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<channel>
	<title>The Golden Age of Games</title>
	<link>http://goldenageofgames.com</link>
	<description>Download the greatest games of all time for FREE</description>
	<pubDate>Mon, 23 Jun 2008 06:04:35 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.3.3</generator>
	<language>en</language>
			<item>
		<title>Ultima IV: Quest of the Avatar</title>
		<link>http://goldenageofgames.com/ultima-iv-quest-of-the-avatar/</link>
		<comments>http://goldenageofgames.com/ultima-iv-quest-of-the-avatar/#comments</comments>
		<pubDate>Mon, 23 Jun 2008 02:26:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Role Playing and Adventure Games]]></category>

		<guid isPermaLink="false">http://goldenageofgames.com/ultima-iv-quest-of-the-avatar/</guid>
		<description><![CDATA[Ultima IV is a classic roleplaying game made by Lord British and Origin Systems. Old games like this are quite rare and brings back memories of long ago quests and the urge to finish all the rpg&#8217;s that come out. It reminds me of the long hours that is required to see the outcome of [...]]]></description>
			<content:encoded><![CDATA[<p id="cgk711">Ultima IV is a classic roleplaying game made by Lord British and Origin Systems. Old games like this are quite rare and brings back memories of long ago quests and the urge to finish all the rpg&#8217;s that come out. It reminds me of the long hours that is required to see the outcome of the story of a hero that is played by yourself. Games like this needs a lot of patience from the gamer to able to see the ending of your adventures. Cut-scenes are some sort of reward in role playing games. Like at the start of Ultima 4, the hero is having a rest at a willow tree near a stream. Then suddenly hearing a sound from nearby you see a blue portal that has risen from the ground at the middle of a circle of stones. It quickly disappears and leaves a cloth map, two books and an Ankh.</p>
<p id="eta42"><br id="cgk712" />The Ankh symbolizes life and rebirth on Egyptian cultures that is why I was immediately interested in the story. One of the books that you are holding are a History of Brittania and a mysterious book in leather that you are afraid to open. Sounds like folklore in Britain, but the story is unique and continues to draw the main character to a nearby mysterious carnival. And hearing music the hero follows it to a wagon where there is a gypsy woman telling you that she has been waiting and asks a few questions. Answering questions about valor, compassion, honesty, etc. will determine your starting point in the world of Brittania. There are no right and wrong answers so just answer them honestly pressing A or B.</p>
<p id="eta42"> <img src="http://goldenageofgames.com/wp-content/uploads/2008/06/ultima-iv-dos.jpg" alt="ultima-iv-dos.jpg" /><br />
<strong>Ultima&#8217;s Unique Character Creation</strong></p>
<p id="uq2d1"> The graphics compared to the high end role playing games of today is somewhat dull and boring but in its era maybe it stands out. The controls are somewhat difficult and really needs a guide on how to talk, respond, open doors, pick up items etc. But when you get the hang of it, it is pretty simple and interesting. Interesting because the controls are from the letters A to Z. Sounds scary? Wait till you get all the spells. It is also complete from A (Awaken) to Z or Down Spell.</p>
<p id="uq2d1"><img src="http://goldenageofgames.com/wp-content/uploads/2008/06/ultima4_1.jpg" alt="ultima4_1.jpg" /></p>
<p id="uq2d3">The sound is quite irritating but after hearing it several times you will forget that it is annoying and just continue on playing. The system for recovery of health is quite funny when I first saw it but testifies that the sleeping concept in role playing games are far way back than what we think. The quests are complicated and needs to be done in each town. Talking to non-player characters (NPC) are fun because of the fact that they are really conversing to you. Not like giving answers of yes or no only, this game actually has put a lot of time and effort in making you feel that you are talking to someone. Gaining information to solve quests from NPCs are quite interesting and fun.</p>
<p id="cgk742">All in all, if you are a die hard rpg gamer, you should definitely try this one to see how far you can go.</p>
<p id="cgk742"><a href="http://goldenageofgames.com/wp-content/uploads/2008/06/ultima4vga.zip" title="Ultima IV: Quest of The Avatar"></a></p>
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		<item>
		<title>Wing Commander</title>
		<link>http://goldenageofgames.com/wing-commander/</link>
		<comments>http://goldenageofgames.com/wing-commander/#comments</comments>
		<pubDate>Mon, 23 Jun 2008 02:15:53 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Arcade and Action Games]]></category>

		<category><![CDATA[Simulations]]></category>

		<guid isPermaLink="false">http://goldenageofgames.com/wing-commander/</guid>
		<description><![CDATA[Wing Commander is a first person flight simulation shooting game. With a science fiction story line and scenes, Galaga fanatics willbe jumping right into its cockpit and fly.
 
The intro movie of this game is quite good for its genre. It makes youfeel like watching old movies like Star Wars. Journeys into spacewith all kinds of [...]]]></description>
			<content:encoded><![CDATA[<p id="vj403">Wing Commander is a first person flight simulation shooting game. With a science fiction story line and scenes, Galaga fanatics willbe jumping right into its cockpit and fly.</p>
<p id="vj403"> <img src="http://goldenageofgames.com/wp-content/uploads/2008/06/180px-wingcommanderbox-front.jpg" alt="180px-wingcommanderbox-front.jpg" /></p>
<p id="vj4022">The intro movie of this game is quite good for its genre. It makes youfeel like watching old movies like Star Wars. Journeys into spacewith all kinds of battleships, meteors everywhere, a typical sci-fi movie. The first screen introduces you to the crew of yourmothership, the Claw; Paladin, Shotglass and a hot female officernamed Angel. You will also have a selection of a training minigame at the left side of Paladin, a battle simulator to familiarize yourself with the controls. It&#8217;s a little tricky at first using the mouse to maneuver around enemy ships, hitting their tails and finally blasting them off to space. After that you could explore the ship going to the barracks and you will find lockers there and a place to sleep. The saving point here is very unique and it made me smile when I first saw it. Just check it and you would really find it cute. The design of the interior of the ship is very detailed and is very good for a game that&#8217;s made in 1990. The background music sounds like a jazz band with cool bass lines that blends well into the game. Makes you feel you&#8217;re home after a long day of battling in the front lines.</p>
<p id="vj4029">The missions are given after you go the mission hangar and a very good cut scene will be shown. The game developers focused on the details of faces of the characters and showing dozens of emotions. The graphics of Wing Commander is very elaborate for its era. After getting the hang of it the game gets quite frustrating if your mission fails but when you do succeed it makes it all the more worth it.</p>
<p id="vj4029"><img src="http://goldenageofgames.com/wp-content/uploads/2008/06/wing-commander.jpg" alt="wing-commander.jpg" /></p>
<p id="vj4035">Gamers that like shooting games like this one should try this now free to download classic from Origin Games. You will probably sit and play this for a lot of fun hours. Just do not forget to type &#8220;loadfix -1&#8243; in DosBox in able to play this through. It will crash on the second mission if you don&#8217;t.</p>
<p id="vj4037">Good luck on your missions. You are dismissed!</p>
]]></content:encoded>
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		<item>
		<title>Simtower</title>
		<link>http://goldenageofgames.com/simtower/</link>
		<comments>http://goldenageofgames.com/simtower/#comments</comments>
		<pubDate>Tue, 19 Feb 2008 03:42:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Strategy and War Games]]></category>

		<guid isPermaLink="false">http://goldenageofgames.com/simtower/</guid>
		<description><![CDATA[As the name suggests, the objective is to construct and manage a towering skyscraper and keep its occupants happy. Offices, hotels, and condominiums give tenants places to live and work, while shops and restaurants provide commercial balance. Utilities such as hospitals and recycling centers become necessary as the tower grows in size. The player&#8217;s progress [...]]]></description>
			<content:encoded><![CDATA[<p>As the name suggests, the objective is to construct and manage a towering skyscraper and keep its occupants happy. Offices, hotels, and condominiums give tenants places to live and work, while shops and restaurants provide commercial balance. Utilities such as hospitals and recycling centers become necessary as the tower grows in size. The player&#8217;s progress is based on a star system, similar to how hotels are ranked, with new stars awarded for meeting population milestones and other conditions. Population is measured by the number of individuals currently in the tower; many hotel rooms will cause population to soar during the night. As the tower&#8217;s rating improves, more facilities can be built by the player, such as a cinema. Like other Maxis games, gameplay is not designed linearly, and <em>SimTower</em> does not have a specific end point; however, the primary goal is a population of 15,000, which rewards the player with &#8216;Tower&#8217; status. Another goal is to build a cathedral at the top of the tower and have a marriage ceremony take place there. The game itself has 5 levels, which you complete by reaching a certain population level. New levels unlock new options to build such as security stations, but also create more hazards. How you handle these can change your tower drastically. For example, a fire can be dealt with using only security, which is free, but does not always work. On the other hand, a player can call the fire department and have the fire dealt with for a hefty sum.</p>
<p>One of the key activities of the game is effectively managing and building elevators in order to allow occupants to move between floors efficiently. Each elevator featured different modes, such as Express, Up, or Down, at different times, to account for the flow of traffic in and out of your building. In fact, the original game was a program to test effective elevator layouts (Bentley, 1994). Waiting for an elevator for too long would cause the residents stress (indicated by a black, pink or red colour as they become more stressed). Too much stress would cause them to permanently leave the tower. Another major issue with elevators was the fact that residential elevators could only go up a maximum of 30 stories, to minimize wait time. As such, lobbies can be placed every 15 floors for transfer. While these facilitate elevator transfers, they take up plenty of space in your building.</p>
<p>Fires, bomb threats/bombings and cockroach infestations in uncleaned hotel rooms were the main challenges besides the financial aspect. When a bomb threat occurs, the player can choose either to pay a hefty ransom or hope that the security officers can find the bomb before it goes off.</p>
<p>(FROM: <a href="http://en.wikipedia.org/wiki/SimTower">http://en.wikipedia.org/wiki/SimTower</a>)</p>
<p><img src="http://goldenageofgames.com/wp-content/uploads/2008/02/180px-simtower.gif" alt="180px-simtower.gif" /><img src="http://goldenageofgames.com/wp-content/uploads/2008/02/sim-tower_2.png" alt="sim-tower_2.png" /></p>
<p><strong>OUR TAKE:</strong></p>
<p>This is an excellent &#8216;casual&#8217; game to play for a few hours or days, forget for a few months then play again for a few more days. Would have been greater if it was in 3D or had a means of making much more creative tower designs, but all in all, quite an addictive, decent game. Runs pretty well on modern computers. Every time I go to my office and have to fall in line for the elevator, I&#8217;m reminded of the red colors on the sims at the back of the elevator line in this game&#8230;</p>
]]></content:encoded>
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		<item>
		<title>Test Drive</title>
		<link>http://goldenageofgames.com/test-drive/</link>
		<comments>http://goldenageofgames.com/test-drive/#comments</comments>
		<pubDate>Fri, 08 Feb 2008 01:19:13 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Simulations]]></category>

		<category><![CDATA[abandonware]]></category>

		<category><![CDATA[car games]]></category>

		<category><![CDATA[driving]]></category>

		<category><![CDATA[driving sim]]></category>

		<category><![CDATA[racing games]]></category>

		<guid isPermaLink="false">http://goldenageofgames.com/test-drive/</guid>
		<description><![CDATA[Test Drive is perhaps the longest running driving simulation franchise in the history of computer gaming. The first version came out in 1987 and the most recent game bearing the name was released last 2006. &#8220;Standard&#8221; game play options in current games such as being chased by police, playing a radio, and getting to use [...]]]></description>
			<content:encoded><![CDATA[<p>Test Drive is perhaps the longest running driving simulation franchise in the history of computer gaming. The first version came out in 1987 and the most recent game bearing the name was released last 2006. &#8220;Standard&#8221; game play options in current games such as being chased by police, playing a radio, and getting to use real cars (if you could call driving a $200,000.00 car, &#8220;reality&#8221;) was largely attributed as innovations of this game.  Cars featured in the early versions of the series include:</p>
<p><img src="http://goldenageofgames.com/wp-content/uploads/2008/02/300px-st_test_drive.png" alt="Test Drive (1987)" /></p>
<p>TEST DRIVE I:</p>
<ul>
<li>Ferrari Testarossa</li>
<li>Lotus Turbo Esprit</li>
<li>Porsche 911 Turbo</li>
<li>Lamborghini Countach</li>
<li>C4 Chevrolet Corvette</li>
</ul>
<p>Test Drive II:</p>
<ul>
<li> Ferrari F40</li>
<li>Porsche 959</li>
</ul>
<p>Test Drive II Add-On Cars:</p>
<ul>
<li>1963 Chevrolet Corvette Sting Ray</li>
<li>1968 Shelby GT500</li>
<li>1967 Pontiac GTO</li>
<li>1969 COPO 9560 ZL-1 Camaro</li>
<li>1969 Dodge Charger Daytona</li>
<li>1988 Lotus Turbo Esprit</li>
<li>Ferrari Testarossa</li>
<li>Porsche 911 RUF</li>
<li>1988 Lamborghini Countach 5000S</li>
<li>1989 Corvette ZR1.</li>
</ul>
<p><img src="http://goldenageofgames.com/wp-content/uploads/2008/02/300px-td3.png" alt="Test Drive III: The Passion" /></p>
<p>Test Drive III:</p>
<ul>
<li>Chevrolet CERV III</li>
<li>Lamborghini Diablo</li>
<li>Pininfarina Mythos</li>
</ul>
<p>Amongst Driving Sims this game is the grand daddy of them all, and a must try for any Driving-Sim Buffs interested in knowing the history of this genre.</p>
]]></content:encoded>
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		<item>
		<title>Alone in the Dark Walkthrough</title>
		<link>http://goldenageofgames.com/alone-in-the-dark-walkthrough/</link>
		<comments>http://goldenageofgames.com/alone-in-the-dark-walkthrough/#comments</comments>
		<pubDate>Thu, 07 Feb 2008 10:18:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Walkthroughs and Hints]]></category>

