Deadly Games FAQ Ver 1.1 HTML Version
   				 Written by Troy Nelson



TABLE OF CONTENTS

THE MERCENARIES
	STATISTICS
		°Salary
		°Health
		°Agility
		°Dexterity
		°Wisdom
	ABILITIES/SKILLS
		°Medical
		°Explosives
		°Mechanical
		°Marksmanship

CHOOSING A TEAM

PLAYING THE GAME

	USING ITEMS
		°Booby Trap Kit
		°Camo Kit
		°Canteen 
		°Chainsaw 
		°Compound17
		°Crowbar
		°Grenade Launcher
		°Knives
		°locksmith's Kit
		°Mortar
		°Rock's 
	COMBINING ITEMS
		°Eagle Screamer
		°Eagle Dog
		°Eagle Fireball
		°Molitov Cocktail
		°Modified Weapons
		°Explosives
	COMBAT
		°Getting a Good Shot
		°Taking a shot?
		°Close Combat.
		°Finding Items

ODDS AND ENDS
NOTES




** THE MERCENARIES 

--** STATISTICS

----**Salary


	Is the cost for this merc per mission.  This is adjusted when, you
let the mercenary rest, this pay's him half of his normal salary.  Training
leaves the merc behind to work on improving a skill for the day, this pay's
him three quarters of his normal pay. A merc left behind to be a patient
will be paid half of his normal salary.  If they get a level increase it is
adjusted by A.I.M. to a higher figure reflecting his new status.

----**Health

	Is the overall well being of a merc.  Pops has a health of 38 and even
though he has a decent marksmanship, he is almost always three or four turns
out of the picture when it comes to a fight, he is past his prime. 100 gets
you a merc that can do anything to his fullest.

----**Agility

	Is how well a mercenary reacts to outside stimuli, like being shot or,
getting an interrupt when an enemy walks past him, and how fast he can walk.

----**Dexterity

	Is the ability to do precise things.  A good mechanic with good
dexterity does away with the need to find that hidden key if he has a locksmith
kit.

----**Wisdom

	Wisdom is often over looked when hiring mercs, but it is quite useful
when planning a campaign team, if you have a good mechanic with fair medical
ability and high wisdom, leaving him back a few turns to study medicine will
bring him up a few points.  I have seen an ability rise as much a 7 points per
turn, this is how Len earned enough points to be my doctor as well.


--**ABILITIES/SKILLS

----**Medical

	Basic first aid to brain surgery.  A good doctor can heal your mercs in
the fields or in the hospital in a hurry and get them back out for more.

----**Explosives

	An explosives expert is almost a must have. If you cannot afford a
"good" one then at least get someone with a rating above fifty. I assumed,
for a long time, that Speck would not be out done at putting together a
molitov cocktail, but that is not the case.  I realized he was doing a lot of
damage when putting it together. I thought it was poor quality materials,
but when I had Fidel do it, it came out almost perfect.  A good explosives
expert besides finding the trap, can free that money that has been trapped
on the desk by the enemy.

----**Mechanical

	A good mechanic can fit that chunk of steel to a gun without making the
weapon and/or the pipe useless.  A good mechanic is also a good locksmith.
This can save you time getting into a building if you don't have to kill,
someone thus alerting others to your presence.  Shooting down a door kind of
defeats the element of surprise, Ya Know Woody!?

----**Marksmanship

	A good marksman skill will save you a lot of trouble in the end. Picking
off a guy before he sees you and before he can radio your presence to his
buddies is a real help.  I've come into an area and got my guy on point killed
before he sees the enemy, then what happens? I have to walk another guy up to
get shot at until I can see the enemy.



--** CHOOSING A TEAM

	DG has far more mercenaries than the original and this should be
taken to your advantage.  With so many choices you can have a team of
specialists i.e. two sharpshooters, a medic, an explosives expert, and a
mechanic.  Or a team of a few well rounded individuals , Mike, Scully,
Len, Magic, and a few others.

	The first and second have advantages and disadvantages.  A team of
specialists will get the job done and done right but if it is to disarm
a trap and your explosives expert has been killed you either have to start
over or pick your next best guy who will might just get killed. Having the
medic take a lethal shot to the head leaves the rest of your team in
trouble if they get seriously injured themselves.  This team can however be
put together cheaper with more man power.

