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                   RAZOR 1911 DOC DIVISION PROUDLY PRESENTS:

                         JAGGED ALLIANCE (c) Sir-Tech
                           COMPLETE TACTICAL MANUAL

                   Date completed:  July 3rd, 1995
        Typed (yes...typed) in by:  Beowulf
            Documents supplied by:  Beowulf
                 Spell-checked by:  Beowulf (see a pattern forming here?)

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[TABLE OF CONTENTS]

WELCOME TO METAVIRA................................1

YOUR OFFICE IN PARADISE............................2
   Selecting Your Difficulty Level                 2
   Main Office Screen                              2
   Contact A.I.M., Sleep (Begin Game)              3
   Control Panel, View Team, Save Game             3
   Restore Game, Quick Start Party, Leave          3

STEP 1: CONTACTING A.I.M...........................4
   Contact A.I.M., The A.I.M. Screen               4
   The Portrait (Hire), Biography                  4
   Gear, Info, Basic Statistics                    5
   Basic Skills, Experience Class                  6

STEP 2: HIRING MERCS...............................7
   Deciding Who To Take                            7
   Offering a Contract, Getting the Contract       7
   Being Turned Down, Firing a Mercenary           7
   Heading to Metavira                             7

STEP 3: PREPARING FOR THE DAY......................8
   The Calm Before the Storm                       8
   Reviewing Your Position                         8
   The Assignment Screen, Giving Orders            9
   How Will the Doctor or Mechanic Perform        10
   The Inventory Screen, The Member's Inventory   10
   The Inventory Pool, Getting Rid of Items       11
   Trading Items, Returning to the Map Screen     11

STEP 4: HIRING A WORKFORCE........................12
   The Main Screen - Worker's Section             12
   How Many Workers                               12
   The Current Employment Situation               12
   Hiring Tappers, Hiring Guards, Salary, Cost    13

STEP 5: REVIEWING EXPENSES........................14
   The Big Production Picture                     14
   The Financial Panel                            14
   Returning to the Map Screen                    15

STEP 6: HITTING THE BEACH.........................16
   Hitting Metavira's Beaches                     16
   The Main Play Screen, Adjusting Your View      16
   Automap                                        16
   Mercenary Panels, Locating a Member            17
   Sector Number, Quick Inventory, The Cursor     18
   Selecting a Mercenary for Action               19
   Destination Cursor - Moving                    19
   Using Items                                    20
   Moving Items Between Mercenaries, Using Hands  20
   DONE (Combat Only), TRAVerse                   21
   INVentory, MAP                                 21
   OPTions, ABORT                                 22

STEP 7: MOVING OUT................................23
   Checking Things Out, Line of Sight             23
   Hearing, Waterways                             23
   Buildings, Finding Objects, Detecting Buried
      Objects                                     24
   Keeping Your Eyes Open                         24

STEP 8: THE RULES OF WAR..........................25
   Traversing Sectors, Gaining Control of a
      Sector                                      25
   Gaining Linked Sectors                         25
   Losing Sectors, Meeting the Enemy              26
   Action Points                                  27

STEP 9: MILITARY MANEUVERS........................29
   These times, they are a changin'               29
   Taking Turns & Action Points                   29
   Targeting an Enemy, Guards Help                29
   The Firing Process, Moving to Another Merc     30
   Firing Features, Once the bullet's on its way  31
   Taking a Bullet, Reloading, Jammed Guns        31
   Explosives & Deadly Gases, Taking Damage       32
   Medic!!!                                       32
   Worker Casualties, Enemy Health                33
   Before all's said and you click DONE           33
   About Santino & His Troops                     33

STEP 10: AT DAY'S END.............................34
   It's Killer Time, The Post Day Screen - I      34
   The Post Day Screen - II                       35
   Reviewing Statistics, Wrapping it Up           35

EXTRA: BOB'S BULLET BUNKER........................36

EXTRA: MERCENARY PROFILES AT A GLANCE.............38


                                     - 1 -

[WELCOME TO METAVIRA]

   Jagged Alliance is the first in a new series - and a new genre - of
strategy role-playing games. Combining a delicate mix of high technology,
tactical maneuvers and strategic planning with a nerve-racking storyline, 
Jagged Alliance will take your strategic planning and role-playing talents
to their very limits.

   Landing on Metavira, you learn the plight of the island, the Fallow tree
and its precious and precariously rare medicinal sap. You'll meet Jack and
Brenda Richards, the father and daughter team whose very experiments with the
Fallow's liquid have the ability to save countless numbers of lives. And
you'll learn of Lucas Santino, the once trusted, fellow research scientist,
who has nearly taken over the island...his greed means more than any life or
lifesaving discovery possibly could.

   But you're here to change all that by getting Jack and Brenda back into
business and their processed sap out to those who need it desperately.

   You'll call upon your contacts within A.I.M., the Association of
International Mercenaries, and check out the dossiers of each hired gun while
reviewing their wartime toys. You'll interview and attempt to sign on a group
of mercenaries who meet the rigorous demands of you campaign. Then, if they 
agree to join you, it's off to Metavira - and with Jack's help, you'll try to
take the island back.

   From your headquarters, you'll review your position each morning and set
your strategy for the day. Through strategic planning and tactical
maneuvering, you'll determine how, when and where the mercenaries move. Then,
you'll put your plan into action. Of course, Santino's thugs will be on the
move, too.

   As you muscle sectors into your control, you'll gain access to Fallow trees
holding the sap that Jack and Brenda urgently need. By recruiting natives as
tappers and guards, you'll harvest the trees' bounties and earn cold, hard
cash to support your continuing efforts. Eventually, Jack and Brenda hope
you'll rid Metavira of Santino once and for all.

   And do it begins...an individual campaign among campaigns, your effort to
take back the island sector by precious sector.


                                     - 2 -

[YOUR OFFICE IN PARADISE]

   The helicopter touches down as the sun burns the afternoon sky. Palm
leaves whip in the wind, and great clouds of whirling dust sting the faces
of those who have been waiting for your arrival.

   They approach the craft, urging you off the 'copter and into their
compound. Jack and Brenda Richards are people with no time to waste. Their
quick but unceremonious welcome is all you receive before you're ushered
inside to begin preparations for the days ahead.

   So begins your jagged alliance with this island, Metavira, its people,
your adversaries and the members of A.I.M. Setting up your equipment, you
steel yourself for the tasks ahead.

   Select START NEW GAME from the main menu to begin Jagged Alliance.

   Before you head off to blast Santino's men, Jagged Alliance allows you to
select a difficulty level that's fitting with your talents and yearning for
challenge. Once you select the level of difficulty for a particular game, it
may not be changed later on. So, make sure you choose carefully.

   In general, your choice will determine how tough your campaign will be.
It affects the size of the enemy's army, their aggressiveness and their
cunning among other things. If this is your first shot at a strategy or a
role-playing game, you might want to try it on the "Easier" level. The
"Harder" setting is recommended only for seasoned, hard-core gaming veterans 
who want the very best (worst?) that Metavira and Lucas Santino and his grunts
are capable of.

   Once you select the level of difficulty, you'll arrive at your headquarters
base on the island. From here, you can access many of the game's features and,
most importantly, you can contact A.I.M. As you move the mouse around the
screen the options will become available to you.

                                     - 3 -

   On your desk rests your sole method of communicating with A.I.M. Selecting
CONTACT AIM opens the gateway and gives you access to the biographies and
dossiers of each of the mercenaries represented by The Association of
International Mercenaries. From here, you'll be able to check out and
hopefully hire on the beginnings of your team.

   - Only players that have at least one mercenary in their team can "sleep"
     through the night and begin the game. Otherwise, you'd just toss and
     turn...provided Santino didn't take your bed out from under you. If you
     haven't hired mercenaries yet, CONTACT AIM.