		<category><![CDATA[Alone in the dark]]></category>

		<category><![CDATA[cheat]]></category>

		<category><![CDATA[strategy guide]]></category>

		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://goldenageofgames.com/alone-in-the-dark-walkthrough/</guid>
		<description><![CDATA[	This is a COMPLETE SPOILER to the Alone in the Dark
game for the PC.  It will get the player through quickly and assumes
the player either retains all (s)he reads or does not care at all about the
story that goes with the game.  All unnecessary and used items are left
behind as soon as possible. [...]]]></description>
			<content:encoded><![CDATA[<p>	This is a COMPLETE SPOILER to the Alone in the Dark<br />
game for the PC.  It will get the player through quickly and assumes<br />
the player either retains all (s)he reads or does not care at all about the<br />
story that goes with the game.  All unnecessary and used items are left<br />
behind as soon as possible.  Most things that do not need to be done to<br />
finish the game are marked as optional.  This is by no means the only<br />
order of events that leads to a completed game, but it is nearly the<br />
most efficient.  Distribute this freely and add to it as you wish just<br />
maintain the credits.  Enjoy!</p>
<h1><a href="http://goldenageofgames.com/wp-content/uploads/2008/02/aloneinthedark.txt" title="ALONE IN THE DARK WALKTHROUGH AND STRATEGY GUIDE">DOWNLOAD THE ALONE IN THE DARK WALKTHROUGH AND STRATEGY GUIDE!!!</a></h1>
<p>CREDITS</p>
<p>Version:  1.0<br />
12-22-92</p>
<p>Version:  1.01<br />
2-2-92</p>
<p>Version:  1.02<br />
6-9-93</p>
<p>David R. Downs<br />
drdowns@bach.udel.edu<br />
or<br />
downs@cis.udel.edu</p>
<p>&#8212;&#8211;</p>
<p>Changes:</p>
<p>Version 1.01<br />
Avoiding Zombie in First BEDROOM<br />
Thanks to:  AMBAT SASI S/O PALISSERY P<br />
isc30108@nusunix2.nus.sg<br />
Version 1.02<br />
Some spelling errors <img src='http://goldenageofgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> My weakness.<br />
Thanks to:  Vartan Narinian (?)<br />
v.narinian@ic.ac.uk</p>
]]></content:encoded>
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		</item>
		<item>
		<title>X-COM: Ufo Defense Walkthrough/Strategy Guide</title>
		<link>http://goldenageofgames.com/x-com-ufo-defense-walkthroughstrategy-guide/</link>
		<comments>http://goldenageofgames.com/x-com-ufo-defense-walkthroughstrategy-guide/#comments</comments>
		<pubDate>Thu, 07 Feb 2008 06:54:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Walkthroughs and Hints]]></category>

		<guid isPermaLink="false">http://goldenageofgames.com/x-com-ufo-defense-walkthroughstrategy-guide/</guid>
		<description><![CDATA[XCOM: UFO Defense
Unofficial Strategy Guide and FAQ
by Kasey Chang (ksc1@aol.com)
released January 17, 2002
0    Introduction
0.1   A WORD FROM THE AUTHOR
Thanks for the tremendous response all over the net!  The guide
was uploaded to practically to wherever XCOM and UFO are sold
(and probably far beyond), and many people have provided helpful
feedback that [...]]]></description>
			<content:encoded><![CDATA[<p>XCOM: UFO Defense</p>
<p>Unofficial Strategy Guide and FAQ</p>
<p>by Kasey Chang (ksc1@aol.com)</p>
<p>released January 17, 2002</p>
<p>0    Introduction</p>
<p>0.1   A WORD FROM THE AUTHOR</p>
<p>Thanks for the tremendous response all over the net!  The guide<br />
was uploaded to practically to wherever XCOM and UFO are sold<br />
(and probably far beyond), and many people have provided helpful<br />
feedback that were incorporated into this and previous revisions.</p>
<p>This is a FAQ, NOT a manual. You won&#8217;t learn how to play the game<br />
with this document, and I&#8217;m NOT about to add it to ease the life<br />
of software pirates.</p>
<p>This USG only covers the PC version since that&#8217;s the only version<br />
that I have. Other versions should be SIMILAR but may not be<br />
identical.</p>
<p>This version replaces any earlier versions previously released.</p>
<p>0.2   TERMS OF DISTRIBUTION</p>
<p>This document is copyrighted by Kuo-Sheng “Kasey” Chang (c) 1994-<br />
2002, all rights reserved excepted as noted above in the<br />
disclaimer section.</p>
<p>This document is available FREE of charge subjected to the<br />
following conditions:</p>
<p>1) This notice and author&#8217;s name must accompany all copies of<br />
this document: &#8220;XCOM:UFO Defense Unofficial Strategy Guide and<br />
FAQ&#8221; is copyrighted (c) 1994-2002 by Kasey K.S. Chang, all rights<br />
reserved except as noted in the disclaimer.”</p>
<p>2) This document must NOT be modified in any form or manner<br />
without prior permission of the author with the following<br />
exception: if you wish to convert this document to a different<br />
file format or archive format, with no change to the content,<br />
then no permission is needed.</p>
<p>2a) In case you can’t read, that means TXT only. No banners, no<br />
HTML borders, no cutting up into multiple pages to get you more<br />
banner hits, and esp. no adding your site name to the site list.</p>
<p>3) No charge other than &#8220;reasonable&#8221; compensation should charged<br />
for its distribution.  (Free is preferred) Sale of this<br />
information is expressly prohibited. If you see any one selling<br />
this guide, drop me a line.</p>
<p>4) If you used material from this, PLEASE ACKNOWLEDGE the source,<br />
else it is plagiarism.</p>
<p>5) The author hereby grants all games-related web sites the right<br />
to archive and link to this document to share among the game<br />
fandom, provided that all above restrictions are followed.</p>
<p>Sidenote: The above conditions are known as a statutory contract.<br />
If you meet them, then you are entitled to the rights I give you<br />
in 5), i.e. archive and display this document on your website. If<br />
you don’t follow them, you did not meet the statutory contract<br />
conditions, you have no right to display this document. If you<br />
still do so, then you are infringing upon my copyright. This<br />
section was added for any websites who don’t seem to understand<br />
this.</p>
<p>For the gamers: You are under NO obligation to send me ANY<br />
compensation.  However, I do ask for a VOLUNTARY contribution of<br />
one (1) US Dollar if you live in the United States, and if you<br />
believe this guide helped your game. If you choose to do so,<br />
please make your US$1.00 check or $1.00 worth of stamp to &#8220;Kuo-<br />
Sheng Chang&#8221;, and send it to &#8220;2220 Turk Blvd. #6, San Francisco,<br />
CA 94118 USA&#8221;.</p>
<p><a href="http://goldenageofgames.com/wp-content/uploads/2008/02/x-com.txt" title="X-COM: Ufo Defense Walkthrough, FAQ, and Strategy Guide">DOWNLOAD THE X-COM: Ufo Defense Walkthrough, FAQ, and Strategy Guide</a></p>
]]></content:encoded>
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		<item>
		<title>Jagged Alliance Walkthrough</title>
		<link>http://goldenageofgames.com/jagged-alliance-walkthrough/</link>
		<comments>http://goldenageofgames.com/jagged-alliance-walkthrough/#comments</comments>
		<pubDate>Thu, 07 Feb 2008 06:24:43 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Walkthroughs and Hints]]></category>

		<guid isPermaLink="false">http://goldenageofgames.com/jagged-alliance-walkthrough/</guid>
		<description><![CDATA[ FROM: http://www.thecomputershow.com/computershow/
walkthroughs/jaggedalliancewalk.htm

By Wade D. Glasscock  76153.2466@compuserve.com
Contents:
Introduction
Section 1 &#8212; Game Objectives
Section 2 &#8212; Hiring, Firing &#38; Dealing With Mercs &#38;Natives
Section 3 &#8212; Game Tips
Section 4 &#8212; Breakdown of game items
Section 5 &#8212; If you&#8217;re in a money bind&#8230;
Section 6 &#8212; Cheats
Section 7 &#8212; Tips for saving your game
References
Letters