	A team of Well rounded and skilled individuals such as Mike, Scully
and the others will run you big bucks.  Mike alone costs $10000 per mission,
he is great at anything however.  What happens when you get into a situation
where the numbers are against you five to one ten to one?  Well the enemy
fire is concentrated on one or two spots.  When there is this much lead
flying he is bound to get hit.  If you are playing a normal campaign chances
are you can only afford one or two at a time.  You will not "miss" him as
much if there are others that can fill in and pick that lock or defuse the
bomb.  If he is unconscious then they both die as there is no one skilled
enough to head so and so's wounds. It is like the old expression don't put
all your eggs in one basket.

	I prefer certain teams over others but that is just me.  One of my
favorite base teams is the following.

Ivan, because he is has improved from the last game. With marksmanship, health,
agility and dexterity all over 90, is a steal for $2200. Although hard to
understand you can figure out what he mean if you are paying attention.

Scope, hey, a sniper in you team never hurts. She has decent abilities,
and does not give me any trouble by talking back.

Buzz, is another excellent shot. She is even better when in a team with Lynx,
got a little something going there. Just don't let one die the other gets
upset.

Lynx, has a decent enough overall ability but really stands out in marksmanship,
rivaled only by a handful of others. He and Buzz go good to gather.

Len, is my biggest expense, not a super shot but a decent one is able to do
anything else, most of the time.

Speck, why? Well it is not for his fighting ability, but his near perfect
mechanical ability. Got to love that price as well.

OK, now why these guys all together? Where is the doctor?
You have no explosives guy! These are common responses to my team, now I'll
tell you why. I prefer to fight at a distance, I do not like to get my guys
hurt running up to the enemy with a guy that can take a few shots and still
live. Would you be that guy? Chances are not for long. So why then do I have
Speck, he'll get killed in battle! Probably, but I do not take him to battle,
unless it is the last mission. He is too good of a mechanic, and when don't
you have something that needs to be repaired? He sits back at camp all day
fixing stuff, and for a mere $450 a mission let him, I believe in
preventative maintenance.
Well what do I do about a doctor? Len starts out with a medical ability of
35, if I let him train during two missions, like recon, he can advance that
to almost 50. This is enough to save almost anyone in a timely fashion. He has
an explosives ability of 47 which means he has about a 50, 50 chance of
getting something un-trapped, and is quite capable of setting a timer without
getting himself killed.
Over all this is the team I use, if I start to accumulate more of money I
might hire Scully or Magic because they are quite similar to Len, in the all
around category.
Or maybe a good Doctor or Fidel for an explosives expert.



** PLAYING THE GAME

	This section is about getting into the game and actually playing.

--** USING ITEMS

	Items that are useful in combat if you did not have them before
are things like Compound 17, camo kits and other stuff.

