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Demoville Area Map [demoville.jpg (51482 bytes)]

DemoVille Area Map

 

Preparations

Ok, before you get going and trying to kill anything moving let's take a look at what we have.

In the finished game you should be able to chose who you send, where they will go, and what they will have, but this is a demo. Let's start be checking the stats. Right-click on any of the mercenaries pictures. This will bring up a detailed view.
This, as you can see is Ivan. The stats that we need to be concerned with for this demo are MED, medical, and MRK, marksmanship. Medical skill is the ability to repair damage to a person after they have been shot. Marksmanship, is their ability to hit what they are looking at with a projectile (bullet, grenade, throwing knife).

Strength (STR), is the ability to open locked boxes, carry more weight, and throw things farther. Mechanical (MEC) is used to fix things like a jammed weapon for the demo.

Before we go and start the assault remember that we are in real-time mode, and as soon as anyone sees an enemy soldier it goes into turn based. This is not good if 4/5'th of your team is still standing at the original insertion point. They will take several rounds to even get near the action, and then they will all be standing in the open. This is what we want the enemy to do. A little planning and patients can go a long way. Send Vicki over to the building 6, and talk to the man there. the second to the last option is to Buy/Sell items. He always has at least 2 Silencers. Select the two of them by clicking on the image twice. It should make the pictures appear in the panel below. If he has a Bi-Pod grab that as well. This should not be more than the $750 that you have. Finish the transaction by hitting the transaction button. Don't forget to take the items and place them in your inventory. Now is as good a time as any to equip them. Pick one of them, and right-click on the a gun. You should now see four slots that are equipment slots. Place the silencer in one of them, lather, rinse, and repeat :) The guns should now have green * on them this means that there is an attachment on them. Send Vicki to the area near the gas pumps.

Send Ivan over to the small shed on the back of the repair shop to get the explosives, you never know they might come in handy. Open the back garage door and get the sunglasses for Ivan as well. In front of the garage near the dumpster there are several boxes. The single on the west will have a tube of Compound-18, the other has a First Aid Kit. So looking at the terrain we see that there are three building that comprise the complex that we are going after. The main building 2, a small building in the back 3, and a garage type building 4. The whole compound is surrounded by what looks like a chain link, barbwire topped fence. At first glance it appears the only way in is through the building 4. This is not true however. There are two breaks in the fence, one in the junk yard, and one farther to the north. Both take extra AP's to go through, but they can be valuable in getting your team inserted at multiple points.

Make a box around the team as you would in windows. Left-click and hold for the upperleft corner and drag to create a box that encompasses your team. Move them all to the area near the gas pumps near the truck at the building 4. If they had the Bi-Pod give that to Ivan and put it on his AK47.

Initial Encounter

So everyone is now in the area between the Gas station Pumps, and the enemy Garage. The Z key is a crucial key to getting the early element of surprise. This is the sneak, or silent key. When this is activated your mercenary will try to not make a sound while walking. So select Ivan and give it a try, notice there are no walking sounds unless he messes up. This silent mode takes double the AP's to move in, so it's is best used in real-time mode. You will know it is in this silent mode as the destination box will be yellow instead of white. It will allow you to approach the building #2 without the occupants hearing you.

Move Ivan to the corner of the building, not on the corner, but between the corner and the large garage door.

Move Q or Gasket next to Ivan in front of the garage door remembering to move them in silent mode. Move Vicki next to them, and Gasket or Q, whichever one you did not use behind her. Now you have three people that can easily see through the door.

Move Shadow between the normal door and the garage door. He is also in silent mode. Looking at your interface you should see a ladder symbol that is not darkened anymore. This means that he can climb. Click it, he is now crouched on the roof. If you attempt to move it will stand completely up. This is not what we want. Get him prone by pushing the P key. Movement prone and in silent mode will take up to 8 AP's to move a single square, but let's watt a minute and change focus.

Select Ivan again. Have him get on the roof as well. Get him prone as well and crawl up to the North edge of the building. If he has not seen an enemy select Shadow and move him up to the North-East corner corner of the building. Ivan will probably have seen a man standing near the large tanks or near the rear garage door of the main building. This turns it into a turn-based game.

As you go through the following steps make sure to turn the silent mode off by hitting the Z key, the cursor to move should be white.

Now don't get too excited just yet and start shooting with Ivan. Let's take care of the guy closest to an alarm. Whoever is next to Vicki should be able to open the door. Do it. There will be at least one man in there. If you were quiet enough he still does not know you are there. Vicki is the best shot and as it happens is using silenced weapons. Select her and right click. You should now get the crosshairs. The number in the middle is the amount of AP's it is going to take to raise those .45's and shoot. Move it over to the man standing there. The cross hairs will turn red if it is a possible shot, and we set this up so that it is. The number is as I said the AP's needed to raise and fire the weapons if she still has them at her side. You can increase this number by right clicking a few more times. This is taking more action point to fire, but they are not being used yet. When the ring turns yellow this means that it is as good as it is going to get, and another right click will send it back to the minimum.