INTRODUCTION
Jagged Alliance is a combination Strategy, Role-Playing [...]]]></description>
			<content:encoded><![CDATA[<p> <a href="http://www.thecomputershow.com/computershow/walkthroughs/jaggedalliancewalk.htm"><strong>FROM: http://www.thecomputershow.com/computershow/<br />
walkthroughs/jaggedalliancewalk.htm</strong><br />
</a><br />
By Wade D. Glasscock  <a href="mailto:76153.2466@compuserve.com">76153.2466@compuserve.com</a></p>
<ol>Contents:</p>
<li><a href="#intro">Introduction</a></li>
<li><a href="#objectives">Section 1 &#8212; Game Objectives</a></li>
<li><a href="#hiring">Section 2 &#8212; Hiring, Firing &amp; Dealing With Mercs &amp;Natives</a></li>
<li><a href="#tips">Section 3 &#8212; Game Tips</a></li>
<li><a href="#breakdown">Section 4 &#8212; Breakdown of game items</a></li>
<li><a href="#bind">Section 5 &#8212; If you&#8217;re in a money bind&#8230;</a></li>
<li><a href="#cheats">Section 6 &#8212; Cheats</a></li>
<li><a href="#saving">Section 7 &#8212; Tips for saving your game</a></li>
<li><a href="#references">References</a></li>
<li><a href="#letters">Letters</a></li>
</ol>
<h2 align="center"><a title="intro" name="intro"></a>INTRODUCTION</h2>
<p>Jagged Alliance is a combination Strategy, Role-Playing game with a touch of Adventure added in. It features turn based combat at the squad level much along the lines of XCOM. Its most endearingfeature is the interaction between its characters. There are over 4,000 lines of spoken dialogue, much of which is highly entertaining. The dialogue skillfully blends into the game, and the voice acting is terrific. One publication called it &#8220;<cite>XCOM with personality</cite>&#8220;. Well, put! The combat is often a bit slow-paced and less &#8220;edge of the seat&#8221; than XCOM, but the personality part of the game adds something special that other combat games lack. Strategy Plus called it &#8220;<cite>addictive alliance</cite>&#8221; and applauded its innovation. PC Gamer awarded it an Editors&#8217; Choice award. Computer Gaming World gave it 4 1/2 of 5 possible stars and described it as &#8220;<cite>truly a genre-busting product&#8230;&#8230;..must buy.</cite>&#8221;</p>
<p>On the down side there are some frustrating and un-realistic aspects to portions of the game play. The save game scheme needs shipping out to sea. Version 1.0 is prone to crashes. You need to get the Version 1.1 patch ASAP and do not use smartdrv under any circumstances. Glitches aside, this is one heckuvva good game. Since it&#8217;s a &#8220;first try&#8221; it will hopefully evolve into a much better one in subsequent incarnations. (A Head To Head offspring is already in the works.)</p>
<p>The primary purpose of this Strategy Guide is to help beginning players get started and shorten the learning curve. It is not intended to be a detailed and all encompassing FAQ. This is not a replacement for your manual. If you don&#8217;t have a manual, I suggest you buy the game. Enjoying the game right off the bat is the goal, and of course ultimately winning. Short and sweet. Good games have more than one strategy approach that can prove successful. If there was only one correct way it would be a very boring game. There are lots of ways to skin a cat. This is just one of them. If you have a better way, go for it. This guide is for those who don&#8217;t.</p>
<p>Winning at Jagged Alliance revolves primarily around Strategic Thinking, Combat Skills, Cash Flow &amp; Resource Management. Now let&#8217;sget to the meat of the matter.</p>
<hr />
<h2 align="center">SECTION 1<br />
<a title="objectives" name="objectives"></a>GAME OBJECTIVES</h2>
<p>Your primary objective is torecapturethe Island of Metavira and regain control of its Fallow trees, whose sap can cure diseases the world over.You must &#8220;save the sap&#8221; from the evil clutches of Lucas Santino and his red-shirted thugs.To achieve this you must eliminate the enemy in all of the 60 sectors on the map of Metavira. You start the game with only one sector &#8220;in hand&#8221; #60. &#8220;Milestone&#8221; objectives along the way are as follows:</p>
<dl>
<dt>Day 1 </dt>
<dd>Find the &#8220;micropurifier&#8221;.You will find this in the 1st sector you  capture. I recommend Sector 59.You must find the micropurifier to be  able to resume Fallow Tree production.  </dd>
<dt>Day 3 </dt>
<dd>Secure the &#8220;Water Source.&#8221;Capture Sector 29 to accomplish this. Capture Sector 30 to complete the re-taking of the entire water source.  </dd>
<dt>Day 4 </dt>
<dd>Capture &#8220;Brenda&#8217;s Lab&#8221;.Capture Sector 28 note: The enemy will  attempt to re-capture Brenda&#8217;s Lab and kidnap Brenda. This may or  may not happen and is dependent on certain variables (some of which  may be beyond your control).There are two paths to the game that  diverge here depending on the outcome of the above. You continue to  capture sectors regardless of which occurs. However, if Brenda is  kidnapped. You will want to find &amp; rescue her along the way.  </dd>
<dt>Day 5 or later </dt>
<dd>Capture the 2nd Factory.This allows you to increase your Fallow  Tree production as by now your first factory in Sector 60 is probably  running at or near capacity.  </dd>
<dt>Later on </dt>
<dd>You must find the &#8220;Pomillia Flowers&#8221; and return them to Brenda.  They exist in only one sector &amp; they can be vital in your attempt to win the game.  </dd>
</dl>
<p>Also later on you need to:</p>
<ul>
<li>Capture the 3rd Factory</li>
<li>Capture the Natives&#8217; &#8220;Sacred Burial Grounds&#8221;</li>
<li>Capture the 4th Factory</li>
<li>Find &#8220;Brenda&#8217;s Journal&#8221;</li>
<li>Find the Natives&#8217; &#8220;Sacred Headstone&#8221;</li>
<li>And Ultimately &#8212; Get Rid of Santino (and possibly save the sapling)</li>
</ul>
<hr />
<h2 align="center">SECTION 2<br />
<a title="hiring" name="hiring"></a>HIRING, FIRING &amp; DEALING WITH MERCS &amp; NATIVES</h2>
<p align="center">[  <a href="#top">Top</a> ]<br />
[ <a href="#two_overview">Overview</a> |  <a href="#two_recs">Categories &amp; Reccomendations</a> |  <a href="#two_schedule">Suggested Hiring Schedule</a> ]</p>
<hr />
<h3><a title="two_overview" name="two_overview"></a>OVERVIEW</h3>
<p>To accomplish all of the game&#8217;s objectives, you will need to hire (and sometimes fire) Mercs. They are your only means of dealing with Santino and his thugs. This takes money. You start with a set amount of capital depending on the difficulty level you are playing. Starting amounts are as follows:</p>
<ul>
<li>Easy Level: $25,000</li>
<li>Normal Level: $20,000</li>
<li>Hard Level: $15,000</li>
</ul>
<p>Mercs are paid a daily salary, Natives are also paid daily to act as &#8220;Guards&#8221; or tree &#8220;Tappers&#8221;.</p>
<p>You will find that your starting capital will quickly erode without  a source of income. That source is the production from Fallow Trees  captured in ensuing sectors.Money and personnel management are vital  to your success in the game.</p>
<p>Natives must feel secure that their lives are not in danger, and that  they are being treated and paid properly.</p>
<p>Mercs in addition to wanting money all have distinct personalities that  can come into play. Some of these personality traits can be quite trying  to you the &#8220;<em>master of mercs</em>&#8220;.</p>
<p>You are their employer, and like all employer/employee relationships,  things are not just cut and dried.Some mercs don&#8217;t want to work with  other mercs, some will quit or demand more money if you fire one of  their buddies. Personality conflicts are just as prevalent on Metavira  as in the ordinary, everyday outside world.You may also find that  firing mercs early in the game can have some very negative bearings on  the proceedings.(For example: if you fire &#8220;Tex&#8221; he will bad-mouth  you to all the other mercs.)You may also find that it is often better  to &#8220;let&#8221; a merc be killed rather than firing him or her early in the  game.However, if too many mercs get killed early in the game, other  mercs may turn down your offer of employment on the grounds that they  would have to be crazy to hire on with someone who keeps getting his  mercs killed off in short order.Firing Mercs in the early part of  the game is a potenitally hazardous experience. Later in the game,  it seems to take on a more realistic bent.</p>
<p>The majority of the best Mercs are too expensive to hire at the games  onset, and many of the best ones won&#8217;t work for you anyway, until you  &#8220;prove&#8221; yourself.</p>
<p>Almost all of the cheaper Mercs will be only too happy to work for you. But as in real life you generally get what you pay for, and in the case  of &#8220;El Cheapo&#8221; mercs this is often the same. Some of these people are  real misfits.Most of them can&#8217;t shoot worth a hoot.Mercs that can  shoot are critical to your chances of survival on Metavira.</p>
<p>There are some &#8220;cheap&#8221; Mercs that will prove to be good team members  with a little experience.There are also some medium priced Mercs that  worth vastly more than their salaries would indicate.Below are some  ideas to keep in mind when hiring Mercs and some reccomendations of  specific ones to consider.</p>
<p>Don&#8217;t load your boat with Mercs the first day.Hire 4 or 5 at most to  begin with.Most of the first sectors you will go after are not difficult  enough to justify a full boat&#8217;s worth of overhead.</p>
<p>As you assemble your team, you will ideally want a final early game group  that has 2 mercs with good skills in each of the main skill classes. These  skills are Marksmanship, Mechanics, Medical, &amp; Explosives.(I prefer all  of these to be decent shots or have high wisdom so that training will resolve  the deficiency.I also want high Agility ratings so that they can move and  act as a team with no laggards).</p>
<p>Other important traits are high ratings in Agility, Dexterity &amp; Wisdom.</p>
<p>Agility seems directly related to Action Points.You want all high agility  types in the field.If a merc has low agility, forget him or her for field  duty.Low agility types will always be lagging far behind everyone else in  traversing the terrain.Agility also relates to reaction abilities. Dexterity seems to play into several equations.Hand precision in particular,  which can be very important for Doctors performing surgery.Wisdom means smart  Mercs pick up points fast when trained and learn quickly from their experiences.</p>
<p>Experience Class as the manual will tell you is the most important trait in  the game.&#8221;<cite>it reflects the sum of their abilities</cite>&#8221; (see pg. 6  of the manual).However, in the beginning this is not an option that you  can do a lot about.Merc &#8220;Kills&#8221; seems to be directly related to gains  in experience class.Ivan is a 2, but when I finished the game he was a  5 with 90 kills under his belt going into the final day.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="two_recs" name="two_recs"></a>CATEGORIES AND RECCOMENDATIONS</h3>
<p>You want at least one of the following in your employment by day 4:</p>
<table border="1">
<tr>
<th>Category</th>
<th>Recommendation</th>
<th>Comments</th>
</tr>
<tr>
<td>Marksman</td>
<td>Ivan</td>
<td>$1,500 but worth every penny.A &#8220;must have.&#8221;Cheap at twice the  price. Only speaks Russian, but it would be okay with me if he could  only speak Swahili the way he shoots.</td>
</tr>
<tr>
<td>Mechanic</td>
<td>Vinny</td>
<td>A good mechanic at a good price $385.Needs a couple of canteens  at all times.Those Brooklyn types can&#8217;t hack the humidity.</td>
</tr>
<tr>
<td>Medic</td>
<td>Fox</td>
<td>Good $ value with high wisdom.She won&#8217;t work the first day, but  will arrive on day 2 if asked.$515.</td>
</tr>
<tr>
<td>Explosives</td>
<td>Fidel</td>
<td>Expensive at $1,550, but highest rated explosives guy in the game  &amp; a good marksman.I would wait until Day 4 to hire him.He should  be another canteen carrier.</td>
</tr>
<tr>
<td>Jack of all trades</td>
<td>Grunty</td>
<td>Good $ value &amp; much better than his stats would indicate.Start  with him. $490</td>
</tr>
<tr>
<td></td>
<td>Wolf</td>
<td>A good mid-game choice &#8212; a bit expensive at the start.$1,850</td>
</tr>
<tr>
<td>Budget Marksman</td>
<td>Hector</td>
<td>Good $ value and learns fast. $410</td>
</tr>
<tr>
<td>Native Guides</td>
<td>Elio</td>
<td>Offered to you on Day #2. All are free but of limited value. They do however give you some interesting information on the history  of each sector.Accept Elio when offered to you, but allow him to be  &#8220;killed off&#8221; the same day and a few days later you will be offered  HAMOUS, who is a 74 mksman compared to Elio&#8217;s 28.</td>
</tr>
<tr>
<td>&#8220;Stay at Home&#8221;<br />
Medic, Mechanic</td>
<td>Eli</td>
<td>Can alternate between being an in house Medic and Mechanic. Can  also alternate in the field if needed.I would not hire him until Day 4. $1,400</td>
</tr>
<tr>
<td>2nd premium Marksman</td>
<td>Ice</td>
<td>2nd only to Ivan in this price range $1,300 add him when cash flow  allows other possibilities</td>
</tr>
<tr>
<td>Other</td>
<td>Speck</td>
<td>Excellent in house only mechanic-budget price $365</td>
</tr>
<tr>
<td></td>
<td>Sparky</td>
<td>In house mechanic - very cheap.$205</td>
</tr>
<tr>
<td></td>
<td>Jimmy</td>
<td>Very good in/out mechanic.Mediocre shot $800.</td>
</tr>
<tr>
<td></td>
<td>Hurl</td>
<td>Budget medic.Decent shot.Low agility $400</td>
</tr>
</table>
<p>I&#8217;m sure there are probably other good possibilities in addition to the  ones above.Those mentioned herein are ones that I have either personally  used or come recommended by a number of other players.</p>
<dl>
<dt>Mid Game Possibilities &#8212; when you have a big positive cash flow </dt>
<dd>Dr. &#8220;Needle&#8221; Kranhium &#8212; Top Medic and can shoot$1,900 </dd>
<dd>&#8220;Doc&#8221; Koolhan &#8212; Very good Medic and can shoot $1,750 </dd>
<dd>Rudy &#8220;Lynx&#8221; Roberts &#8212; marksman supreme $3,300 </dd>
<dd>Victoria Waters &#8212; multiple talents $2,850  </dd>
<dt>Mid-Late Game &#8212; it only takes money, and lots of it </dt>
<dd>&#8220;Magic&#8221; &#8212; multi talented super star at a price $5,600 </dd>
<dd>Leo Kelly &#8212; excellent marksman. good mech. $4,700 </dd>
<dd>&#8220;Scully&#8221; &#8212; Very good all around (with an M16 rifle to boot) $7,500  </dd>
<dt>End Game </dt>
<dd>Mike &#8212; when money is no object and you need the very best (and you might, as the final sector has more red-shirts than you  can shake a stick at) $12,000  </dd>
</dl>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="two_schedule" name="two_schedule"></a>SUGGESTED MERC HIRING SCHEDULE</h3>
<table border="1">
<tr>
<th>DAY</th>
<th>EASY or NORMAL LEVEL</th>
<th>NORMAL or HARD LEVEL</th>
</tr>
<tr>
<td>1</td>
<td>Ivan, Grunty, Vinny &amp; Hector</td>
<td>Ivan, Grunty &amp; Vinny</td>
</tr>
<tr>
<td>2</td>
<td>Fox</td>
<td>Fox</td>
</tr>
<tr>
<td>3</td>
<td>&#8212;&#8212;&#8212;&#8211;</td>
<td>&#8212;&#8212;&#8212;&#8211;</td>
</tr>
<tr>
<td>4</td>
<td>Fidel &amp; Eli</td>
<td>Fidel</td>
</tr>
<tr>
<td>Later</td>
<td>Ice</td>
<td>Eli, Ice &amp; Wolf or &#8220;Doc&#8221;</td>
</tr>
<tr>
<td>Mid Game</td>
<td>see Other Possibilities</td>
<td>see Other Possibilities</td>
</tr>
</table>
<p>Note: if Ivan, Ice &amp; Fidel survive to the late game, they will  be just as experienced as many of the &#8220;Heavy Hitters&#8221;.</p>
<p>Note: The Easy or Normal Merc hiring scenario makes your personnel  handling simpler, earlier in the game than the more difficult Normal  or Hard approach.</p>
<p>By having Hector you can train him in marksmanship, and he is available  as a replacement for a wounded Merc that might require a day as a  patient.You acquire Eli sooner, and with him on board, you no longer  need to have Vinny take days off to repair items, as Eli can do this on  days wehn there are no wounded to tend to.This also frees up Fox to  speed up her marksmanship training and to be available for missions as  a replacement along with Hector.So generally, though it costs more per  day in the early game, it&#8217;s much easier to get started with Easy or Normal  team. The other scenario is much more difficult but is affordable even  at the Hard level (which is really the only reason to use it if you are  a beginner).</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="two_stats" name="two_stats"></a>SUGGESTED MERCS<br />
SALARIES &amp; STATS</h3>
<table border="1">
<tr>
<th>NAME</th>
<th>Salary</th>
<th>Hlth</th>
<th>Agil</th>
<th>Dext</th>
<th>Wisd</th>
<th>Medic</th>
<th>Explos</th>
<th>Mech</th>
<th>Marks</th>
<th>Exp. Cls</th>
</tr>
<tr>
<td>Ivan Dolvich</td>
<td>$1,500</td>
<td>94</td>
<td>90</td>
<td>95</td>
<td>83</td>
<td>5</td>
<td>40</td>
<td>10</td>
<td>91</td>
<td>2</td>
</tr>
<tr>
<td>Helmut &#8220;Grunty&#8221; Gunther</td>
<td>$490</td>
<td>82</td>
<td>79</td>
<td>76</td>
<td>72</td>
<td>14</td>
<td>25</td>
<td>40</td>
<td>69</td>
<td>1</td>
</tr>
<tr>
<td>&#8220;Vinny&#8221; Massimo</td>
<td>$385</td>
<td>73</td>
<td>75</td>
<td>74</td>
<td>65</td>
<td>0</td>
<td>4</td>
<td>87</td>
<td>65</td>
<td>1</td>
</tr>
<tr>
<td>Hector Alvarez</td>
<td>$410</td>
<td>79</td>
<td>84</td>
<td>88</td>
<td>72</td>
<td>6</td>
<td>17</td>
<td>38</td>
<td>61</td>
<td>1</td>
</tr>
<tr>
<td>Cynthia &#8220;Fox&#8221; Guzzman</td>
<td>$515</td>
<td>77</td>
<td>85</td>
<td>100</td>
<td>76</td>
<td>60</td>
<td>8</td>
<td>15</td>
<td>54</td>
<td>1</td>
</tr>
<tr>
<td>Fidel Dahan</td>
<td>$1,550</td>
<td>88</td>
<td>83</td>
<td>64</td>
<td>71</td>
<td>3</td>
<td>97</td>
<td>6</td>
<td>85</td>
<td>2</td>
</tr>
<tr>
<td>Dr. Eli Summers</td>
<td>$1,400</td>
<td>81</td>
<td>73</td>
<td>58</td>
<td>77</td>
<td>70</td>
<td>0</td>
<td>65</td>
<td>49</td>
<td>2</td>
</tr>
<tr>
<td>&#8220;Ice&#8221; Williams</td>
<td>$1,300</td>
<td>90</td>
<td>88</td>
<td>87</td>
<td>71</td>
<td>0</td>
<td>0</td>
<td>35</td>
<td>86</td>
<td>2</td>
</tr>
<tr>
<th colspan="11">OTHER POSSIBILITIES</th>
</tr>
<tr>
<th>NAME</th>
<th>Salary</th>
<th>Hlth</th>
<th>Agil</th>
<th>Dext</th>
<th>Wisd</th>
<th>Medic</th>
<th>Explos</th>
<th>Mech</th>
<th>Marks</th>
<th>Exp. Cls</th>
</tr>
<tr>
<td>&#8220;Wolf&#8221; Sanderson</td>
<td>$1,850</td>
<td>87</td>
<td>73</td>
<td>84</td>
<td>74</td>
<td>44</td>
<td>32</td>
<td>48</td>
<td>74</td>
<td>2</td>
</tr>
<tr>
<td>Dr. Ahmad &#8220;Doc&#8221; Koolhan</td>
<td>$1,750</td>
<td>74</td>
<td>77</td>
<td>61</td>
<td>83</td>
<td>83</td>
<td>0</td>
<td>3</td>
<td>66</td>
<td>2</td>
</tr>
<tr>
<td>Rudy &#8220;Lynx&#8221; Roberts</td>
<td>$3,300</td>
<td>81</td>
<td>79</td>
<td>86</td>
<td>71</td>
<td>23</td>
<td>50</td>
<td>19</td>
<td>99</td>
<td>3</td>
</tr>
<tr>
<td>Victoria Waters</td>
<td>$2,850</td>
<td>79</td>
<td>85</td>
<td>72</td>
<td>85</td>
<td>16</td>
<td>28</td>
<td>90</td>
<td>80</td>
<td>3</td>
</tr>
<tr>
<td>Col. Leo Kelly</td>
<td>$4,700</td>
<td>95</td>
<td>87</td>
<td>91</td>
<td>81</td>
<td>13</td>
<td>0</td>
<td>67</td>
<td>94</td>
<td>4</td>
</tr>
<tr>
<td>Earl &#8220;Magic&#8221; Walker</td>
<td>$5,600</td>
<td>90</td>
<td>99</td>
<td>88</td>
<td>80</td>
<td>14</td>
<td>22</td>
<td>91</td>
<td>93</td>
<td>4</td>
</tr>
<tr>
<td>Robert &#8220;Scully&#8221; Sullivan</td>
<td>$7,500</td>
<td>90</td>
<td>90</td>
<td>96</td>
<td>93</td>
<td>36</td>
<td>58</td>
<td>61</td>
<td>91</td>
<td>5</td>
</tr>
<tr>
<td>Mike</td>
<td>$12,000</td>
<td>97</td>
<td>95</td>
<td>94</td>
<td>96</td>
<td>67</td>
<td>97</td>
<td>98</td>
<td>99</td>
<td>8</td>
</tr>
</table>
<hr />
<h2 align="center">SECTION 3<br />
<a title="tips" name="tips"></a>GAME TIPS</h2>
<p align="center">[  <a href="#top">Top</a> ]<br />
[ <a href="#three_cap">Capturing Sectors</a> |  <a href="#three_sched">Sector Schedule</a> |  <a href="#three_after">After Capturing a Sector</a> |  <a href="#three_attack">Enemy Sector Attacks</a> |  <a href="#three_items">Recovering Items</a> |  <a href="#three_guards">Hiring Guards</a> |  <a href="#three_square">Squaring Off</a> |  <a href="#three_action">Action Points</a> |  <a href="#three_tactics">Combat Tactics</a> |  <a href="#three_sight">Line of Sight</a> |  <a href="#three_silencers">Silencers</a> |  <a href="#three_knives">Combat Knives</a> |  <a href="#three_swim">The Swim Test</a> |  <a href="#three_chase">Chasing Enemies into the Jungle</a> |  <a href="#three_magnify">Magnify Items</a> |  <a href="#three_repair">Repair Items</a> |  <a href="#three_canteens">Using Canteens</a> |  <a href="#three_camo">Applying Camouflage</a> |  <a href="#three_explosives">Explosives</a> |  <a href="#three_corpse">Corpse Export</a> |  <a href="#three_buildings">Going in Buildings</a> | <a href="#three_ex_door">Using Explosives to Open Doors</a> |  <a href="#three_merge">Merging Items</a> |  <a href="#three_mines">Land Mines</a> |  <a href="#three_jam">Jammed Guns</a> |  <a href="#three_orders">Mercs Who Won&#8217;t Follow Orders</a> |  <a href="#three_train">Training Mercs</a> |  <a href="#three_heal">Healing Wounded Mercs</a> |  <a href="#three_first">First Aid Kits</a> |  <a href="#three_med">Medical Kits</a> |  <a href="#three_grenade">Enemy Grenade Attacks</a> |  <a href="#three_gas">Gas Masks</a> |  <a href="#three_scopes">Sniper Scopes</a> |  <a href="#three_ear">Extended Ear</a> |  <a href="#three_spectra">Spectra Shield</a> |  <a href="#three_crowbar">Crowbar</a> |  <a href="#three_sign">Wooden Sign Posts</a> |  <a href="#three_messages">Messages</a> |  <a href="#three_camera">Camera &amp; Case of Beer</a> |  <a href="#three_virus">The Virus</a> |  <a href="#three_order">Finding Flowers before the Virus</a> |  <a href="#three_headstone">The Headstone</a> ]</p>
<hr /> The following should help you get &#8220;rid of the red-shirts&#8221; (and hopefully some of the game&#8217;s frustrations)</p>
<h3><a title="three_cap" name="three_cap"></a>CAPTURING SECTORS</h3>
<p>Capture 3 sectors every day possible. This will do more for your  cash flow than anything else in the game. (example: if your overhead  per day is say $8,000 and you are able to capture 3 sectors instead  of 2 for two days. you will have 6 sectors, (and their income-producing  trees) for a overhead cost of $16,000 as opposed to 4 sectors at the  same cost of $16,000).Thus you have saved a full day&#8217;s overhead of  $8,000 (assuming only 2 sectors captured per day). This adds up to big  bucks as time goes by.(Note: to do this requires adequate combat  skills, which is up to you to learn and learn fast).</p>
<p>Consider replaying perhaps the 1st 3 days worth of sectors until you&#8217;ve  gotten the knack.This beats plunging ahead after getting off to a bad  start.Yes, this means starting the game over, and possibly over again.  This is of course a total pain in the neck.This game can get you far  behind the eight ball in a hurry.Catching up later on can be very  difficult.Practicing &amp; polishing your combat skills right off  the bat, will make the game much more enjoyable later on.Capturing 3  sectors in a day is actually easier early on than later, if you have the  necessary skills.Many days of course this is just not possible. You can  finish the 1st two sectors and then partially complete the 3rd sector. Kill as many enemies as possible, and retreat before dark.You must be back  in a &#8220;friendly&#8221; sector before 7:00 p.m. or the game will wound and/or kill  some or all of your mercs &#8220;&#8230;.while retreating&#8221;. The enemies killed in the  un-captured sector will not be there to harass you the next day, thus speeding  your capture of the sector.</p>
<p>Another important thing to know is don&#8217;t waste a lot of time picking up things  in sectors until after the sector&#8217;s capture.This is very time-consuming. Don&#8217;t waste valuable time after the sector&#8217;s capture.Don&#8217;t try to pick up  every known goodie.Get only those you really need (which will be most of them  the first few days).Move along rapidly to the next sector. If worse comes to  worse you can always have your mercs traverse through and pick up some goodies  on the way to somewhere else in later days.</p>
<p>Speaking of cash flow, for a moment, build a <em>positive</em> cash flow of $4,000 &#8212; $5000 before making any further major expenditures. The reason for this is quite simple.The early game seems to try to lure you into the feeling that you have the cash situation well in hand, before it throws the next monkey wrench in your lap.  Forewarned is Forearmed.</p>
<p>Where you enter a new sector <em>from</em>, is often important. Look at  the sector map to get some idea of the lay of the land.You normally will  want at least some nearby cover to use in your advance.Advancing across  vast open spaces is often an invitation to disaster.Sometimes where you  enter from can greatly affect the difficulty of the sector. Sector 38 is  classic example of this.Most of the places you can enter this sector have  a lot of open space to cross, and there is a guy with a shotgun here that  can do major damage to your mercs caught out in the open with little cover  to protect them.This can quickly become one big nightmare.It&#8217;s best to  enter this sector in the NW corner coming from the SW corner of S-28. You  have a small building to shield your entrance and then a line of trees to  follow while moving South.The guy with the shotgun has lost his open spaces  long-distance shooting advantage and the sector becomes pretty much of a quick  and easy proposition.</p>