	°Booby Trap Kit°Booby trap- Can be used to trap an item.  Useful in two or more player
			 mode.  The opponent has to have a merc that can see the trap
			 and disarm it.
	°Camo Kit  - A camo kit is very useful tool.  When applied to
			 the mercenary's chest area on the opened view, a camo
			 pattern appears where it was black and the kit ir
			 reduced by 1/5.  This is most useful on your point man.
			 I have walked within several squares of an enemy and ducked
			 behind a bush without being seen.  He can get even closer
			 to me if he is walking.  This gives your merc that extra
			 edge. He can wait until next turn to fire.
	°Canteen   - The canteen can be a life saver for the merc who has just
			 been fragged a few times.  Their breath/movement gets so
			 low they cannot escape. hold the canteen up to their head
			 and left-click, this uses movement points but they will
			 have more the next time around hopefully enough to get
			 away.
	°Chainsaw  - I have used the chainsaw quite a few times as a "modified"
			 knife. It can hit a guy for serious damage. I have had a
			 70 damage hit using a chainsaw! Not the easiest most
			 efficient weapon to wield look at the Close Combat
			 section for hints on using this effectively as a weapon.
			 The chainsaw can also cut down trees, it takes a few
			 turns but it will work. There are a few occasion when this
			 is useful.
	°Compound17- A substance that when applied to armor increases
			 the protection value by 20% I think.
	°Crowbar   - A crowbar is used to get that little bit of an edge on the
			 locked boxes or doors.  A failed attempt at this reduces
			 the players breath by quite a bit, so I don't suggest you
			 stand in the open under fire and try to open locked boxes.
			 **NOTE**
	             I have jimmied open doors with pad locks successfully but I
			 do not recall opening a normal locked door with the bar.
			 Confirmations welcome.
	grenade   - There has been some confusion on how to use this so....
	 Launcher	 When the launcher is in the dominant hand put a grenade in
			 the accessory slot like a scope on a rifle.  It has to be
			 reloaded after EACH shot. Line of sight is VERY important
			 when using this weapon. It fires in a straight low line,
			 so if you are next to a tree it could hit the tree and
			 explode in your face.
	°Knive's   - Are more powerful than some gun's if used correctly.
			 See Close Combat below.
	°LockSmith - Is used to open doors that are locked. Put it in the
		 Kit   the dominant hand and use it like you are going to shoot
			 the door.  Right-click, put the cursor over the door, and
			 then left-click.  A good mechanic gets this done a lot
			 easier than someone with low ability.  Some are not pickable
			 unless the mechanic is perfect i.e. 100.
	°Mortar    - The mortar like the grenade launcher need to be loaded before
			 each shot.  A word of caution, this is a powerful weapon, and
			 a few safety guide lines should be followed for safe operation.
			  The mortar shoots up at a 45 degree angle, this means
			 DO NOT use this wile next to a tree/obstacle between you and
			 your target. Take a step or two back or plan on getting it
 			 in the face. The damage area caused by this weapon is about
			 3X3 for max damage and lessens future out.
			 A good shot with a few mortar shells can wreak havoc on the
			 occupants of a building. One shot on the roof opens it up.
			 A second shot in the same spot will fall through the roof
			 and into the building.
	°Rock's    - Rock's can be useful in the right situations. See
			 Getting a Good Shot for details.

--** COMBINING ITEMS
		°Eagle Screamer
			Is the combination of a Gas Can, with Oil, a Rag, and a
			Tear Gas . This can make the enemy vulnerable to you
			for a minute or two.  Best left when retreating across a
			bridge. Have the last guy across drop it and keep moving.
			Get just out of sight and hope they cross before it goes
			off.  Set like dynamite with a delay.
		°Eagle Dog
			Is the combination of a Gas Can, with Oil, a Rag, and a
			Mustard Gas Grenade. This can make the enemy very sorry,
			in this form the range of the grenade is doubled. I believe
			it makes it twice as powerful. Set like dynamite with a
			delay.
		°Eagle Fireball
			Is the combination of a Gas Can, with Oil, a Rag, and a
			Grenade. Gotta love it baby! Homemade portable door. Works
			as well as dynamite. Drop that bad boy on the side of a
			building and back off. This makes an excellent device to
			slow pursuit. Set like dynamite with a delay.
		°Explosives
			There are two main types of explosives, C4, and TNT or
			dynamite.  When a detonator is added it becomes live. A
			good explosives guy can combine them and not lose any
			power. An explosives and mechanical are separate for a
			reason.  They are not the same.
		°Modified Weapons
			Any weapons but the .38, and the .12 Shotgun.  The .12
			Gauge Rifle can be modified.  A scope or a silencer can be
			added to the Modified .44 Redhawk, but cannot be added to
			the unmodified version.  This makes for a nice quick, quiet,
		°Molitov Coctail
			Is the combination of a the contents of a Gas Can, with Oil,
			and a Rag, in a jar. Is to be thrown like a grenade.
			powerful weapon in combat.
--** COMBAT
	°Getting a Good Shot
		Getting a good shot will help you greatly. Sounds obvious but some
		people shoot on sight.  Playing the computer getting a good shot
		is easy enough.
		Try getting your mercs spread out into a half circle but not so
		close that a grenade will drop 2 or 3 of you guys. Preferably
		along a tree line in front of a clearing. Now toss a rock in
		front of you NOT as far as you can, this would be pointless. A
		Few spaces is good enough, when the AI sees it is a rock it will
		stop, you want him to stop in visual range. You can then let him
		have it.  You will know if there is anyone even close because
		there will be a computer interrupt.
		Toss a rock at a door and see what happens.
		Having several guys around an exterior door and then blow it
		off it's hinges with explosives or a rifle and watch them file
		out.
		Making a lot of noise outside a locked door usually draws the
		occupants inside to the door, if you hear them drop some TNT on
		the door and get a free kill or two.
	°Taking a shot?
		What do I mean?  I mean that there are shots worth taking and
		shots that are not worth it depending upon your style of play.
		Every time I see an enemy in combat I ask a few questions. One
		did he see me? Two did he hear me? How would I know if he heard
		me? Well I would need to look how close he is if he is 3 paces
		away he heard me but if he is across the open field I doubt it.
		So I am close and he heard me well I better shoot him first.
		If he is not aware of me yet I take cover and get others into
		position. Three who is close enough to help?  It is always
		better to physically out gun the enemy, than to shot at him hit
		him once, and have to duck. Because now he has a turn to radio
		for help and/or get a shot off, then you become the one
		outnumbered.  If at all possible I like to kill the enemy in one
		turn a long fire fight benefits no one. If you can kill him in
		one turn he cannot radio your position to others so no one
		comes looking, and you keep the advantage of surprise.
	°Close Combat.
		So you've made your way into a building, now each step counts.
		Most building have two doors, this can be used to your advantage.
		By making a lot of noise at one door you can usually get the AI to
		move toward that side. This lets you sneak a few fast healthy
		mercs	into the back door and sneak up behind.
		Using a knife will cause more damage than most gunshots at medium
		range if time is allowed for aiming. this means pump up those
		action points to make sure you get them with a deep cut, this can
		increase the damage by 10 to 20 points. This is also a must when
		using the chainsaw. It is a big weapon that takes a fast merc to
		use but the effects are worth it.  I have had hits of over 70
		points when aiming.
		Guns work fine but a knife or chainsaw gives it that personal
		touch as Gus would say.
	°Finding Items
		If you are playing a campaign made by someone else search the
		first few maps carefully.  Most people like to hid med kits
		in the bathroom, jars in the, kitchen and one of my habits is
		to hid a chunk of steel in the stove or sink. Once you establish
		a patter you can look in those places in the latter missions and
		save time.
		A metal detector will save you grief in the long run if you carry
		one with you. My doctor is usually the pack mule carrying most odds
		and ends, crowbar, metal detector that kind of thing. You'll be
		glad you brought it if you run into a map with a lot of mines.