   Clicking on the metal cabinet allows you to customize the game
configuration to your liking. Complete information on the CONTROL PANEL's
features is in the Quick Reference Card.

   Sliding the loose board on the window gives you a chance to review your
team and your status on Metavira as it exists in the game you are currently
playing. You may use this option to review each of your saved games by
loading another game and returning to this panel.

   As you and your mercenaries gain ground on Metavira, you'll likely want to
save your progress. To do so, just click the top half of the wall calendar.
Jagged Alliance will ask you to select a slot for your save game and will
also allow you to give it a descriptive title. You may save up to ten
different games.

   Move the pointer over the bottom-half of the wall calendar, and select
RESTORE GAME to load a previously save game. Jagged Alliance will show you a
list of your save games. Just click one to restore it. You can use the View
Team option to review the particular game you've loaded.

   If you want to get right into the meat of the Metavira, select RESTORE GAME
and choose "QUICK START, NORMAL DIFF". The Quick Start Team consists of a
well-balanced, carefully chosen group of eight mercenaries with all the
necessary skills and equipment to give you a good start on your campaign. Keep
in mind, though, that this team is by no means the best possible starting
team. What works best for you depends on your personal preferences. There's
lots of mercs to choose from.

   When your day's adventure has come to an end, move the cursor over the door
and select LEAVE. Jagged Alliance will return you to the main menu.

                                     - 4 -

[STEP 1: CONTACTING A.I.M.]

   The Association of International Mercenaries acts as the sole agent for   
those individuals making a name for themselves in the shady underworld of the
hired gun. By selecting CONTACT AIM from the Main Office menu, the complete
files on these mercenaries are available for your inspection.

   Reviewing the mercenaries' files, you hope to gather a team up to the
rigors of Metavira. Of course, they will be reviewing your credentials, too.

   A mercenary's portrait gives you a look at who you're dealing with.
Mercenaries who are not currently available for hire will have "On Assigment"
stamped across the file's portrait (after all, you're not the only one who's
hiring).

   - Left-clicking on a mercenary's portrait offers him a contract with your
     team. Should the merc accept, his file moves to the Team Member section.
     If he's on assignment, it tells you when he'll return.
   - Right-clicking on a member's portrait scrolls you through A.I.M.'s files
     quickly.

   Through A.I.M.'s intense network, biographies are kept of all its
mercenaries. These snapshots allow you a look into the personality and skills
of a potential member, and give you a chance to judge his or her suitability
for your team.

                                     - 5 -

   Clicking on the GEAR button toggles to the gear screen. Mercenaries may
carry a personal collection of goodies that they consider necessary tools for
their trade (medical bags, lockpicks, etc.). Click on an item to get its
description.

   Selecting INFO, Jagged Alliance reveals to you details on your current
team. By checking out the team's average marksmanship, intelligence and other
mean stats, you'll be able to get an idea of how they'll perform in the field.

   In general, a mercenary's statistics represent his or her overall ability
in an area and are shown as a number between 1 and 100 with 100 being the top
of the line. Through training and field missions, though, some mercenaries
may even increase some of their statistics. As their statistics increase,
naturally, mercenaries become more valuable in the overall scheme of things
and may want to up the price of their...

   Salary. Representing the amount the mercenary charges for a day of his or
her, uh, services, this payroll comes directly from your pocket. Be careful
not to spend yourself dry with high-priced guns until you can afford their
exceptional talents.

   Health represents the general, physical well-being of a mercenary and the
amount of damage he can take before death. A mercenary with 100 health is in
perfect physical condition. A mercenary with 10 health, let's say, would be
better off carried in another member's backpack. Health also determines the
overall performance of a mercenary and the effectiveness of other statistics
and skills. It's hard to perform any job when your arm's falling off.

   Agility is a measure of how well a mercenary reacts physically to a
situation, whether it be a blast from a shotgun or something as simple as
avoiding a crack in the sidewalk. Generally, agility affects the merc's
traveling speed and the speed, coordination and control he or she displays
while recognizing and reacting to an event.

   Dexterity measures a mercenary's ability to perform delicate or precise
movements correctly. For certain skills, like medical talents, a high
dexterity is very important - having read all the books doesn't do much good
if your hands shake during surgery. In general, dexterity affects a member's
ability to use his skills to the best of his ability and the success of any
movement requiring hand precision.

   A mercenary's wisdom affects his ability to learn from experience and
training. Naturally, it also affects his interpretation of things. (What
gunshot? I thought you burped.) Highly intelligent members have no difficulty
learning the complex inner-workings of intense military items. Those not so
mentally blessed take more time to absorb the intricacies of a skill or
action. (It's all right, Norm. Next time, keep the pin and throw the grenade,
okay?)

                                     - 6 -

   All A.I.M members have four basic skills that define the heart of the   
mercenary trade. Like statistics, skills range from 1 to 100 and may increase
with practice.

   Mercenaries tend to get hurt; it's all part of the job. Whether it be a
life-threatening bullet wound or something as mild as a thorn's scratch,
medical treatment is required. Metavira, through, doesn't have a hospital
(unless of course you want to count Bob's Wala Wala Band-Aid and Bullet
Bunker), and so, mercenaries must rely on one another for treatment.

   A member's medical skill represents his or her current medical knowledge
and ability to heal the wounded. A highly skilled mercenary could perform
surgery with plastic cutlery, while a low skill mercenary would fatally wound
himself shaving.

   A member's explosives skill shows his understanding of the fine art of
pyrotechnics and determines his ability to create and use explosives without
blowing himself through the roof and destroying surrounding fauna. It also
reflects his ability to detect and diffuse explosives hidden by enemies.

   Many items that a mercenary uses or comes into contact with on a daily
basis are mechanical in nature. Their firearms, radios, locks...and a myriad
of other goodies consist of tumblers, assemblies and electronic do-hickeys
that require a mechanically skilled hand to keep them in top operational
order. Mechanical skill rates a merc's ability to repair damaged, worn-out 
or broken items, jimmy jammed locks and bypass locked devices, to create
mechanical objects from basic supplies and to manipulate existing objects
to form new objects.

   A keen eye and a steady hand contribute to the sought-after talents of the
marksman. A mercenary's marksmanship skill reflects his or her ability to hit,
precisely, and given target with a firearm.

   Of all mercenaries' traits, experience class is the most important - it
reflects the sum of their abilities, their years in A.I.M., the amount of
combat they've seen and how knowledgeable they are in the field. All in all,
it reflects a level of talent and of hard-core experience. Without question,
a member's experience class the definitive statement of who they are.

   As mercenaries move through A.I.M.'s ranks and gain in experience class,
they also gain certain benefits:

   - Their ability to detect boobytraps and ambushes improves
   - They, too, become sneakier and their stealth increases
   - They are able to focus their sights on an enemy target more quickly
     and accurately
   - Their overall proficiency in field operations and skill increases
   - Their salary may increase (mind you, it's a benefit to them)

                                     - 7 -

[STEP 2: HIRING MERCS]

   After reviewing the files of A.I.M., you likely have ideas about certain
mercenaries and may want them to join your team. Assembling a team - a well-
balanced team that won't get laughed at (Hey look, Bob, it's the Wimp Brigade
with their big, bad waterguns! Ooooooo!) - isn't as easy as you might think.
So, before you wantonly offer contracts to every mercenary and his or her
brother, take some time to think things over.

   - How many mercenaries do you need on your team? Take the minimum number
     necessary to complete your objectives.
   - Try to get a good mix of skills on your team. A group of four mechanics
     isn't going to scare anybody (surrender those trees now, buddy, or we'll
     fix your car).