<p>Sector 39 that I call the &#8220;3 Bridges Sector&#8221; is another example. If you enter  this one anywhere East of the river, you will have to cross at least one of  the bridges to get anywhere.Bridges are a constant source of enemy &#8220;booby  traps&#8221; throughout the game.This sector is no exception.Enter S-39 from  the South or North West of the river, and stay far to the West side of the  sector.You will probably never have to cross any of the bridges, as the  enemy will likely come to you.</p>
<p>So look before you leap.Yes, make a conscious effort to make the enemy  come play where it&#8217;s advantageous to you and not vice versa.Avoid the  Jungle, bushes, and bridges that the red shirts love to lure you into. This is not always possible of course, but do your best to make him play  on your turf, not his.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_sched" name="three_sched"></a>SECTOR SCHEDULE<br />
A Plan for Capturing Sectors in a Scheduled Sequence</h3>
<p>You Begin the Game With Sector 60</p>
<table border="1">
<tr>
<th>DAY</th>
<th>SECTOR</th>
<th>COMMENTS</th>
</tr>
<tr>
<td>1</td>
<td>59</td>
<td>Find the Micropurifier.Transfer 4 guards here.</td>
</tr>
<tr>
<td></td>
<td>50</td>
<td>Get your first big batch of trees.Put the other 4 guards here.</td>
</tr>
<tr>
<td></td>
<td>49</td>
<td>&#8220;Warehouse&#8221; sector.Finish the day here.Stay in the sector  until dark if completed as you won&#8217;t have enough guards to transfer  any here until the next morning and by staying you can defend it  against any attacks.</td>
</tr>
<tr>
<td>2</td>
<td>48</td>
<td>&#8220;Booby Trap&#8221; Sector.Find the Shotgun but beware of the 2nd box. Avoid searching buildings.</td>
</tr>
<tr>
<td></td>
<td>40</td>
<td>Traverse back to this sector and find .357 Magnum &amp; 9mm pistols.</td>
</tr>
<tr>
<td></td>
<td>39</td>
<td>Enter from the South only.Stay West of the bridges.This requires  traversing.Get out before 7:00 PM if not captured by then.</td>
</tr>
<tr>
<td>3</td>
<td>39</td>
<td>Finish &#8220;3 Bridges&#8221; sector 39 if you have not done so on day 2.</td>
</tr>
<tr>
<td></td>
<td>29</td>
<td>&#8220;Water Source&#8221; sector.Enter from the South.Stay in the long  N/S corridor on the West side of the sector and &#8220;draw&#8221; the enemy out  to you.The last enemy will probably require a trip into the bush.</td>
</tr>
<tr>
<td></td>
<td>30</td>
<td>Enter from SE corner of S-29.Get the silencer &amp; other goodies.</td>
</tr>
<tr>
<td>4</td>
<td>19</td>
<td>9mm w/silencer, TNT, Cash to find in this one.Takes some looking.</td>
</tr>
<tr>
<td></td>
<td>28</td>
<td>Brenda&#8217;s Lab, take metal detector and search diligently.</td>
</tr>
<tr>
<td>5</td>
<td>38</td>
<td>Enter from SW corner of S-28 stay near treeline bearing South.  Find the .357 magnum pistol and Shotgun Ammo.</td>
</tr>
<tr>
<td></td>
<td>37</td>
<td>Take TNT w/detonator in case Vinny can&#8217;t pick lock, or keys not   found</td>
</tr>
<tr>
<td></td>
<td>27</td>
<td>2nd Factory &#8212; use silencers only to capture if possible.This   prevents &#8220;sabotage&#8221; and saves lots oflost cash flow if successful.  Any enemies located must be whacked in the same turn or they will   alert the others, who will in turn start the sabotage process.</td>
</tr>
</table>
<p>Note: there is around $4,700 in hidden or sometimes obscurely located  cash in these opening sectors (that I know of). Cash finds can occur  from time to time throughout the game.So keep your eyes open &amp; go  get the greenbacks.</p>
<p>This should get you off to a good start in sector capturing (and cash flow).  The rest is up to you.</p>
<p>Note: Later in the game, if you are getting desperate to find a new  factory, due to your money running low, you should consider a little  &#8220;sector peeking.&#8221; What this involves is simply going into a sector and  looking to see if it has any buildings (not native huts).No buildings  =no factory.Take your native guide with you, if the buildings therein  contain a factory, after a couple of turns he will more than likely tell  you that the sector contains a factory.No factory, vacate ASAP and  traverse to another nearby sector and repeat the process.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_after" name="three_after"></a>AFTER CAPTURING A SECTOR</h3>
<p>Note: &#8220;linked sectors&#8221; are not possible if a body of water separates  the linked sectors.<strong>Always protect a captured &#8220;exterior&#8221; sector  with 8 guards</strong>.Don&#8217;t believe anyone who tells you that less  will suffice, it may but don&#8217;t bet on it, as I have seen sectors with  8 guards re-captured by the enemy, and more than once.Guards are cheap. Save money some other way.</p>
<p><strong>Don&#8217;t go to the next sector until all guards are transferred  and have arrived</strong>.(unless you feel it necessary to race to  Brenda&#8217;s Lab or some other vital sector to save the sector from an  imminent attack).</p>
<p><strong>Transfer guards immediately after the capture of a  sector.</strong>This stipulation may help avert an &#8220;ENEMIES&#8217; NEARBY&#8221;  attack, and even if they don&#8217;t avert it, your team is already in the sector  and can join in the battle and eliminate the enemy.</p>
<p>Note: &#8220;enemies nearby&#8221; attacks almost always seem to happen after you have  captured a sector and are either waiting for guards to arrive, and/or searching  the sector for goodies.If you have not ordered in new guards for the sector  immediately after its capture you may be inviting an attack..If you are  mopping up and capturing the sectors in short order it seems to be a way  of slowing down your progress towards another sector.When the &#8220;enemies  nearby&#8221; status initiates, you will once again be encumbered by action points  and have to battle the incoming enemy to rid the sector one more time of the  enemy.The guards you have in the sector with you, and any guards in transit  that arrive prior to your disposing of the enemy will actually join in the  battle with you.Each group, guards, mercs &amp; enemies receiving a turn  at a time until the situation is resolved.This does add an interesting and  fun element to the game.The design seems to be a way for the enemy to hamper  your progress when you are doing &#8220;too well.&#8221;</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_attack" name="three_attack"></a>SECTOR ATTACKS BY THE ENEMY</h3>
<p>The majority of sector attacks by the enemy seem to take place  late afternoon, or shortly after you capture a new sector.The  frequency of attacks seems related to how well you are doing in the  game.If it&#8217;s only 3:00 PM and you&#8217;ve already captured your 2nd sector  of the day, chances are the enemy is going to go on the warpath real soon.  I&#8217;ve also seen attacks take place in the morning.Most of these, being  when you capturedyour 1st sector of the dayearly in the morning,  instead of the more usual 11:00 am to Noon.At least one or two enemy  attacks per day seem to be the standard, no matter how well or poorly  you are doing.Attacks most of the time seems to be against vital sectors,  as in sectors with labs, factories, lots of trees, or in sectors adjacent  to the aforementioned.Most attacks of this nature seem to be unsuccessful  (other than killing off some of your guards).However, some can be successful  even if you have 8 guards.Attacks against Brenda&#8217;s lab S-28 and some of the  sectors in &#8220;Lucasland&#8221; can be particularly virulent.Resulting in the deaths  of all 8 of your guards and then of course any and all tappers you may have  employed in the sector in question.</p>
<p>Don&#8217;t transfer guards across water unless absolutely necessary.Move them  around by land. If you ignore this, you may very well lose some of your  guards in transit to drowning or Metaviran reptiles.</p>
<p>Pick up and search/find <strong>all</strong> goodies <strong>after</strong>  you capture the sector.This will save your time and much needed action  points for when you need them &#8212; combat with the enemy.The only exceptions  to this stipulation are obvious, such as when you see an item that you need  <strong>now</strong>. (more ammo, etc.)</p>
<p>Pick up only those items, that you really need. Be quick about it. It&#8217;s much  more important in most cases, to push on to the next sector, and beat the  cash flow time clock, than to waste time picking up the umpteenth box of.38  ammo, you don&#8217;t really need.This loading the vests, and rearranging to cram  in more goodies is one of the biggest time consumers in the game and severely  impedes your progress.Know what you need in the way of old items, in advance.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_items" name="three_items"></a>RECOVERING ITEMS</h3>
<p>Use the pg. down key to get to the overhead map view of the sector you are  in &#8212; look for flashing white objects <em>click on one</em> and the currently  selected merc will go stand on it.Exit the map and have him pick it up.A  note of caution: be sure that the route the merc will travel to get the Item  will not take him into the water as you may lose your merc.Please also note  that the map will only show objects in portions of the map you have explored. You need to have someone scurry around the entire un-traveled parts of sectors  to illuminate these objects.Buried or hidden objects will not show up either.  Objects in boxes or cabinets you have not opened are the same.Some obscured objects have trees, etc. blocking your view.These are <em>not</em> visible to you from the regular &#8220;on the ground&#8221; view. Very often these non-visible objects can be the most valuable &#8220;find&#8221; of the sector.Other &#8220;most valuable&#8221; areas often turn out to be small islands or peninsulas off the beaten path, or boxes hidden in the jungle.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_guards" name="three_guards"></a>HIRING GUARDS</h3>
<p>For a good deal of the game, you will need to hire at least 16 guards  (and sometimes 24) to occupy newly captured sectors and perhaps some  extras to replace guards killed the previous day.Guards should be  in all sectors that are adjacent to enemy controlled sectors (not  diagonally).Even if water separates the enemy sectors from your own  this is still necessary.Later on when you have &#8220;safe&#8221; interior sectors  you will often not need to hire new guards.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_square" name="three_square"></a>&#8220;SQUARING OFF&#8221; BLOCKS OF SECTORS<br />
TO REDUCE GUARD OVERHEAD</h3>
<p>The best way to cut down on guard overhead is to &#8216;&#8221;square off&#8221; or  &#8220;fill in&#8221; your block of sectors. Theneliminate un-needed groups  of guards.</p>
<p>For example: if you have an enemy sector anywhere within your block,  depending on where it is &#8212; it can often take 3 to 4 groups of guards  to keep the enemy from taking over an adjacent sector.3 sets of guards  at $38 per guard = $912 per day in increased overhead. Multiply this  problem by several times and you are talking thousands of dollars per day  in excessive overhead.Early in the game, there is not a lot you can do  about this.By day 8 or 9 you should be in a position to start eliminating  a lot of these kinds of situations.As your block grows in size you will  not need guards in most of the interior sectors.You will always want some  extra guards. 16 to 24 needed to expand outward and perhaps 4 extras guards  to fill in during the day in sectors where enemy attacks have resulted in  depletion of the existing guards.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_action" name="three_action"></a>MERCS&#8217; ACTION POINTS</h3>
<p>I personally think it is best to have all mercs move with Maximum Aim or  at least Reserved Points.This allows you to interrupt the enemy&#8217;s movement  and return fire, before your next turn.If you choose to move any or all of  the mercs further (thus nullifying these reserves) just click the mouse and  off they will go to wherever you send them.This is a little annoying, but  it is the safest way to assure that some or all of your mercs will be in an  interrupt position.PS &#8212; it takes 2 action points to crouch.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_tactics" name="three_tactics"></a>COMBAT TACTICS</h3>
<p>This one is pretty much up to you. Combat tactics seem to be a very  &#8220;personal&#8221; thing, with people seeming to always have their own particular  method of doing things the &#8220;right way.&#8221;As a number ofdifferent approaches  can often be &#8220;right&#8221;, I&#8217;m not going to touch this one.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_sight" name="three_sight"></a>&#8220;LINE OF SIGHT&#8221;</h3>
<p>You can use the F9 key to obtain a &#8220;line of sight&#8221; reading for each merc  in regards to the enemy.I would not accept this as gospel.I have killed  many &#8220;red shirts&#8221; that I could not &#8220;see&#8221; according to the F9 key. I have also  missed many enemies that I could &#8220;see.&#8221;I would use this simply as an aid,  that&#8217;s all. If you have what appears to be a doable angle of fire, I would  shoot, regardless of whether I can &#8220;see&#8221; the enemy in question. What this  game begs for is a &#8220;Line of Fire&#8221; similar to XCOM.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_silencers" name="three_silencers"></a>SILENCERS</h3>
<p>These are vital for capturing new factories and Lucas&#8217;s lab without the  enemy sabotage of the facility and its contents . Sabotage of factory  facilities means that there will be no production from the newly captured  factory until 2 days of repair work has been done by Jack&#8217;s men.This means  two days of lost cash flow on any harvestable trees you own in excess of  your currently producing factories capacities.This alone does not assure  success, as you must also kill all enemies spotted prior to the next turn  (in theory this extra turn gives the enemy time to alert others and to put  the sabotage mechanism into action) You must also not be &#8220;spotted&#8221; by other  enemies (usually out of windows) for the silencer only routine to be  effective.</p>
<p>Not all weapons can use silencers. Colt 45&#8217;s will accept them, as will 9mm  pistols, however regular .357 magnums will not. You must modify your .357&#8217;s  by merging a &#8220;chunk of steel&#8221; with them to produce a &#8220;modified .357 magnum  pistol&#8221;. The modified version will accept a silencer. As chunks of steel are  not found in great quantities, I usually try to save them to use first on  the .357 magnums, then later on the M-14 rifles. A modified .357 is perhaps  the best all-around gun in the game.It doesn&#8217;t use as many action points  as shotguns and rifles, but has a decent range only exceeded by 12 guage  Rifles, M14&#8217;s, &amp; M16&#8217;s.This is a matter of personal perception and may  not in fact be borne out by the facts &#8212; whatever they may actually be. M14&#8217;s  and M16&#8217;s do have more power and more range, but it is possible that you will  play almost 1/2 the game without either one of these.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_knives" name="three_knives"></a>COMBAT KNIVES FOR MERCS</h3>
<p>What seems like a pretty worthless weapon is actually an essential one in  some cases.</p>
<p>At least some of your merc&#8217;s <strong>must</strong> have combat knives.  Though of limited value, except for an occasional up close &#8220;hand to hand  combat&#8221; type of situation, they play one very essential role in the game. <em>The merc who goes into deep water (and sometimes it is difficult to  tell where deep water begins and ends) without a combat knive in his hand,  has a good chance of winding up sleeping with the fish!! As in dead! It turns out that the waters of metavira are absolutely teeming with  merc-eating eels (snakes)!In fact you can lose more mercs to metaviran  reptiles in the course of a game than you can to the &#8220;Red-Shirts&#8221;, bombs  and bullets</em>.</p>
<p>So when deep water calls, make sure that those mercs who are going to  have to cross it are equippedto eliminate eels.</p>
<p>Which brings me to what I call:</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_swim" name="three_swim"></a>THE SWIM TEST</h3>
<p>(<em>this ismore for amusement than anything else, although you  may find out some useful info concerning some of the mercs aquatic  abilities</em>)</p>
<p>Mercs are also susceptible to drowning &#8212; some more so than others &#8212;  and of course, except in rare cases no-one has bothered to tell you  which ones can swim and which ones can&#8217;t, and how good are they if they  can.So in order to get some kind of clue as to their abilities, I  devised what I call the swim test, which works as follows:</p>
<p>If you are in a sector that has a lot of water, preferably next to a large  body of water, or the ocean I suppose would be even better, <strong>after  capturing the sector, save the game</strong>.Equip all your would-be  swimmers with knives so that you will know swimming is their problem, and  not eels.March them all off into the deep water.You will find out real  fast, what&#8217;s what. But also note that some merc items are extremely heavy. <em>Spectra Sheilds</em>, being the worst offender, I have found. I never  let anybody go into any kind of deep water wearing a Spectra Shield, because  I may never see them again.Test all of your mercs with their normal weight  loads, then perhaps test them without heavy items, so forth and so on. I  found, for example when I did some of this that Fidel and Vinny, had a real  good chance (particularly Vinny) of not returning to dry land, whereas Ivan  seemed to be part fish.I also had very little trouble with any of the  natives drowning &#8212; although I did not test all of them.<em>Then abandon  the game and go back to your saved game and back to playing</em>.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_chase" name="three_chase"></a>CHASING ENEMIES INTO THE JUNGLE</h3>
<p>In a word, <strong>don&#8217;t!</strong>Try to lure them out into the open,  away from where they want you to go.They seem to want to get you in  the underbrush, where they can &#8220;cheat&#8221; and shoot thru places you seemingly  can&#8217;t.I&#8217;ve seen instances where one lone enemy was able to wound 3 of  my troops from behind a bush.My 3 troops are shooting at him from  virtually point blank range through the same bush and never hitting anything  but limbs.This may just be bad luck, but the poor end results remain  the same. Avoid this kind of situation if at all possible. If stuck in  this scenario with no apparent means of retreat, it&#8217;s time to pull out  that precious grenade you&#8217;ve been hoarding for a rainy day, and  &#8220;equalize&#8221; the situation. An optimum time for this is when there  are 2 or more &#8220;red-shirts&#8221; in close proximity to each other.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_magnify" name="three_magnify"></a>MAGNIFY ITEMS</h3>
<p>Right click / ctrl</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_repair" name="three_repair"></a>REPAIR ITEMS</h3>
<p>Toolkit in Mechanic&#8217;s right hand.1st item to repair in left hand.Top  vest slot on down establishes the order or repair preference.He (the  mechanic) needs to be &#8220;assigned&#8221; to Repair.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_canteens" name="three_canteens"></a>USING CANTEENS</h3>
<p>Go to the Inventory screen, pick up canteen, and apply to the mouth  of the mercs &#8220;silhouette&#8221; in the middle of your screen. Click until  content or the canteen is empty or the merc is out of action points. Watch your merc&#8217;sBlue graph to see to what degree his thirst problem  is being alleviated.</p>
<p>Note: both Fidel &amp; Vinny seem to be constantly &#8220;thirsty&#8221; and therefore  in need of water.I can only assume that there are other mercs in the  game, which I have not used, who will have this same problem.When I  use Fidel and/or Vinny, I have them carry all the canteens for the entire  squad, (I found that the other squad members I used, seldom had this &#8220;thirst&#8221;  problem).Thus they can both give canteens to other mercs when necessary,  and have extras on hand to take care of their own problem.This also makes  available extra vest pocket slots for the other mercs that don&#8217;t have this  constant dire need of drinking water.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_camo" name="three_camo"></a>APPLYING CAMOUFLAGE</h3>
<p>Use the exact same procedure as the canteen (except of course, the blue  graph is not relevant here).Of course you apply the camo to his body not  to his face.</p>
<p>Apply the camouflage to your mercs at the beginning of the day <em>before</em>  the mission begins.This eliminates the need for hauling the camo kit around  on the mission.Have the guy with camo kit apply it to all the mercs that  need it while you are &#8220;gearing up&#8221; in the morning.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_explosives" name="three_explosives"></a>EXPLOSIVES</h3>
<p>Always send your explosives expert to get these and disarm them unless you&#8217;re  ready for &#8220;sick bay&#8221; at the hospital, or worse.This includes grenades, as  some of them are &#8220;live.&#8221;</p>
<p>Always try to have a medic type nearby, so he can immediately heal your &#8220;expert&#8221; if his disarming fails.Even Fidel sometimes meets his match. The medic on-hand can save him from meeting his master.</p>
<p><strong>Grenades</strong>: nothing beats the plain old, ordinary grenade.This  is the game&#8217;s great &#8220;equalizer.&#8221;Hoard these puppies until you really need  them.They can save the day, when nothing else will.(particularly useful  for disabling multiple enemies with one pop.Especially when they&#8217;re safe  as can be behind some of the game&#8217;s seemingly &#8220;for enemy use only spectra  shield bushes&#8221;.</p>
<p><strong>TNT &amp; Plastic Explosives</strong>: Merge each of them with a  detonator to become operational.Have your explosives &#8220;expert&#8221; do this  in the morning &#8220;gear&#8221; sessions prior to taking to the field, as this will  savevest pocket space.</p>
<p><strong>Live Plastic Explosives</strong> are a result of merging with  detonators, but can be found already in this state.Since they no longer  require merging, they only require 1 vest pocket slot.</p>
<p><strong>Mustard Gas Grenades</strong> are quite deadly and are almost as  useful as grenades. It&#8217;s probably best that the thrower and all your nearby  mercs be equipped with Gas Masks.</p>
<p><strong>Tear Gas Canisters</strong> will disorient and befuddle the enemy,  however they and Stun Grenades seem to inflict no lasting damage. One  negative (in my opinion) of Tear Gas Canisters is that they tend to make  the enemy run away, necessitating using up more action points in chasing  them down.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_corpse" name="three_corpse"></a>CORPSE EXPORT</h3>
<p>Pay for all burials.If you don&#8217;t people will start quitting and demanding  pay raises to stay, far more than offsetting the costs of the pine box. In this case it just does not pay to be a cheapskate.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_buildings" name="three_buildings"></a>GOING IN BUILDINGS</h3>
<p>When possible, wait until sector is enemy free.This will save a great deal  of time.Many times you will find an essential key/keys needed for entering  on a dead enemy.</p>
<p>Use your <em>wall probe</em>, when necessary, to determine if enemies are  inside a building prior to entry.If no enemies are inside, there is no  need to enter the building in question until the sector is secure.And  of course if enemies are inside, they must be eliminated before the sector  is secure.</p>
<p>Always have your Mechanic be the first to enter, as his lock-picking talents  are often necessary.It&#8217;s best to have him with full Action points prior  to opening the door, this way he can open the door and be able to step aside  and let your killer merc/mercs with full Action points, who you have stationed  just behind him at the door take care of the enemy who is often lurking at or  near the door.If you don&#8217;t use this procedure, Vinny may be a dead merc in  very short order, or a very badly wounded one at best.</p>
<p>Have your explosives expert (Fidel or whoever) open all the boxes, with the  other mercs in the building at a safe distance.Booby-traps are a way of  life on Metavira.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_ex_door" name="three_ex_door"></a>USING EXPLOSIVES TO OPEN DOORS</h3>
<p>Grenades will open any <em>wooden</em> door.Be sure and throw the  grenade at <em>the door</em>, not at the <em>foot</em> of the door,  as this will do nothing but waste a valuable grenade.</p>
<p>Note: Regular fragmentation grenades only.Stun grenades, etc. do  <strong>not</strong> work.</p>