** ODDS AND ENDS

	This is a list of little tips I can't really place.

	You can detonate explosives by firing at them.

	Computer enemies will hold onto their grenades until they've been
	half killed then they'll start using them on you. So?  Kill them or
	 leave them alone or be prepared to take damage.

	If Leech, Fidel, or someone else is stubborn and won't retreat until
	the enemy is dead, carry a knife and switch it for the gun when you
	want them to move.  In the original JA you could just put bullets
	in his hand and he would give it up.

	When you fire a mercenary take all of his equipment, and pick up all
	equipment you can find. It is worth a few bucks.

	You can almost always get at least $5 dollars more for and item than
	Mickey originally quotes you sometimes more.

	I have found the more you buy or at least sell to Mickey the more often
	he comes around.

	ALWAYS carry extra ammo!  Depending on the merc, and the fire arm of
	choice, carry adequate ammo. If I am using Scope with a fully loaded
	M16 I will carry an extra clip. The M16 is more accurate than the .38 so
	carry a lot of .38 bullet boxes, especially if the person is a poor shot.

	Carry a back up weapon.   A rifle is great, until you get into a
	building then a pistol works better. Well, OK, faster. It is nice to
	have something to fall back on if your main gun jams.

	Put a silencer on a secondary weapon. This enables you to take out
	the first few guy's quietly, or at least have the front men carry them.
	It's cool to drop a guy who doesn't even know where you are.

	Uzi's make an excellent second weapon. Because of their capacity, and
	quick fire capability, a Modified Uzi with a silencer is the ultimate
	close combat weapon.

	There are two schools of thought I have come across when asking who
	gets the best weapon.  One is to give it to the worst guy to help him.
	The other is to give it to the best guy to make him great, this is my
	choice.
	A good guy with a bad gun = bad guy with a good gun?
	Up to you.

** NOTES

	 		  Updated Versions can be found at
		  http://www.xmission.com/~tnelson/dg/index.html

 					Or by Email at
 				   tnelson@xmission.com

     Some of this is taken from the manual, if all else fails read the
manual, it usually contains the basics of what you need to know.