   When you've decided who you want for your team, click his or her portrait,
and the meeting begins. The mercenary mulls over your offer, and may or may
not accept a position on your team.

   Once you successfully contract a mercenary for your team, his or her
portrait will appear in the Team Members section of the A.I.M. screen, and
worldwide the file will be stamped ON ASSIGNMENT. The portraits of the
mercenaries who just signed on are grayed. Those mercenaries, meanwhile, get
ready for their flight to Metavira. Those in your employ and already on the
island are in full color.

   Sometimes negotiations don't go so well. Mercenaries can turn down your
offer of employment for many reasons, all of which depend on their
personalities and how they react to your actions (or lack thereof) in the
field. Remember, these men and women have their own attitudes, allies and
enemies, and, since you're not the only employer, you really need them more
than they need you.

   To remove a mercenary from your team, left click on his or her portrait in
the Team Members section. To check out their stats, right click.

   - Members who have been hired but have not been transported to Metavira
     won't be too upset. "No time lost,", they figure.
   - Members who have been transported to the island, on the other hand, may
     not take firing so lightly. Hey, they're just like you and me. (You want
     to fire me because you hate the manual? Oh. Okay, no problem. Hey listen
     Norm. You wanna go out for a beer after I clean out my desk?)

   Select EXIT from the A.I.M. screen to end your communications. If you've
hired on any new members, A.I.M. will transport them to the island for a fee.
Soon, they'll be flying in, getting their first look at a war zone they'll
eventually know very well. Note: Only one helicopter transport may be made per
day, and A.I.M. will not be open for discussion until the following day.

                                     - 8 -

[STEP 3: PREPARING FOR THE DAY]

   Once you have selected your team or added new members and are secure at
headquarters, select SLEEP to give your body and mind the only R&R either are
likely to see in the next 24 hours. As you wake with the sun's rise, you'll
find your mercenaries on the island and ready to tear into the day.

   When your campaign begins, you won't have a choice of starting locations.
You have only one in your control! Later, though, when you've fought to regain
control, you can place mercenaries in any sector you own that is linked by
land to the home base. Of course, your team always travels as a team, and can
only occupy one sector at a time.

   To place your mercenaries in a sector, first click on the TEAM button in
the Team Section of the Map Screen. Next, move the pointer over Metavira's
map. Jagged Alliance traces each sector with a white box as you pass over it.

   - Left click in the sector to place your team. You'll see a white icon
     for each team member.
   - Right click to remove your team.

                                     - 9 -

   With a starting point selected, hand out assignments for the day. Click on
the TOTAL SALARY button in the Team Section to move to the Assignment Screen.

   When you begin Jagged Alliance, all your mercs are ON DUTY, just the way
they should be fresh off the 'copter. However, as the campaign progresses,
you might need you merc to tend to other matters. Whatever the case, click the
desired assignment to dish out your orders.

ON DUTY (Full Salary): Off to the field to tear Santino apart.
REST (Half Salary): Taking a break. Resting heals some wounds, and although
   natural healing is a slow process, it helps recoup some energy to face
   another day. It's cheap, too.
TRAIN (Full Salary): Grunts may choose to stay at the base camp to hone their
   marksmanship, medical, mechanical or explosives skills. Mercs training in
   marksmanship must have a gun in their main hand. They may also opt for a
   physical workout that might improve their health, dexterity and agility.
   Grunts who are already quite proficient in an area will gain little if
   anything, while novices may initially improve their skills quite rapidly.
   A mercenary's ability and willingness to learn affects the training's
   outcome.
DOCTOR (Full Salary): Administering proper treatment and permanent healing
   to fellow members who are PATIENTS. Naturally, a doctor with actual medical
   skill is preferred and a medical or first aid kit must be in the doctor's
   hand. Additional kits may be required (in any pocket) to use a doctor's
   healing potential fully. Doctors requiring treatment will tend to
   themselves first and will then divide their attention to all patients
   equally.
PATIENT (Half Salary): Receiving permanent healing and attention for medical
   wounds by an assigned doctor. Unlike REST, the grunts receive the benefits
   of rest and doctoring. Note: should a medically skilled mercenary require
   healing, select DOCTOR; he or she will tend to his or her own wounds first
   (remember, while doctoring, he or she makes full salary).
REPAIR (Full Salary): Repairing items that wear out in the high heat,
   humidity and action of Metavira. To repair items, a mechanic must have a
   tool box in his or her main hand and the broken item in his or her
   secondary hand. Other items needing repair may be placed in the merc's
   pockets; he or she will fix the items in the pockets in a top-down order.
   The location of the main hand, pockets, etc. is covered in the next
   section.
FIRE (Ah...No Salary): Ciao!

                                     - 10 -

   Doctors and mechanics may see the potential effectiveness of the day's
healing or repairs on their portrait. You'll see something like "23/32". In
this case, the mercenary's best rating is 32 points. Because of outside
factors, maybe his equipment isn't up to par, he'll only be able to provide
28 points of healing or repair to the patients or objects.

   While on the assignment screen, you may also review and manipulate your
mercenary's inventory. Left clicking on his or her portrait moves you to the
Inventory Screen.

   - Right click on an item to get its description.
   - Left click on an item to pick it up. You may then move the item to
     another slot, the inventory pool or another member. Left click again to
     place it.
   - Shift-Left Click on a group of items (like three grenades) to pick all
     of them up.

   There are two parts to the inventory screen: the member's inventory on the
right and the inventory pool on the left.

   The member's inventory contains items that he or she is currently equipped
with and has sole access to.

   Within each slot you'll see a picture of the item, and its working status
if applicable. For grouped items, the number of individual items is also
shown. For items that hold ammunition, you'll see the remaining ammo amount
instead.

   The Head Gear, Communications Device, Face Gear and Chest Cover slots hold
corresponding items. The Main Hand, Attachment Position, Secondary Hand and
Vest Slots, though, are somewhat different and a bit more complex.

   Vests have a varied number of pockets that may be used to store single or
grouped objects. Jagged Alliance will add an inventory slot for each pocket
the vest has. You can transfer the vest to another member or the inventory
pool with its pockets full, or you may empty the pockets one at a time.

   The Main Hand holds whatever a mercenary plans to use. Most often, the
grunt will be holding a rifle or handgun or some other article of war. Other
times, depending on the situation, it could be his medical bag or toolkit.

   Mercenaries use their Attachment Position to hold and manipulate items.
When an item is placed in the Main Hand, the open slot below may be used to
add an attachment to the item or to permanently combine items. Rifles, for
example, may be fitted with scopes. The working status of any new object
created or improved upon typically depends on the mercenary's talent and the
quality of the items themselves. The attachment position can also be used to
take things apart, like a message in a bottle, for instance. Not all items
can be put together and taken apart like this, but Jagged Alliance always
displays an attachment slot so you can be creative and experiment.

   Mercenaries have a secondary position and hand where they hold items that
may be called into play. Items in the secondary hand may can be transferred to
the main hand quickly and easily during play by right clicking on the item in
the secondary hand on the main play screen.

                                     - 11 -

   The inventory pool is a stockpile of items at home base. While still at
headquarters, members can grab anything from or put anything into the pool.
While in the field, items in the inventory pool remain at headquarters and
aren't accessible...nor are they subject to the normal wear and tear of
military maneuvers. Using the arrows to the right of the pool, you can scroll
through the collection. Clicking on the "%" button toggles between the working
percentage status and quantity of an item. When you add items to the inventory
pool by clicking on any slot, occupied or not, the pool automatically adds a
slot and places the item with others like it (guns go together for instance).