You will also note that as you move the crosshairs around the guy's body you will see "Head", "Torso", or "Legs" under crosshairs. This is your intended target. A head shot will most likely do the most damage, but it is a smaller target than say the torso. The torso is a good target, it is the biggest part on the guy, but will almost always have armor on it. This will absorb some or most of the bullet impact. The legs are somewhere in the middle. A man with a bullet in his leg is not going to run very far though.

Vicki is as I said a fairly good shot. 85 Marksmanship so we can take a chance after all she has two weapons, aim at his head. Max out the AP's and shoot with the left mouse button. If you are lucky one of the two shot's or both of the shots combined, just killed the guy. The white numbers like -32 are the damage done to the enemy.

If he is not dead Let whoever did not open the door have a shot or two at it. This should do it, however in the unlikely event that he is not dead or unconscious, the person who opened the door should shoot. Leave 3 AP's to close the door if you don't kill him, but we'll assume you did. If you did not; close the door and finish him next turn. He will have sounded the alarm, but that is better than getting shot this early.

Playing it by Ear

Now things can go many way's, good and bad. The two doors that the enemy will come out of mostly will be the garage door at the rear west side of the building #2, or the door on the south side in the center, the front door.

From Ivans position on the top west part of the roof, he can see the garage door, and the front door. You may get chances to interrupt on some of the players coming out of the front door, but resist it for at least a little bit. Keep him looking at the area to the west of the building near the garage door. You can do this by hitting the L key. This will produce a cursor that is a number, once again AP's, and some arrows spinning, this is the look cursor. Select a spot near the door. The cursor may not be on the right level move it near the roof to be sure, if it appears to be on the roof hit the TAB key. it should be on the lower level now. Click near the door and Ivan will adjust his position to keep an eye on the door. This will give him the advantage when someone opens it and comes out. Changing his focus to the other door to get a shot off will cost you about 8 AP's so it's not worth it yet. Shadow has that covered.

We get Shadow to cover the front door the same way we did with Ivan. L key to get the look cursor, and the TAB key to get it to the ground level if it is not.

The entire description up to this point can be done in the real-time, and the first turns. The Checkmark over the mini-map will end your turn. The D key will also end your turn.

From this point on for almost the rest of this map you will need to play it the best you can. Ivan and Shadow can give cover-fire to the three in the garage below who have opened the two metal boxes. You can hold the cursor over the boxes until you get a hand cursor. You can open the boxes by using the little foot symbol, this makes the person try to kick or force the box open. If you have a Crowbar, like the one found in the junkyard, you can try to pry it open but this is not usually necessary. If you use someone with a good Mechanical skill it will be easy. The weapons that the guy you killed will be there as well. He's not going to need them so take them. Give any good weapons found to Vicki, put the silencers on them as well. Give Gasket another gun, one of the .45's.

These three (Vicki, Dr. Q, Gasket) need to make their way to the front door. Try to get one on the east side of the door. Ivan and Shadow can give cover fire from the roof. Once they are in position, shadow and Ivan can get down and head for the door as well. You can shoot the large bomb things and they will explode, keep this in mind if you get a few guy's standing near them. Don't go near the rear of the building yet. Once you have the inside of the factory cleaned out, pick up some of the ammo and weapons that you need.

Send Ivan to the back garage door. keeping him as near the front as possible. There is a guy on the roof of the small building with a high powered rifle and scope. A decent shot from him and you will be in trouble. Have Ivan open the door and step behind the two stacked boxes there. Don't go any farther until next turn. Then he can stop diagonally one square to the north. reardoor.gif (28454 bytes)He will see the man on the roof, take some extra AP's on the shots and save 3 to step back behind the boxes to hide. Keep this up until he is dead. You can send a man crawling up to a rear window. In the prone position the guy on the roof. cannot shot you but you should be able to see him in the crouched position. You can pop up and take a shot or two, but save 2 AP's to get back down. There might be a straggler out back, but this is unlikely. The guy on the roof should be the last. You'll know it if he is.

1. This is your insertion point
2. This is where you need to be to get to the Basement and Rescue Dynamo
3. Sniper.
4. One Man, an alarm, and a couple of crates.
5. Junk yard, you can find a few items here.
6. A store where you can buy several useful things.
7. Gabby, he runs the gas station.
TNT in the shed on the back.

 


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