<p><em>Metal</em> doors require the use of other explosives (grenades will  not work).Live Plastic Explosives have one large advantage over TNT &#8212;  all you need to carry with you is the Plastic Explosive.TNT requires  you to also have a detonator, which you then merge with the TNT. (see  above about merging TNT and Plastic Explosives before starting the day&#8217;s  mission.)</p>
<p>Wall Cabinets - look in all of these as many tend to have goodies.I  suppose these could be classified as &#8220;medicine cabinets&#8221; as they tend to  contain medicine kits, first aid kits, and cloth rags (for molotov  cocktails)</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_merge" name="three_merge"></a>MERGING ITEMS</h3>
<p>For most successful results always use your Mechanic or your Explosives  guy (depending on what the items are) to perform &#8220;merging&#8221; operations. Generally this means your Mechanic, but anything to do with explosives  is best handled by your explosives expert.</p>
<p>To merge: put the item in right hand.Put item to merge in the  &#8220;manipulation&#8221; slot just below the right hand.If merging is possible,  you will get a message asking if you want to do this.If you have a top  of the line Mech or Explosives guy the result will <em>usually</em> be  successful.Other than top of the line types often have very poor  results.</p>
<p>You can also use this &#8220;merging&#8221; to consolidate tool kits, med kits, lockpick  kits, etc.If you are using a Vinny or Fidel or some other very highly rated  expert, and the initial try doesn&#8217;t work.Try again.It once took Vinny 3  tries to merge something for me.</p>
<p>It&#8217;s best to do all your merging in the early morning &#8220;gear up&#8221; sessions.</p>
<p>Some items to merge are:</p>
<dl>
<dt>Chunks of Steel </dt>
<dd>I personally prefer to use my chunks of steel initially to merge  with the first few .357 Magnum pistols I find, as this accomplishes two  things &#8212; it converts the ordinary .357 pistol to a &#8220;modified&#8221; .357 magnum  that has a longer barrel, making it more like a rifle, and at this point  in the game, there are no rifles that I personally have found, except for  the 1st shotgun.The 2nd thing it accomplishes is that it makes your .357  able to accept a silencer which is vital in taking over sectors with  factories in them without the enemy disabling the facility for several days  which can cost you a lot of lost cash flow.Later on I use newly found  chunks of steel to modify M-14 rifles.  </dd>
<dt>Compound 17 (glue) </dt>
<dd>There are multiple uses for this item, as there are for the chunks of  steel.I personally prefer to use the first of these to modify my &#8220;Spectra  Shields.&#8221;This then becomes a &#8220;Treated Spectra Shield&#8221; and this is the &#8220;piece de resistance&#8221; for bodily protection in the game.  </dd>
</dl>
<p> Your Mechanic is the person for these jobs.</p>
<p>Some fun things for your Explosives expert to create are:</p>
<dl>
<dt>Molotov Cocktails </dt>
<dd>Merge Glass jar with tin of oil, then merge gasoline with the jar, then  merge a cotton rag with the jar, and voila a molotov cocktail!Ready to throw!  Other cute things for your explosives&#8217; people to make (though of dubious value in terms of cost) are the:  </dd>
<dt>&#8220;Eagle&#8221; weapons </dt>
<dd>Combo of gas can, cloth rag, tin of oil, and the various grenades or  &#8220;canister&#8221; weapons.Resulting in:</p>
<dl compact="compact">
<dt>Eagle Fearball </dt>
<dd>use the grenade </dd>
<dt>Eagle Dog </dt>
<dd>use the mustard gas grenade </dd>
<dt>Eagle Screamer </dt>
<dd>use the tear gas canister </dd>
<dt>Eagle Silencer </dt>
<dd>use the stun grenade </dd>
<dt>Eagle Smokeball </dt>
<dd>use the smokeball  </dd>
</dl>
</dd>
</dl>
<p> Note: I never personally used a smokeball that worked so can&#8217;t recommend  these at all. &#8220;Eagle&#8221; weapons are &#8220;cute&#8221; and entertaining but is basically  the waste of a good grenade.</p>
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<h3><a title="three_mines" name="three_mines"></a>DEALING WITH LAND MINES</h3>
<p>Get your Explosives expert with Metal Detector in hand in the lead &#8212;  preferably with a bunch of action points worth of steps in front of  everyone else, and have him clear a path.Then have the others march  (single file if necessary) in his footsteps.This advice is for  implementation in sectors where land mines seem to be everywhere, in  most sectors this is an unnecessary, time consuming procedure.</p>
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<h3><a title="three_jam" name="three_jam"></a>&#8220;JAMMED&#8221; GUNS</h3>
<p>This is one of the most &#8220;overdone&#8221; elements of the game.The number of  &#8220;jammed&#8221; guns at times gets completely out of whack with reality.I once  had 7 different guns jam in the same turn.This only happened twice in  the two times I have played the game (although one was in the final sector). However, the incidence of &#8220;jammed&#8221; guns on a regular basis seems to be way  beyond the borders of reality.</p>
<p>After capture of sector, try repeatedly firing them until they unjam,  this works most of the time.Your mechanic may be necessary.If all else  fails leave the weapon in question for repairs with your &#8220;stay at home&#8221;  mechanic the following morning.</p>
<p>To avoid this problem to some extent, it&#8217;s best to have at least one  and possibly two of your mercs carry an extra gun, that they may hand off  to the merc/mercs with jammed guns.Late in the game when many of the  items to be picked up are often duplicates of items already held in  sufficient numbers in inventory, I tend to have my main &#8220;killer&#8221; mercs  carry two weapons, preferably a modified .357 magnum pistol and either  a M14 rifle, 12 guage rifle, or 12 guage shotgun.This gives them long  range capability, and more killing power when needed.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_orders" name="three_orders"></a>MERCS WHO WON&#8217;T FOLLOW ORDERS ONCE OBTAINING  A &#8220;BEAD&#8221; ON THE ENEMY</h3>
<p>Fidel, amongst others, will refuse to follow orders once he feesl that he  has a &#8220;sure-fire&#8221; bead on the enemy.This can be a real pain, when you  would like him or others to move to a better shooting angle, or some other  reason of your own.</p>
<p>Solution: simply take their weapon out of their hand, then they will follow  your orders without further ado, then put the weapon back in their hand. No more problem.</p>
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<h3><a title="three_train" name="three_train"></a>TRAINING MERCS TO IMPROVE THEIR STATS</h3>
<p>Put merc in training, select Marksmanship (or whatever skill you wish to  improve).If he or she has a wisdom rating of 70% or higher gains of 2-3  pctg. points per day of training are not uncommon.So in a matter of only  5 short days, you&#8217;ve gotten a 10 + point gain in the skill involved.Then  get them out in the field again to gain that other vital missing ingredient. Experience.</p>
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<h3><a title="three_heal" name="three_heal"></a>HEALING WOUNDED MERCS</h3>
<p>At the start of the day change the status of wounded mercs you wish to leave  behind and heal to &#8220;Patient&#8221;.Be sure that the status of your stay at home  medic is on &#8220;Doctor&#8221;.Put a Medical Kit in the Doctor&#8217;s right hand.</p>
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<h3><a title="three_first" name="three_first"></a>FIRST AID KITS</h3>
<p>Are useful prior to acquiring enough Medical Kits.Better than nothing at all.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_med" name="three_med"></a>MEDICAL KITS</h3>
<p>Your stay at home doctor needs one of these in his right hand.You should  strive to have two of these in the field on missions.Two different Mercs  should carry these in the event that one of them gets killed, or wounded so  severely that they are unable to get around to perform their medical duties.</p>
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<h3><a title="three_grenade" name="three_grenade"></a>ENEMY GRENADE ATTACKS</h3>
<p>These often happen at the very beginning of a sector.The biggest clue to  this possibility (enemy grenade attacks) is the sudden appearance of an  enemy in very close proximity to your squad.Who, with one fell swoop, can  do massive damage to your guys&#8217; health before they can spread out.When you  see the nearby enemy in this type of situation, you need to take him out  first, before giving any of the other enemies that you can see even a second  thought.If all else fails, keep one of your individuals who has a grenade,  with adequate action points, so that you may grenade the nearby enemy, rather  than risk a squad imperiling attack.</p>
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<h3><a title="three_gas" name="three_gas"></a>GAS MASKS</h3>
<p>All your in the field Mercs need these babies &#8212; especially later in the game  when the enemy starts barraging you with Tear Gas Canisters and Mustard Gas  Grenades.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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<h3><a title="three_scopes" name="three_scopes"></a>SNIPER SCOPES</h3>
<p>Attach these to all of your rifles (including the 12 guage rifle).</p>
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<h3><a title="three_ear" name="three_ear"></a>EXTENDED EAR</h3>
<p>Your lead Gunners need these for hearing the enemy at a distance.An Early  Warning system of sorts.This device fits in the slot which is normally  occupied by your Merc&#8217;s radio.Fear not, as only 1 radio is necessary per  squad of mercs.</p>
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<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_spectra" name="three_spectra"></a>SPECTRA SHIELD</h3>
<p>&#8220;The very latest in bullet absorption technology&#8230; capable of withstanding  the most powerful of handguns, reducing impact of most rifles &amp; deflecting  shrapnel with ease.&#8221;</p>
<p>Get your guys and gals each one these <em>ASAP</em>.(Kevlar Vests are the  predecessor to these), when merged with compound 17, it becomes a &#8220;treated  spectra shield&#8221;.This is the best body protection in the game that has pockets.An &#8220;Ultra Shield&#8221; provides even better protection, but has <em>no pockets</em>, thus it has more for end game use when pockets for inventory items are much less important for all mercs to have.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_crowbar" name="three_crowbar"></a>CROWBAR</h3>
<p>The crowbar&#8217;s function is prying open boxes.However, there are many times in  the game when your explosive&#8217;s person will not be able to open some of the boxes even with the crowbar &#8212; &#8220;It&#8217;s Stuck!&#8221;This is when your mechanic must then take the crowbar, and get the job done.A top notch mechanic in the field, in addition to another doing repairs at home base is essential.Certain tasks, such as lockpicking, and some of the crowbar assignments, simply cannot be done by anyone other than a top-rated mechanic.</p>
<p>Note: although there are times when an ordinary non-mechanical merc may just  need to have his &#8220;blue&#8221; indicator enhanced in order to successfully use the  crowbar, a drink from the old canteen can provide a quick boost to his &#8220;blue&#8221;  indicator.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_sign" name="three_sign"></a>WOODEN SIGN POSTS</h3>
<p>Located throughout the game, these can be read for possibly valuable  information by magnifying them.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_messages" name="three_messages"></a>MESSAGES (NOTES)</h3>
<p>Found throughout the game, these offer clues that are sometimes quite  obvious (&#8221;S 36 D9&#8243; refers to Sector 36 Day 9).Other times they are in  &#8220;code.&#8221;One is in Spanish and so on.Some give very useful information. But don&#8217;t worry, if you&#8217;re not a cryptologist or fluent in pig latin &#8212;  the world won&#8217;t end, and you can still successfully complete the game.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_camera" name="three_camera"></a>CAMERA, &amp; CASE OF BEER</h3>
<p>I know of no-one who has found any use for these particular items.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_virus" name="three_virus"></a>&#8220;THE VIRUS&#8221;</h3>
<p>It will spread and continue to kill the Fallow Trees.An antidote is  necessary.It seems to first occur around Day 16 (at least this was the  timing the two times I played).</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_flowers" name="three_flowers"></a>POMILLIA FLOWERS</h3>
<p>These flowers are the source material for theantidote for the &#8220;Virus&#8221;  that kills the Fallow trees.They are only found in one specific sector.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_order" name="three_order"></a>IF YOU FIND THE FLOWERS BEFORE THE VIRUS APPEARS</h3>
<p>The game will not recognize that you have already obtained the flowers,  since it apparently does not look in your base inventory to see if they  are there or not.This means that you should have one of your mercs take  some of the flowers with them on the day&#8217;s mission, after it has been  announced that the &#8220;virus&#8221; has arrived.When he returns at the end of the  day with the flowers, you will receive credit for finding them.When I first  played the game I captured the sector with the flowers prior to the &#8220;virus&#8221;  outbreak.Fortunately I was aware of this problem.Just to be safe I took  some of the flowers back to base.I left 1 batch lying on the ground where  I found them, in the event that the game would require me to actually go and  pick up the flowers.This extra precaution does not seem to have been necessary.But might be worth doing, just in case my first solution does not work for you.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="three_headstone" name="three_headstone"></a>HEADSTONE</h3>
<p>Stolen from the native&#8217;s burial grounds by Santino&#8217;s henchmen. Jack asks you to  find the headstone and return it to the natives.The implication is that &#8220;dire&#8221; things may happen if you don&#8217;t find this headstone ASAP.As far as I could tell this is just more &#8220;smoke&#8221; to add to the urgency of the games&#8217; goals.The headstone can be found in one of the sectors in Santino&#8217;s stronghold area (NW portion of the sector map).</p>
<hr />
<h2 align="center">SECTION 4<br />
<a title="breakdown" name="breakdown"></a>BREAKDOWN OF GAME ITEMS</h2>
<p align="center">[ <a href="#top">Top</a> ]<br />
[  <a href="#four_weapons">Weapons &amp; Ammo</a> |  <a href="#four_explosives">Explosives</a> |  <a href="#four_other_exp">Other Explosives</a> |  <a href="#four_items">Items for Making Explosives</a> |  <a href="#four_equip">Merc Equipment</a> |  <a href="#four_misc">Miscellaneous</a> |  <a href="#four_other">Other Items</a> ]</p>
<hr />
<h3><a title="four_weapons" name="four_weapons"></a>WEAPONS &amp; AMMO</h3>
<ul>
<li>.38 Revolver</li>
<li>.38 ammo</li>
</ul>
<ul>
<li>Colt 45</li>
<li>.45 ammo</li>
<li>Modified Colt 45</li>
</ul>
<ul>
<li>9mm Beretta pistol</li>
<li>9mm ammo</li>
</ul>
<ul>
<li>.357 Magnum pistol</li>
<li>.357 ammo</li>
<li>Modified .357</li>
</ul>
<ul>
<li>12 guage shotgun</li>
<li>12 guage ammo</li>
</ul>
<ul>
<li>12 guage rifle</li>
<li>(uses 12 guage ammo)</li>
</ul>
<ul>
<li>M 14 Rifle</li>
<li>M 14 ammo</li>
<li>Modified M 14 Rifle</li>
</ul>
<ul>
<li>M 16 Rifle</li>
<li>M 16 ammo</li>
<li>Modified M 16 Rifle</li>
</ul>
<ul>
<li>Knife</li>
<li>Combat Knife</li>
</ul>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="four_explosives" name="four_explosives"></a>EXPLOSIVES</h3>
<ul>
<li>Hand Held</li>
<li>Grenade</li>
<li>Stun Grenade</li>
<li>Tear Gas Canister</li>
<li>Smoke Bomb</li>
<li>Mustard Gas Grenade</li>
</ul>
<p>Created by Merging</p>
<ul>
<li>Molotov Cocktail</li>
<li>Eagle Smokeball</li>
<li>Eagle Screamer</li>
<li>Eagle Silencer</li>
<li>Eagle Dog</li>
<li>Eagle Fearball</li>
<li>Live TNT (TNT + detonator)</li>
<li>Live Plastic ExplosivesPlastic Explosives + detonator)</li>
</ul>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="four_other_exp" name="four_other_exp"></a>OTHER EXPLOSIVES</h3>
<ul>
<li>Mines</li>
<li>Detonators for merging</li>
<li>Plastic Explosives</li>
<li>TNT</li>
</ul>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="four_items" name="four_items"></a>ITEMS FOR USE IN MAKING EXPLOSIVES</h3>
<ul>
<li>Gas Can</li>
<li>Jar</li>
<li>Cotton Rag</li>
<li>Tin of Oil</li>
</ul>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="four_equip" name="four_equip"></a>MERC EQUIPMENT</h3>
<ul>
<li>Helmets
<ul>
<li>Helmet</li>
<li>Treated Helmet</li>
<li>Kevlar Helmet</li>
<li>Treated Kevlar Helmet</li>
</ul>
</li>
<li>Vests
<ul>
<li>2 pkt</li>
<li>3 pkt.</li>
<li>4 pkt.</li>
<li>5 pkts.</li>
<li>Kevlar</li>
<li>Treated Kevlar</li>
<li>Spectra Shield</li>
<li>Treated Spectra Shield</li>
<li>Ultra Shield(no pkts.)</li>
</ul>
</li>
</ul>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="four_misc" name="four_misc"></a>MISCELLANEOUS</h3>
<ul>
<li>Sun Goggles</li>
<li>Gas Mask</li>
<li>Radio</li>
<li>Extended Ear</li>
<li>Canteen</li>
<li>Sniper Scope</li>
<li>Camouflage Kit</li>
<li>First Aid Kit</li>
<li>Medical Kit</li>
<li>Wall Probe</li>
<li>Camera</li>
<li>Metal Dectector</li>
<li>Tool Box</li>
<li>Locksmith Kit</li>
<li>Compound 17</li>
<li>Gas Detector</li>
<li>Chunks of Steel</li>
<li>Silencer</li>
<li>Crowbar</li>
</ul>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
<hr />
<h3><a title="four_other" name="four_other"></a>OTHER ITEMS</h3>
<ul>
<li>Case of Beer</li>
<li>Notes ( approx. 8 different one found throughout the game)</li>
<li>Door Keys</li>
<li>Padlock Keys</li>
<li>Pomillia Flowers</li>
<li>Bra</li>
<li>Rock</li>
<li>Brenda&#8217;s Journal</li>
<li>Burnt Journal</li>
<li>Micro Purifier</li>
<li>Alarm Clock (with transmitter detector)</li>
<li>Antidote</li>
<li>Sapling</li>
<li>Torn Piece of Paper (several of these)</li>
</ul>
<hr />
<h2 align="center">SECTION 5<br />
<a title="bind" name="bind"></a>YOU&#8217;VE READ THIS ENTIRE GUIDE &amp; YOU STILL HAVE MANAGED TO GET YOURSELF IN A &#8220;LIFE OR DEATH&#8221; MONEY BIND</h2>
<p>Last Gasp Solution: (This is great &#8220;trick&#8221; to play on &#8220;Jack&#8221;) <em>rest  everyone</em> for a day, or however many days it takes to restore your  finances.Resting mercs only receive 1/2 their normal salary.Thus the  trees will produce and you will come out thousands of dollars ahead.(I  hope you&#8217;ve got 8 guards in every necessary sector before you try this) Jack will hate this tactic and will complain and tell you how &#8220;lucky&#8221; you  were to survive the day with <em>no mercs in the field</em>, but nothing  really awful will probably happen other than a lost day or two and you&#8217;ll  be back in the chips again.(There is a chance that some of the natives  may start quitting.When the &#8220;NATIVES ARE RESTLESS&#8221; you may be forced to  raise their pay. Offer them pay raises $1 worth at a time to determine the  level of their discontent.This also applies to when you get the message  &#8220;NO WORKERS AVAILABLE&#8221;.)</p>
<hr />
<h2 align="center">SECTION 6<br />
AND IF YOU ARE REALLY DESPERATE, YOU CAN RESORT TO&#8230;</h2>
<h3 align="center"><a title="cheats" name="cheats"></a>GAME CHEATS &amp; AIDS</h3>
<p>One of the purposes of this guide is to give people ample information,  so that they can play the game in its entirety without having to resort  to cheats.I personally think that cheats can ruin a game.However, I  realize that there are some who just cannot resist.There are also some  who simply just don&#8217;t have the patience (or in their minds, perhaps the  time) required to play the whole game on the up and up.There are some  who just enjoy the combat and don&#8217;t really care about the resource and  money management part at all.So for those who simply must have a  &#8220;cheat&#8221; for whatever reason, I list below the only ones that I am  personally aware of.</p>
<p>All are on CompuServe in the Games Forum.I believe they are in the strategy  section.These particular cheats or aids can also be found on the Internet.</p>
<p><code>QHEAL.EXE</code> is a cheat that allows you to heal your mercs wounds.  It is by Jeremy Reaban. This cheat of course will take the &#8220;medical&#8221; part of  the game and turn it to ashes. I would not use this unless you don&#8217;t care about  healing your troops and only really care about the combat portion of the game.</p>
<p>There is also an editor called <code>JAEDIT15.ZIP</code>.I have no idea about  its merits.</p>
<p><code>JAGCHT.ZIP</code> has a list of all the items in the game along with an  explanation of how to use them with <code>UGE.EXE</code> (Universal Game Editor).I have no knowledge of its respective good or bad points.</p>
<p><em>JA Table of Mercs</em> is an IBM/Word 6.0 Document which allows you to sort  your mercs according to various skills.This is <em>not</em> a cheat, but is a  very useful aid in examining Mercs stats.If you prefer spreadsheets, you can  paste one of the tables in this document into the spreadsheet of your choice and sort any which way until your heart&#8217;s content.</p>
<p>And last, but certainly not least:</p>
<hr />
<h2 align="center">SECTION 7<br />
<a title="saving" name="saving"></a>SAVING YOUR GAMES</h2>
<p>Jagged Alliance has a very quirky save game scheme.Below are some tips.</p>
<p><strong>Keep extra copies of saved games in a subdirectory you create</strong>.Give it some obvious name like &#8220;Savecopy&#8221; or &#8220;Saves&#8221; or whatever suits your fancy.</p>
<p>To save the day&#8217;s game in progress to this subdirectory you will need to save  the following files: <code>QUICK.SAV, OFFICE.SAV &amp; DAY.SAV</code>.</p>
<p><strong>Save Often</strong>: Even during turn-based combat,you should hit  Alt X and save the game, exit to dos and then re-start.This will save your  day&#8217;s progress and leave you less vulnerable to crashes that will wipe out your  entire day&#8217;s progress.</p>
<p>Save the game at the end of each sector you complete, before moving on to the  next.Exit to Dos and copy these saved game files (quick, office, day) to your  saved games sub-directory.</p>
<p>Just prior to the end of each day (before 7:00 PM), save the game, exit to dos,  and copy the files again to the same sub-directory. I know this sounds like  overkill, but I have had the game crash several times after the &#8220;day&#8221; is  complete but before I could save it in the &#8220;calendar&#8221; save game slot &#8212; thus  losing an entire day or at the least the last sector&#8217;s worth of work.The reason this unfortunate situation can occur is that the game <em>deletes</em> the <code>QUICK.SAV, DAY.SAV &amp; OFFICE.SAV</code> files when you complete the game day.This happens prior to your saving of the game at the Calendar, so if the game crashes in the interim you are just plain out of luck.</p>
<p><em>Eliminate Smartdrive</em> and a large part of this problem will go away.</p>
<p>I was told that eliminating QEMM and using a &#8220;clean&#8221; boot disk would eliminate  the rest of the problem.That may be so for some, however in my case I then had to deal with a <em>translucent mouse cursor</em> and <em>unreadable inventory</em> in the morning &#8220;gear up&#8221; session after eliminating QEMM.So my &#8220;clean&#8221; boot disk meant I couldn&#8217;t really play the game at all.I&#8217;m sure there was probably some way around this latest problem, but by then I was out of patience with the whole save game scheme anyway.Besides, once in the habit, I liked the idea that I had a safe way of saving my games and even a catalog of all the days of the game (see below).</p>
<p>At the end of each &#8220;day&#8221;, after I have successfully saved the game in a  <code>GAME#.SAV</code> slot, I personally go to a sub-directory I have named  &#8220;history&#8221;.If I have just completed Day 7 for example, I make a new sub-directory under history, named DAY7 and then copy the day&#8217;s <code>GAME#.SAV</code> file to this directory &#8212; this way I don&#8217;t have a bunch of duplicate <code>GAME#.SAV</code> files, and I know exactly which day is which.</p>
<p>All of this is of course a total pain in the neck.However, replaying a lost sector or day, is an even bigger one.Perhaps the next version will completely eliminate the problems.</p>
<hr />
<p align="center">[  <a href="#top">Top</a> |  <a href="#objectives">Section 1</a> |  <a href="#hiring">Section 2</a> |  <a href="#tips">Section 3</a> |  <a href="#breakdown">Section 4</a> |  <a href="#bind">Section 5</a> |  <a href="#cheats">Section 6</a> |  <a href="#saving">Section 7</a> ]</p>
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		</item>
		<item>
		<title>Jagged Alliance</title>
		<link>http://goldenageofgames.com/jagged-alliance/</link>
		<comments>http://goldenageofgames.com/jagged-alliance/#comments</comments>
		<pubDate>Wed, 06 Feb 2008 08:18:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Strategy and War Games]]></category>