   Before the actual day begins, your mercenaries can PERMANENTLY rid
themselves of unwanted items. While in the inventory screen, just pick up the
item and drop it to the ground at the mercenary's feet. "Click" the item in
the garbage can followed by "OK" to permanently drop it.

   The arrows to the right and left of the mercenary's portrait allow you to
scroll through the team. You can also move items between members this way.
Left click on an item to pick it up, and scroll through to the desired
recipient.

   Once you've hired your personnel, equipped them and given them their daily
assignments, click on the mercenary's portrait (if you're still in the
inventory screen). From the Assignment Screen, click "OK" to return to the
Map screen.

                                     - 12 -

[STEP 4: HIRING A WORKFORCE]

   With your mercenaries on the island, equipped and ready to go, only a
workforce - someone to bring in the dough - is needed. In fact, much of the
money maneuvering you do will be a direct result of your workforce: the teams
of tappers and guards you assign to harvest and protect the trees in your
possession. Without tappers, for instance, your Fallow trees will do little
but provide shade for your mercenaries as they shine their guns.

   The amount of workers you need depends entirely upon the number of trees in
your possession (for the tappers) and the lengths you'll go to protecting them
and the sector (for the guards). It also depends on your ability to process
the sap you've collected. If you can't process all that you have coming in,
there's no point employing people to collect these reserves.

   - Green icons show Fallow trees that are healthy, safe an ready to tap.
   - Black icons represent Fallow trees that the natives aren't willing to
     tap. In general, the safer a sector is from attack (guards as well as
     adjoining sectors), the more the natives will do for you.
   - Light Brown icons show Fallow trees that are in sad shape and not healthy
     enough to tap.

   As you gain the natives' trust and they lose their fear of Santino, more
will be willing to work for you and Jack. Of course, a lot of worker deaths
can turn the tide against you.

   Tapping Fallow trees is delicate, day-long process that requires the
patience and knowledge of three native tappers, who diligently extract the sap
from the temperamental network of roots bundled near the ground's surface.

                                     - 13 -

   To hire Metavirans for tapping, just click on the TAPPERS button. Next,
move the pointer to any of your sectors on the map screen. Jagged Alliance
outlines the sectors white as you pass over.

   - Left click to add a group of tappers to a sector. A yellow icon,
     representing a group of three tappers, will be placed in the sector.
     Naturally, there must be at least one safe Fallow tree (a green icon) per
     group of tappers placed.
   - Right click to remove a group of tappers from a sector.

   Tappers turn their backs to the world while they work. So, they have reason
to ask for a little protection. (At any moment, one of Santino's men could
sneak up and then them in the butt...thus ramming their foreheads into a
Fallow tree - you never know). By hiring personnel to guard the tappers, you
can instill a bit of confidence in them, allowing them to do their jobs better
while discouraging attacks by Santino's men.

   Guards also serve as an important element of your defense. By placing
guards in a sector you own, you help to protect it from Santino's forces. In
fact, should you take over a new sector, it's a good idea to move guards in
right away (see Guard Management on page 21 for more information).

   To hire guards, click on the GUARDS button in the Worker Section of the
screen. Next, move the pointer over the map screen. Like before, Jagged
Alliance will highlight a sector white as you pass over it.

   - Left click to place a guard in a sector. If you like, you place up to
     eight guards in one sector. When you add guards to a sector, you'll see
     the blue icons representing them appear.
   - Right click to remove a guard from a sector.

   Money makes the world go 'round. On Metavira, it's no different. The salary
you're paying your tappers and guards is shown on the SALARY button in the
Worker Section. When you first begin Jagged Alliance, your tappers and guards
will be earning a normal, daily salary. However, if your performance isn't
instilling the kind of confidence to lure a native workforce, you might have
to resort to monetary incentives. Left click the SALARY button to do so. Then
right click for every dollar you wish to increase their salary. When you're
finished, left click again.

NOTICE: Once you've increased your workers' salary, you can't lower it later
        on. That just wouldn't go over well (imagine your boss suggesting the
        same thing to you).

   After you've finished placing your tappers and guards and have decided
their salary, take a gander at the Cost box in the Workers Section. Here, 
you'll see the total, daily cost for your workforce.

                                     - 14 -

[STEP 5: REVIEWING EXPENSES]

   After placing your mercenaries, tappers and guards, mission control puts
all the numbers into place - how much is going out and how much you're
earning - in the Production and Income section of the Map Screen.

   - Production Ratio: Located directly under the TREES button, this is the
        amount of sap actually being processed versus the amount that your
        facilities can handle each day.
   - Harvest Ratio: Located beneath the Production Ratio, this is the amount
        of safe trees that may be tapped versus the total number of trees you
        own.
   - Trees: Click and hold the TREES button to review the status of all
        factories, their capacities and how many trees they are processing.
   - Revenue: The total expected revenue from today's venture.
   - Projected Balance: Your total funds at day's end if everything goes your
        way. Jagged Alliance adds today's revenue to your bankroll and
        subtracts the day's expenses to arrive at your projected balance.
        Projected Balance will be in the black and likewise colored if you're
        expected to make money at day's end. If, however, your plans cause a
        deficit, your Projected Balance will be in the red, and you'll have to
        take a closer look at the situation. It's possible to be in the red for
        the day but still finish with a positive balance as long as your
        bankroll is big enough to support your losses.

   All of the information Jagged Alliance reports in the Production and Income
section is, of course, speculative. If all goes well during the day, it's an
accurate representation. However, if your crusade doesn't go as planned, the
numbers can change drastically. Santino's men might kill a bunch of your
tappers or take over a processing plant. A mercenary may even die resulting in
expenses you didn't anticipate at the beginning of the day.

   Clicking on the Projected Balance button gives you a complete breakdown of
your financial standing.

  Income:
   - Per Tree: Shows you the amount of revenue you'll receive for each tree
        tapped and processed.
   - Total: Reveals the amount of money you'll be earning that day if you
        successfully tap and process all the trees you plan to.
  Expenses:
   - Team: The total salary paid to your team of mercenaries.
   - Tappers: The total salary paid to the tappers in your employ.
   - Guards: The total salary paid to the guards in your employ.
   - Total: The total of all daily salaries to the team, tappers and guards.
  Balance:
   - Day: Displays the current day for your reference.
   - Current Balance: The actual balance at the beginning of your day.
   - Projected Balance: The estimated balance at the end of the day after
        adding revenue and subtracting the day's expenses.

   When you first begin Jagged Alliance, you'll be in the red for a while...
after all, your back's to the wall and you're not bringing any dough in. In
these tough times, you'll have to rely on your initial bankroll to get you
through. If you find yourself in the red later on, though, make certain that
you're tapping all trees available to you (the guards' and tappers' salaries
seldom exceed the revenue from a tree). Secondly, take a look at your
mercenary expenses. You might be able to cut back there.

                                     - 15 -

   Once you've finished reviewing your financial standing, click "OK" from
the Financial Panel to return to the Map Screen.

                                     - 16 -

[STEP 6: HITTING THE BEACH]

   Once you've hired and placed your mercenaries, tappers and guards, you're
ready for your first hard-core mission. Click "OK" from the Map Screen to
head into the field.

   Arriving in your sector you'll see the Main Play screen of Jagged Alliance.
Depending on personal preference, Jagged Alliance offers you four views of
Metavira. Press PgUp or PgDn on your keyboard to toggle through them:

   - Full: Removes the top bar and the inventory bar in addition to the
        mercenary panels
   - Wide: Removes the merc panels from both sides. When you select
        mercenaries in the field, though, their portraits and quick inventory
        bar will briefly appear on the screen.
   - Normal: The screen as it, uh, normally appears.
   - Sector: The bird's eye view replaces the playing screen with an overhead
        view of the full sector. While in sector view, you can move, but you
        can't target enemies should one appear.

