Kuesters )
    
         Veteran suggestions
    
         Questions:
         (1) The enemy keeps throwing grenades at me, what can I do?
         (2) I don't have enough weapons/armor, who needs them most?
         (3) How can I take out guys inside buildings without getting shot?
         (4) How effective are the weapons compared to each other?
         (5) Which items should I take with me, there are too many?
         (6) What kind of team is optimal?
         (7) How can I take a sector fast?
         (8) Why would anybody want to use mines?
         (9) Should I prevent the rescue-Brenda-mission?
    
         Answers:
         (1) The enemy keeps throwing grenades at me, what can I do?
             A: There are several occasions when an enemy will throw a grenade
                at your mercenaries ( only few enemies have grenades ):
    
                i) You just entered a sector, an enemy is standing fives steps
                   away from your group, gets an interrupt and kills half your
                   mercenaries with a grenade.
                   A: There is nothing you can do, this is an unfairness due to
                      the sector-based nature of the game, I always quick-save
                      before I enter a new sector so I can reload if this happens.
    
               ii) The enemy knows where your guy(s) is/are hiding, but he has no
                   clear line of sight.
                   A: Don't hide behind lot's of bushes if you suspect the enemy
                      might throw a grenade.
                      "He who lives to run away
                       lives to fight another day." ( Wizardry 7 manual ? )
    
              iii) There are many of your mercenaries standing close to each other.
                   A: Spread out your mercenaries, the sectors are big enough.
    
                Q': I listen to all the above advice, but I still get hit by
                    grenades sometimes.
                    A: It is hard to explain how one plays the game. I play by
                       intuition, so I can't give you a set of rules that will
                       ensure safety. Experience will allow you to recognize a
                       dangerous situation and avoid it. Even I get hit by
                       grenades sometimes, but the occasions are very rare.
    
                ( Editor's Note: Read the SIGN! Only a few enemies have Grenades.
                                 If you found there is an enemy who can shoot you
                                 but did not. Instead, he walks toward you. Then,
                                 LOOK OUT! Here comes the Grenades. )
    
    
    
         (2) I don't have enough weapons/armor, who needs them most?
             A: This depends on your strategy. I prefer to give the best armor
                and the worst weapons to my 'scouts'. They will explore the
                sector, while the best weapons are in the hands of 'snipers'
                who stay a little behind them and will shoot at any enamy who
                shows up. The scouts get the grenades, because they are closer
                to the enemy and throwing range is rather limited. Extended Ears
                and Gas Masks will be first given to the scouts, they need to
                spot the enemies /have protection from gas.
    
         ( Editor's Note: I need to add something here. Peter explains his
                          strategic to me before. My strategic is somewhat
                          similar to his, so I understand what he is talking
                          about. Peter divides his team into two groups.
                          Each group has its Scout & Sniper(s). The Scout must
                          be very fast. Usually with very high APs. The main
                          Sniper must have very high Marksmanship. The rest are
                          relatively not important. I think you can just let them
                          to pick up items or open the crates during the battle.
                          For example: in the early game, his team will have Fox
                          and Ice as Scouts, Ivan and Fidel as Snipers. Whenever
                          Fox or Ice found an enemy, he/she runs for cover. BUT,
                          they need to attract the attention of the enemies. Next
                          turn, they run back to the trap. Whenever the enemies
                          chasing Fox or Ice, Ivan or Fidel can ambush the enemies.
                          With reserved APs & Best weapons + "Interrupt", these
                          enemies will be very good targets for Ivan & Fidel. )
    
    
    
         (3) How can I take out guys inside buildings without getting shot?
             A: That's what explosives are for. Just place an explosive next to
                a door, stand back with a couple of guys and wait for the fun to
                begin.
    
                Q': Why place the explosive next to the door?
                A: This way you will get a bigger opening, both the wall with the
                   explosive and the door will blow away.
    
                In the beginning of the game, grenades are useful, too, because
                they can blow away wooden doors.
    
    
    
         (4) How effective are the weapons compared to each other?
             A: I made a table which lists all the weapons, their range and
                average damage point blank versus 75% armor and 0% armor ( 10
                shots ):
    
                                                 Damage
                                     range    vs.75%     vs.0%
                      S&W             10        0         30,7
                      C45             11        1,6       38,3
                      Beretta         12        3,1       42,3
                      Magnum          13        2,0       32,3
                      mod. Colt       13        2,8       30,4
                      mod. Ber.       14        4,7       49,7
                      mod. Mag.       15        2,9       39,8
                      Shotgun         16        9,3       54,0
                      .12g rifle      18        7,6        ?
                      mod. .12g       20       11,1       56,3
                      M14             20       11,1       37,8
                      Mod. M14        25       20,5       60,0
                      M16             25       11,2       54,6
                      Mod. M16        30       14,7       72,5
    
                Note: with 10 shots, you can't really get a valid statistical
                      value, but this table should suffice to judge a weapons
                      effectiveness. I think the values vs. armor are relatively
                      accurate, the ones versus no armor should be used with
                      caution, there is too much deviation.
    
    
    
         (5) Which items should I take with me, there are too many?
             A: This really depends on how you play. I ( almost ) never take
                any keys with me. Only in the beginning do I pick up oil,
                gas-can and rag. I don't need jars, since I only construct
                eagle-fearballs.
                The papers are unnecessary.
                Don't take ammo with you for weapons you won't use anymore.
                Don't take weapons with you if you won't use them anymore.
                This way, there won't be much of a problem with items.
    
    
    
         (6) What kind of team is optimal?
             A: Again, this mainly depends on how you play.
    
                This is who I would suggest using:
    
                Field mech: Speck and Sparky in the beginning, later you'll need
                            both of them to repair stuff, then hire Mike.
                Field doc: Why??? there are enough kits, anybody can bandage in
                           the field, they just use more bandages.
    
                Explosives expert: Fidel! He can shoot, too.
                Home doc: Fox, hire her on D2, she won't join on D1.
                Who else: Snipers, mercenaries with a high marksmanship,
                          Ivan and Ice are my favorite.
    
    
    
         (7) How can I take a sector fast?
             A: Kill the enemy fast. You should have good equipment, otherwise
                the enemy will kill you fast. On the first couple of days, I
                can't take more than about 4 sectors average, later I can do
                about 6-7 sectors average.
    
                This strategy assumes you have a well equipped team of at least
                4 mercs:
                -Spread you team all across the sector, two mercs should suffice
                 to take out any enemy quickly.
                -Don't use reserve points, but always take cover and have some
                 movement remaining to run or shoot in an interrupt situation
                 ( If you have a great team, you might forget about the movement
                   left with some dudes, just keep about 5 points that will carry
                   over to the next turn ).
                -Don't use silencers with all your guys, you want the enemy to
                 come for you.
    
    
    
         (8) Why would anybody want to use mines?
             A: Usually, they are pretty useless, but in sectors 2 and 13, they
                can be quite helpful. Bury them in doorways to ensure no enemy
                will surprise you from behind. Your mercs can walk over them, so
                this does not block your freedom of movement.
    
    
    
         (9) Should I prevent the rescue-Brenda-mission?
             A: No, unless you don't want the additional 15k from Jack. This
                extra money allows you to get a more expensive team earlier in
                the game, thus making it easier for you to beat the game faster.
    
    

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