		<guid isPermaLink="false">http://goldenageofgames.com/jagged-alliance/</guid>
		<description><![CDATA[Released in 1994 for DOS this first game of the series tasks the player with freeing the island of Metavira from the greedy Santino. The player must recruit mercenaries as they explore, capture, and hold new territory. The natives harvest the valuable trees from which a revolutionary medicine can be extracted; a result of the [...]]]></description>
			<content:encoded><![CDATA[<p>Released in 1994 for DOS this first game of the series tasks the player with freeing the island of Metavira from the greedy Santino. The player must recruit mercenaries as they explore, capture, and hold new territory. The natives harvest the valuable trees from which a revolutionary <a href="http://en.wikipedia.org/wiki/Medicine" title="Medicine">medicine</a> can be extracted; a result of the island having been used as a nuclear testing ground in 1952. The more trees the player holds, the more income they make. Income can be used to hire native guards and hire more mercenaries to take the offensive and clear more sectors of enemies.This game featured a top-down perspective of the game field for battles, with character portraits framing the view on the left and right sides. A separate map view showed the entire country broken up into distinct conquerable sectors.</p>
<p>FROM: <a href="http://en.wikipedia.org/wiki/Jagged_Alliance#The_Intellectual_Property">http://en.wikipedia.org/wiki/Jagged_Alliance </a></p>
<p><img src="http://goldenageofgames.com/wp-content/uploads/2008/02/jagged-c.jpg" alt="jagged-c.jpg" /><img src="http://goldenageofgames.com/wp-content/uploads/2008/02/jadg01.gif" alt="jadg01.gif" /></p>
<p><strong>OUR TAKE:</strong></p>
<p>I personally preferred X-COM over this game but a lot of people I know find this game much more entertaining. It is more challenging than X-COM and it&#8217;s storyline is perhaps a bit more engaging. What sets it apart is really the &#8216;personalities&#8217; that the squad members have. Your squad members make snide comments every now and then, some are flirts, some are crazy, some arer serious, and one even can&#8217;t speak English. This gives you a more &#8216;emotional&#8217; attachment to your team and you learn to take care to make sure your favorite soldiers don&#8217;t get killed.</p>
<p>All in all,  an excellent game that spurned equally excellent sequels.  Definitely one of the best all time strategy games.</p>
<p><a href="http://goldenageofgames.com/jagged-alliance-walkthrough/">Strategy Guide and Walkthrough </a></p>
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		<title>Pirates! (1987)</title>
		<link>http://goldenageofgames.com/pirates-1987/</link>
		<comments>http://goldenageofgames.com/pirates-1987/#comments</comments>
		<pubDate>Wed, 06 Feb 2008 06:49:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Strategy and War Games]]></category>