   Press TAB to toggle between the Normal view and your last setting of Wide
or Full.

   Press INSERT to view the automap. Jagged Alliance will reveal the places
you have been and, more importantly, those corners, nooks and hiding places
you've waltzed right by. You can see the whole sector map by pressing TAB. To
exit the automap and view another location in the sector, right click on that
location.

                                     - 17 -

   While in sector or automap view, you'll see various icons on the screen
representing your guards, mercenaries, tappers and enemies.

   - White: Active mercenary
   - Gray: Non-active mercenaries
   - Blue: Guards
   - Yellow: Tappers
   - Red: Enemies

   The panels to the left and right of the Main Play Window show you the
mercenaries' general well being and give you access to each mercenary's
information. Within each mercenary's panel, three status bars track his or her
most vital information.

   - Health: The red bar tracks the member's current physical state. If a
        mercenary gets wounded, the health bar drops to reflect his or her
        condition and leaves an "injury tracker" in its place. Injuries left
        untreated are shown in yellow. Treated injuries, on the other hand,
        show pink. Left untreated, injuries have the potential to permanently
        lower a mercenary's health rating.
   - Breath: The blue bar tracks a mercenary's breathing rate and energy.
        It will lower as the member exerts energy and performs activities,
        and will rise as he or she rests. How quickly the member recoups
        breath depends on the member's general well being and how exhausted
        he or she was in the first place. The heat of the day also plays a
        part.
   - Action Points: In combat, the orange bar tracks a mercenary's action
        points. Depending on the speed of a character, he or she has a certain
        amount of action points that determine just how much the merc can do
        in a given round of combat. Mr. Hyper on Sugar, for instance, has
        about 24 action points, meaning he can do a lot in a single round of
        combat. Mr. Slightly Faster Than Death, on the other hand, has only 8
        action points and might get around to shooting an enemy...if he feels
        like it, maybe.
   - A left click on these status bars shows you the mercenary's statistics.
   - Right clicking on the mercenary's panel spins you to their personal
     options. Here, you can set certain default behaviors. Mute, for instance,
     allows you to play a bit quieter late at night by turning off the merc's
     attention and "OK" sounds. You still receive radio communications,
     though. The other personal options determine how he or she fights and
     moves in a combat situation, and are covered fully in STEP 9: MILITARY
     MANEUVERS.

   As mercenaries travel throughout wooded sectors, you may occasionally lose
sight of one. To locate the mercenary, left click on his or her portrait. A
white circle will flash over the mercenary to indicate his or her location.
On the playing field, you can also click on a merc's body. Jagged Alliance
will let you know who's who by revealing the merc's portrait and name.

                                     - 18 -

   The sector's number alerts you to potential conflicts. When there are no
enemies in the sector, you'll see a green background. When enemy troops are
present in the sector, it flashes red to warn you.

   As the day passes, the time bar gradually turns to red, and the mercenaries
head to home base. There are three different forms of time in Jagged Alliance,
along with "Pause" to stop time altogether:

   - Real time: The normal continuous passage of time. The sum rises at sets
        in Metavira (whether you're watching the action or not).
   - Turn-based time: Turn-based time begins whenever a mercenary enters
        hostile territory or enemies enter the sector and allows you time to
        think over strategic issues and orders. When the threat has passed,
        real time resumes its countdown.
   - Pause: Jagged Alliance pauses whenever you press "P" or click on the time
        bar. Time also pauses when you review a mercenary's, view the map or
        check out the game options. When time is paused, a watch appears in
        the main play window as a reminder. It also shows you the current time
        of day on Metavira. Press any key to resume time.
   - Compressed Time: If you want to move things along, maybe you've finished
        your mission for the day, press "C" to compress time. If enemies are
        in or enter the sector, compressed time is not available.

   Once mercenaries have been selected (double click on their portraits or
click on their figures), the contents of the selected mercenary's vest pocket
as well as the items held in his or her hands line the bottom of the Main Play
Screen.

   - Main Hand: The slot on the far left holds the item the mercenary intends
        to use, typically his or her gun or another weapon of some sort. Right
        click on the main hand to move the item to the secondary hand, if
        available, or a vest pocket, if available.
   - Secondary Object/Hand: The slot on the far right is the mercenary's
        secondary object and is a great holding place for items you want to
        access quickly. Right click on the secondary hand's item to swap it
        for the item in the main hand.
   - Vest Pockets: The middle slots show you the items currently in the
        mercenary's vest pockets. The number of slots available to you depends
        on the number of pockets in the vest. Right click on a vest pocket to
        quickly view the mercenary's complete inventory. You may also press
        "I" or click the INV button.
   
   - Left click on any item to pick it up and move it to another location.

   Depending on your course of action, Jagged Alliance's cursor will alternate
between three possible cursors, the Destination Cursor, the Use Cursor, and 
the Hand Cursor. These different cursors are covered next.

                                     - 19 -

   Mercenaries may be selected by double clicking on their portraits or single
clicking on their figures on the playing field. A selected member's panel
shows gold, and his or her inventory lines the bottom of the screen.

   The normal destination cursor is a small square. Left click with this
cursor on an acceptable destination, and the mercenary will attempt to travel
there. While mercenaries are in route, a blue box will appear around their
portraits.

   - Move all: Left click on a destination and, while still holding the left
     mouse key, right click. In turn-based time, this option isn't available.
   - Sneak: Moving quietly. Hold SHIFT and select the destination.
   - Back up: Hold ALT and select the destination.
   - Crouch: Makes merc less visible and harder to hit. Right click over
        selected merc and then left click to confirm, or ALT click over merc.

   Mercenaries move across the terrain of Metavira with varying speeds
depending on their general physique, energy level and even the terrain they
travel over. They avoid obstacles in their path and generally choose the
easiest and shortest route. Of course, what a merc considers to be the best
route may not be the one you would have chosen. So, if you want a precise
route, you may want to strategically control his path in short bursts. Using
options in the Control Panel (or OPT on the screen's top), you may toggle
four options to assist you.

   - Show Paths: If show paths is "ON", Jagged Alliance will show you the
        intended route of the mercenary from one point to another. Since
        their may be areas you don't want him to cross (maybe you think
        there's a land mine), his path might clue you into his intentions.
   - Safety Move: To protect yourself from the effects of a hair-trigger
        mouse finger, you may want to employ safety move. When "ON", Jagged
        Alliance will ask you to confirm all intended destinations with an
        extra click. On the first click, you'll see a red square. If that's
        where you want the mercenary to head, click again.
   - Fast Scroll: If fast scroll is "ON", you'll be able to visually zip from
        one end of the sector to another to see what's going on. Players on
        slower computers may want to try this option to increase performance.
        Fast computer users, on the other hand, may suffer from whiplash.
   - Step Sounds: When step sounds is "ON", you hear your mercenaries moving
        from one location to another.

   When mercs are traveling narrow corridors or bridges, they may need to
switch places with another merc or a guard one square away. To do so, select
one of the mercenaries. Now, put the cursor over the other and press "X".

   All forms of movement require a mercenary to exert energy and to lose
breath. When a member's breath rate gets low, he will have trouble moving and
will voice his concerns to you. If he becomes completely exhausted, he'll
fall flat on his face and try to recoup enough breath just to stand up again.
Naturally, the more exhausted the member, the longer it takes him or her to
recoup these energies. In combat, action points are used to determine how
much a mercenary can move. Action points are covered in STEP 9: MILITARY
MANEUVERS.

                                     - 20 -

   To use any item in Jagged Alliance, it must first be in the selected
mercenary's Main Hand. You can move items to his or her main hand by viewing
their inventory (right click in any of the vest pockets along the bottom of
the screen, click INV on the screen's top or press "I").

   - Right click in the main play window to use the item in the main hand.
     Depending on the item's nature, different Use cursors will appear.
     Firearms, for instance, show a target cursor, keys show a key-shaped
     cursor, a first aid kit shows a first aid cursor and so on. Note: If you
     try to use an item, but don't get a special cursor, then the item
     probably needs to be merged with something else to have an effect.

   - With the Use cursor on the field, left click on the target or object, and
     action begins. For instance, a mercenary with a medical kit will attempt
     to heal someone who's feeling a bit under the weather. If a mercenary is
     out of range, he or she will proceed toward the destination until in
     range and then perform the selected action. A small icon will appear on
     the mercenary's portrait to show you that they are busy.

   While viewing a mercenary's inventory, you may trade items and review other
members who are near the selected mercenary. All members who are within reach
are highlighted, and mercenaries who are next to one another will form a
chain to pass items along.

   - Moving to another member: Click on a member's portrait to move to his or
        her inventory screen.
   - Trading an item: Select the item, move to another member's screen, and
        deposit it in an available slot.

   While on Metavira, mercenaries use their hands for many reasons, whether it
be to open a door or to search inside a desk. You use the Hand Cursor for any
activity that requires the mercenary to use his or her hands.

   - You can change to cursor to a Hand at anytime by holding the CTRL key
     down.
   - While holding the CTRL key down, right click to magnify any visible item
     for identification purposes. It's also a great way to read signs. You can
     also press "Z" to zoom into the item while your cursor's over it.
   - While holding the CTRL key down, left click on the object or item you
     wish to manipulate, the mercenary will move into range, then search, open
     or otherwise handle the item or object.

   - To pick up items or search areas "automatically", move the cursor over
     the location. If it's an area a merc can't go ("X"), left click on the
     area. The cursor will change to a hand. Left click again, and the
     mercenary will search the area. If you see an item out on the field, hold
     the destination cursor over it for a few seconds, and it will
     automatically turn to a Hand Cursor, even if your merc is standing over
     the item. Left click and the mercenary will try to go to it and pick it
     up.

                                     - 21 -

[STEP 6 1/2: TOP SCREEN OPTIONS]

   Press DONE during combat to let Jagged Alliance know you've finished your
strategic moves and are ready for the enemy to make his. DONE, a combat
option, is covered fully in STEP 9: MILITARY MANEUVERS.

  The TRAVerse button allows your team to traverse into a nearby sector. With
your mercs at the edge of a sector, select TRAVerse followed by the direction
you want to travel to.

   INVentory lets you check out all of the selected mercenary's belongings or
equip new items he finds. To switch to another member, just click on his
portrait. Inventory was previously covered in "The Member's Inventory" on
page 10.

   To see all of Metavira and to review your defenses, click MAP. From the
overhead view, you'll get a quick look at the sectors you're in control of...
as well as those you're fighting to recover. You'll also be able to review
and change the defensive positions of your guards.

   Guard Management provides you with an opportunity to evaluate and change
the current defensive positions of your guards. Maybe you just won a sector
and want to have some guards hold your ground while the team heads off to
take new territory. On the other hand, maybe Santino's men are making serious
inroads into one of your sectors and some reinforcements are desperately
needed.

   For whatever reason, you may use Guard Management to move your current
guards into new, defensive positions within your territory - they aren't dumb
and won't go waltzing into Santino's territory until you take it over.

   Right click to select a guard to move. When you do, the cursor will change
to show you how many guards are currently available for reassignment. The
current action trackers will change as well.

   - Stationary Guards: Tracks the guards standing their ground.
   - Guards in Transit: Shows you the amount of guards that will be in transit
        for the time being.
   - Total Guards: The "size" of your defensive empire.
   - Awaiting Destination: The amount of guards selected for reassignment that
        are awaiting their destination.
   - From Sector: Indicates the home sector of the guards. You can only move
        guards from one sector at a time, but may place them in any sector you
        own.
   - Minimum Traveling Time: In general, baring any unforeseen circumstances,
        it takes a guard 30 minutes of game time to travel from one adjacent
        sector to another. By holding the highlight over a potential
        destination sector, Jagged Alliance will calculate the time for you.

   Left click to place a guard in a sector. As guards are placed, a light blue
ghost guard icon will appear to let you know the guard is there in spirit and
his body's on the way. The cursor will also change to indicate the amount of
guards still awaiting your destination orders. Jagged Alliance will let you
know when they reach their destinations.

   To remove a guard in transit and send him back where he came from, hold
down the CTRL key while right clicking. Once you leave this screen, though,
the guards begin transit and cannot be recalled.

                                     - 22 -

   OPTions allow you to Quick Save your game or toggle various Control Panel
features while playing Jagged Alliance.

   Quick Save allows you to save your progress along the way. Keep in mind,
though, you're only allowed to quick save during real-time play when there
are no enemies present in the sector. However, if you really, really need to
leave the game in the heat of combat ("For the seventh time, 'Dinner's
ready!'"), press ALT-X to leave the game. Jagged Alliance will ask you if you
wish to save.

   When you begin Jagged Alliance again, you will be asked if you wish to
resume a game in progress. If you say "no", your quick save will be deleted.
All quick saves are automatically deleted at the end of a day.

   Quick Restore, uh, restores a quick save. You may use this option any time
a quick save file exists.

   Select ABORT to terminate the day's mission. Jagged Alliance will roll back
the clock to the sun's rise. If you choose not to replay the day, though,
you'll return to your headquarters where you may load another game, quit or
begin anew.

                                     - 23 -
   
[STEP 7: MOVING OUT]   
   
   Metavira's a beautiful island, but it's by no means a paradise. Be cautious
in your moves and leave nothing unturned. Better yet, take a few minutes to
draw your guns, search the ground and walk through the sector you've arrived
in. You never know what's lying around awaiting your discovery.

   Moving about a sector, you'll soon discover a mercenary's greatest asset is
his or her line of sight. Being able to see an enemy before said enemy blows
one's head off is of critical importance. On the Main Play Screen, you'll see
exactly what your mercenaries see. For instance, if all your mercenaries
remain on one side of a wall, you'll have no idea what's on the other side
and, so, it won't show on your screen. As objects - or enemies - come into a
mercenary's line of sight, they'll be revealed.

   The crack of a twig underfoot or the chilling tick-tick-tick of a bomb
might give away even the most well-hidden ambush. How mercenaries interpret
the sounds, however, is another matter indeed. Of course, enemies can hear
you, too.

   Lots of waterways crisscross the island of Metavira. While you might be
able to take a bridge across a stream or a river, sometimes swimming or
wading through the water is more practical (but may be more dangerous).

   Swimming is the most demanding form of movement. So, before a mercenary
takes the plunge, check his or her breath rate. As they swim across the
waterway, often laden with heavy gear, they tire. Mercenaries whose
destinations are in the water will tread as long as they can until given a
new destination. Once a member is out of breath and begins to drown, his or
her health bar will also go down. When it reaches zero, the mercenary drifts
lifelessly in the current (here, fishy, fishy, fishy).

   While swimming or wading, members may not use mechanical weapons like guns
(they're either held over the head to avoid water damage or slogged along on
the mercs back if he's swimming). However, since waterways possess their own
set of dangers and obstacles, it's a wise idea to equip your mercenaries with
a short range, non-mechanical weapon like a knife before they cross bodies of
water.

  There is always a chance that your mercenary's inventory may become exposed
to water when swimming and items may become damaged. If you are really
concerned about a particular item, avoid deep water areas where the mercenary
has to swim and therefore submerge his inventory. After crossing a river,
review each mercenary's inventory to get an up-to-date report on the working
status of each item.