		<guid isPermaLink="false">http://goldenageofgames.com/pirates-1987/</guid>
		<description><![CDATA[Pirates! is Sid Meier&#8217;s  firt foray into Strategy Gaming. Before Pirates! he was mainly involved in simulation games such as F-15 Strike Eagle and Silent Service. Just for that, this game deserves it&#8217;s place in history being the first attempt at strategy games of arguably THE GREATEST STRATEGY GAME DESIGNER OF ALL TIME.  [...]]]></description>
			<content:encoded><![CDATA[<p>Pirates! is <a href="http://en.wikipedia.org/wiki/Sid_Meier">Sid Meier&#8217;s</a>  firt foray into Strategy Gaming. Before Pirates! he was mainly involved in simulation games such as <a href="http://en.wikipedia.org/wiki/F-15_Strike_Eagle_%28video_game%29">F-15 Strike Eagle </a>and <a href="http://en.wikipedia.org/wiki/Silent_Service_%28video_game%29">Silent Service</a>. Just for that, this game deserves it&#8217;s place in history being the first attempt at strategy games of arguably THE GREATEST STRATEGY GAME DESIGNER OF ALL TIME.  If not for Pirates! we may not have Railroad Tycoon, Colonization, Alpha Centauri, and of course Civilization I, II, III, and IV!</p>
<p><img src="http://goldenageofgames.com/wp-content/uploads/2008/02/1040218138-00.gif" alt="1040218138-00.gif" width="377" height="300" /> <img src="http://goldenageofgames.com/wp-content/uploads/2008/02/pir_cover.jpg" alt="pir_cover.jpg" /></p>
<p>This game is so good, every other Pirate game after it had to live up to its gameplay&#8230;all the way up to the present day, over twenty years since the game was first released. If that isn&#8217;t an impressive achievement, I don&#8217;t know what is. The real brain boggler is what exactly makes this game so good. Somehow everything just came together perfectly&#8230;game balance, storyline, replayability, everything. Arcade swordplay,  ship-to-ship warfare, morale management, and romantic interludes with various governor&#8217;s daughters all blend seamlessly into a very immersive experience that you&#8217;d like to play over and over.</p>
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		<title>Alone in the Dark</title>
		<link>http://goldenageofgames.com/alone-in-the-dark/</link>
		<comments>http://goldenageofgames.com/alone-in-the-dark/#comments</comments>
		<pubDate>Tue, 29 Jan 2008 04:16:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Role Playing and Adventure Games]]></category>