                                     - 24 -

   A variety of buildings, ranging from factories to houses, barracks to one-
room dilapidated shacks, decorate Metavira's landscape. You'll see buildings
as you approach them, but, naturally you won't be able to see inside. If the
door is unlocked or if you have the right item to get in, you'll see the
inside of the building as it is revealed to your mercenary. However, if the
door doesn't open, you'll have to find some other way into the building. Be
creative...if you really want in, you might just find a way.

   Occasionally, your mercenaries may find objects which will appear as a
miniature version of the real thing. Like all other things, the object will
appear on your screen when it enters a mercenary's line of sight.

   Sometimes, though, you may have to search for items. Objects of great
importance typically aren't lying around in a field waiting to be picked up.
To get at well-hidden items, search for them with the Hand Cursor (press CTRL
of leave the destination cursor over the object for a few seconds). Left click
on any object with the Hand Cursor and the mercenary will walk over to
investigate. If the mercenary has no room in his or her inventory for the
item, he or she will need to drop something on the ground to make room.

   Some mercenaries have seen a lot of hostile territory and, so, tend to
take particular notice of bumps on the ground or strange patterns in the
grass. Other mercs, those equipped with metal detectors, might just be able 
to find items even the best trained eyes would have passed over.

   When mercenaries find what they believe is an item buried in the ground,
they'll place a blue flag over it. Of course, what's actually buried there -
if anything at all - is anybody's guess. It might be a landmine that'll blow
you 40 feet into the sky...or the item you've been trying to find for weeks.
To dig up or disarm the item, use the Hand Cursor on the blue flag (and
cross your fingers).

   While routing out all the goodies, keep in mind that the games of war tend
to be more devious than most. Land mines, bombs, and other high-tech toys are
available to blow your mercenaries 100 feet into the air. Keep your eye open
for anything that looks suspicious.

                                     - 25 -

[STEP 8: THE RULES OF WAR]

   Around the corner, just out of sight, a master mercenary waits. He's not
on your side, though. And when your team gets in his range and in his sights,
he intends to smoke every last one of you. Unless, of course, you get him
first.

   So it is with combat on Metavira - your speed and accuracy on the trigger
and your stealth in the field will most certainly influence your campaign and
the number of sectors in your control.

   One of the most common invitations to combat is an unwelcome intrusion
into an enemy sector. By traversing sectors, your team is essentially
declaring war on its current occupants.

   To traverse into a sector, all of your mercenaries must be together, as a
team, next to the border in the sector you currently occupy. Then, just click
the TRAVerse button on the top of the screen or press "T".

   - Instead of clicking TRAV, you may also hold the left mouse button down
     and slide the mouse in the direction you want to traverse. Your team
     will soon cross the line to the next sector. Needless to say, you
     probably won't be welcomed with open arms.

   - To gather your mercenaries quickly, move one mercenary to a location as
     you normally would (left click on his destination). While left clicking,
     press the right mouse key, too. Everyone will join him at that location.

   Sectors come into your control when you succeed in blowing away Santino's
men through a combination of bullets and sheer brute force. Once you take
total control of a sector, it's a good idea to place guards to keep an eye
on your perimeters and to protect any Fallow trees. See Guard Management on
page 21 for more information.

                                     - 26 -

   As you and your team muscle Santino's group out of sectors, you'll
eventually establish a safe path of "linked" sectors across the island.
Linked sectors are connected to one another and ultimately to your home,
headquarter sector. Linked sectors are connected by one of their four sides,
not diagonally, and may not be divided by "large" bodies of water (those
tappers would have a heck of a time getting the sap back whilst slogging
through the Atlantic Ocean).

   Linked sectors allow you to:

   - Transport the Fallow's sap from a sector back to your home sector for
     processing and shipment
   - Safely travel from one sector to another
   - Determine mercenary and native movement about the island
   - Access processing plants
   - Increase the number of trees than can be harvested
   - Move close to Santino

   As you and your team strive to gain ground on Metavira, keep in mind that
Santino's goals, while much less admirable, are no different than yours. As
you gain sectors, he'll be working overtime to take them back. And, losing
a sector can create serious problems for you.

   Since Santino's thugs are always on the move, don't be surprised if you
hear of battles in sectors other than the one you're in. It's a menacing
reality. Of course, guards are your number-one defense against Santino's
soldiers - they will fight until the sector is secured or until they are
wiped out and the sector changes hands. Without a sufficient line of defense
you risk losing the sector to the enemy and, perhaps, an important link to
your home sector.

   If things are getting pretty hairy, you may want to get your guards out of
a sector. As long as it's linked to the home base, you can retreat guards at
any time you choose. To do so, bring up the full MAP view (all of Metavira),
and select the current (but doomed) sector. Next, remove your workers. They'll
attempt to make their way back, but might become the target of enemy forces.
Tappers, because of the nature of their work, will remain behind hoping you'll
rescue them. For more information in Guard Management and moving them, see
page 21.

   Naturally, strolling into strange sectors has side effects. The most
reported and noticeable symptom is bullet wounds. Should you traverse to a new
sector, be on the lookout! Remember, YOU see what your mercenaries see. So,
just because the other side of a building looks like it's home to a couple of
happy, little bushes doesn't mean that it is. You see what your mercenaries
see.

                                     - 27 -

   Everything in a combat situation is governed by action points. Action
points are a numerical representation of how many actions a mercenary can
perform in a single turn, and are based upon the experience and overall
statistics of the mercenary including his or her health. Mr. Hyper on Sugar
can swim around Metavira several times, host a beachside infomercial on
psychic haircare products and still have time to raise his gun to shoot
someone. Mr. Slower than Death, on the other hand, would have just figured
out that something was going on in that same period of time.

   For instance, a mercenary who can run 20 feet in one second would have
20 action points (he can move quickly). A mercenary who can only run 5 feet
in one second would have 5 action points (and be pretty darn slow). The more
a mercenary can physically do in a set amount of time, the more action points
he or she has. So, in combat, where physical actions cost action points, a
faster mercenary can do more.

   Some actions, though, take a set amount of time no matter how fast the
mercenary is. For instance, if a fast mercenary and a slow mercenary pull the
trigger of identical guns at the same time, both bullets will fire at the same
time and take the same amount of time to head down the barrel. So, the faster
mercenary would expend more points to perform the action than the slower
mercenary. Just because one mercenary is fast doesn't mean he can make a
bullet go down the barrel of a gun faster. (See page 28 for a detailed
description of this if you think we've clearly lost our collective minds.)

   In general, though, action points determine how much your mercenary can do
when it's his or her turn in combat. Since their action points are limited,
be careful not to run slower mercenaries all over the place. An action that
takes 10 points might not be much to a guy who has 20, but it's sure a lot to
a merc with 12. There's only so much he or she can do in the space of seconds,
and it would be a pity to have merc bravely run up to an enemy, eagerly draw
his gun but have no time left to shoot. Leave the marathon stealth runs to the
fast guys.

   For whatever you choose to do, though, Jagged Alliance will continually
alert you to the action point cost. You'll see the amount in the center of
your cursor.

   If you don't use all of your action points in a turn, up to 5 points will
roll over to the next turn. If you have more than that left over, the extra is
lost.

                                     - 28 -

                  What This Writer Hopes Will Be The World's 
                   Easiest Way to Understand Action Points:

  We're both standing in a gym class. The teacher says, "All right. You've
  got five seconds. For every jumping jack you do, you get an action point."
  During the course of that five seconds, you do 30 and I do 6 (hey, I've got
  a manual to write).

  Now she says, "You've still got that same five seconds. Stand still for one
  second (i.e. firing a gun...which, I guess, is not all that uncommon in
  some gym classes) and do jumping jacks for the other four."