		<guid isPermaLink="false">http://goldenageofgames.com/alone-in-the-dark/</guid>
		<description><![CDATA[
Alone in the Dark was one of the few horror computer games ever that truly gave a feeling of dread and fear to the player. It did this with wonderful sound effects, interesting camera angles, an engaging plot line, and fantastic 3D graphics for its time.  Although it has a good combat system, Alone [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://goldenageofgames.com/alone-in-the-dark/56/" rel="attachment wp-att-56" title="250px-aitdscreenshot.gif" border="0"><img src="http://goldenageofgames.com/wp-content/uploads/2008/01/250px-aitdscreenshot.gif" alt="250px-aitdscreenshot.gif" border="0" /><img src="http://goldenageofgames.com/wp-content/uploads/2008/01/256px-front_full.jpg" alt="256px-front_full.jpg" /></a></p>
<p><strong>Alone in the Dark</strong> was one of the few horror computer games ever that truly gave a feeling of dread and fear to the player. It did this with wonderful sound effects, interesting camera angles, an engaging plot line, and fantastic 3D graphics for its time.  Although it has a good combat system, Alone in the Dark emphasizes problem solving over combat..as with any classic Adventure Game.</p>
<p>Adventure Gaming is sadly a forgotten genre in today&#8217;s era of gaming, adding all the more relevance to this absolute gem of a Game&#8230;easily one of the best of its kind ever made.</p>
<p><a href="http://goldenageofgames.com/alone-in-the-dark-walkthrough/">Alone in the Dark Walkthrough </a></p>
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