  This time, you stood still for a fixed second and did 24 jumping jacks. I
  stood still for a fixed second and did 5 jumping jacks. That one second
  only reduced my action points by one. It reduced yours by 6. If one second
  is 1/5th of the time we have, then what we COULD do in that time is our
  action cost.

                                     - 29 -

[STEP 9: MILITARY MANEUVERS]

   There he is. Santino's gunner. Walking into a new sector, you see him
leaning against the wall, guarding the door to a small hut. If you can set
your sights on him and blow him away before he sees you, your team might just
be able to discover what secret of Santino's he's guarding.
   
   When your team enters hostile territory, Jagged Alliance changes from real
time to phased time to allow you the mental breathing room to make those
strategic life-or-death decisions. So, combat is handled in turns. If you see
the enemy before he sees you, your team goes first and gets the initiative.
Otherwise, the enemy gets the first shot.

   As soon as you enter a hostile situation, the DONE button along the top of
the screen becomes active. In general, you can do all you want in your turn
until you either:

   - Run out of action points (or have too few to do anything with) or;
   - Call it quits because you've done all you wanted to do. Maybe you just
     want to stay put and out of harm's way.

   As you move the cursor around the screen, Jagged Alliance will continuously
let you know how many action points your choice will take.

   When you've finished your turn, click DONE to tell Jagged Alliance to turn
control over to the enemies.

   Sometimes, though, you might be interrupted mid-move. For instance, your
mercenary might be running to take cover behind a building. As he passes by a
tree, an enemy rushes him with a knife. The enemy, then, gains initiative.
Once he's, ah, completed his action, control will be returned to you. If you
want the mercenary to continue on his previous route, just pass the mouse
cursor over his portrait. "CONTinue" may appear indicating a stored action.
Click again, and he resumes his original route. Of course, he's also able to
stay there and kick the guy's face in.

   Naturally, a mercenary's first instinct when he sees an enemy is to fire.
To do so, make certain there's a weapon in his or her main hand (bottom left
screen corner).

   - Right click to get the Target Cursor
   - Then, left click on the item or person you wish to target. The action
     points will be shown in the center of the target.

   Once an enemy is targeted, the actual firing process begins.

   If you have guards in the same sector as you, they will help you to the
best of their abilities. They'll also report the location of all enemies they
see to the mercs by radio, extending your "visual" range.

                                     - 30 -

   Naturally, there's more to firing a gun than owning one (just ask the NRA;   
they'll send you a million or so pamphlets on it). First, your mercenary draws
the gun and aims, concentrates his aim if he chooses to, and finally, he fires
the gun.

   - Drawing the gun (time varies from merc to merc): Bringing a gun up to a
        shooting position takes a certain amount of time. How quickly a
        mercenary can do it depends on his or her experience and the nature
        of the gun. A 50-pound, NRA-issue lobbyist rocket launcher will take
        more time to draw than, say, Bob's deer rifle. When you first target
        the enemy, you'll see the minimum amount of action points required to
        make the shot. If you have Max Aim set, though, you'll see that number
        instead.

   - Concentrating Your Aim: If you have time and want to expend the action
        points, you can perfect your aim. To do so, just right click while
        targeting. You'll see points being added. As a result, your mercenary
        is taking a bit more time to perfect his shot. Keep in mind, though,
        that for the cost of two good shots, you might be able to fire off
        three cheap shots. However, if you can't afford to miss, the extra
        time might just pay off. If his or her gun is equipped with a scope,
        this extra time is required in order to make use of it.

   - Firing The Gun (time dependent - same for all mercs): Once your gun is
        drawn and aimed, left click to deliver the bullet to its destination.
        Jagged Alliance will let you know of any damage (of course, if you
        hit an enemy, his groan will, too).

   - Refires (time dependent - same for all mercs): Since you've already
        turned to meet your enemy and readied the gun, refires typically cost
        fewer points than first shots.

   Once one merc has fired or used all his action points, you can select
another grunt for action by clicking on his or her portrait or body on the
field. Once all your mercenaries have used all their points, or you've done
all you wanted to do, click DONE to pass the turn. Keep in mind, though, that
mercenaries can do lots of things during combat, doctoring a wounded comrade,
(put the medical kit in your main hand), lofting various war toys into the
air (ah, experiment...there's lots of cool stuff) or hiding behind a tree to
preserve at least one member of the squadron.

                                     - 31 -

   Jagged Alliance incorporates two features that allow you to set certain
defaults to a mercenary's firing habits. Both are available on the flip side
of a mercenary's portrait. Just right click on the portrait to reach them.

   - Max Aim: If you always want a mercenary to fire at his or her best,
        select Max Aim. Jagged Alliance will always allocate the maximum
        number of points (of what's left) to perfecting the merc's shot. You
        may, however, right click to lower these points.

   - RSV PNTS (Reserve Points): If you want to insure that your mercenary will
        always have enough points to fire, lob his grenade or stab with his
        knife when he reaches his destination, select RSV PNTS. Once a merc
        has reached a point where any further action would leave him without
        time to fire, he will stop, and his action points will be displayed
        in yellow. Of course, you can keep him moving on his selected path if
        you choose to. Once he's beyond the minimum firing amount, the action
        points will be displayed in red.

   As a bullet races from the barrel of a gun, it heads toward its target
hoping for deadly accuracy. Naturally, a mercenary's marksmanship and his or
her gun's abilities play a large part in successful (or not so successful)
hits. However, lots of other factors also come into play. For instance, if
you're trying to shoot at a Santino grunt through trees or while you're
nearly unconscious, your odds of hitting the target are slim. Accuracy is a
matter of sight, skill, and, sometimes, plain ol' luck. (You never know when
your shot will head dead on toward a target only to be deflected by a tree
branch blowing in the breeze.)

   When someone is hit, a number will flash above the mercenary or enemy on
the field. For mercenaries, you'll also see his or her character portrait
flash red, and his or health may drop if damage is done. If that mercenary
takes too many hits, or perhaps a single lethal one, a skull replaces the
portrait. Damage is fully discussed on the next page (after explosions...
which tend to be a major source of it).

   If a mercenary runs out of ammo, he'll immediately reload from his
supplies. If, however, he doesn't have the right type of ammo or is out
entirely, he'll let you know.

   Sometimes, guns...especially those in poor working order...can become
jammed. Obviously, a trip to a repair specialist, a mechanic, is necessary.
On some occasions, though, it has been reported that the re-firing of a jammed
gun may clear up the problem.

                                     - 32 -

   Explosive devices are the play toys of mercenaries. Santino's troops also
find then endlessly entertaining. So, on occasion, you're likely to run into
(or away from) an explosion or deadly gas. While certain things, like gas
masks, may protect you from the effects of gases (if you're wearing them), a
sudden explosion can easily level you, your team, the surrounding fauna and
send a depth charge to the native fish around the island. For the most part,
the damage your mercenaries take from explosions and gases depends on how
close you are to them when they detonate, how deadly the explosion or gas is
and how well protected you were when the blast or gas hit.

   How much damage a mercenary takes depends on lots of different factors. If
the mercenary was wearing a bullet-proof vest, for instance, he or she might
feel the impact of the bullet, but otherwise suffer no damage. Or, if a
mercenary's hit with a Super-Turbo-High-Powered-Elephant-Vaporizor gun, you'll
probably be left with a grunt that resembles little more than a bowl of french
onion soup (a bad, burned and sizzled bowl of french onion soup, mind you).

   When hit, a member suffers a certain degree of damage that may be healed
with medical treatment. This damage is shown in yellow. If left untreated,
the mercenary will continue to lose health. Should their health fall below
15, the member falls down, becomes immobile and slips toward unconsciousness.

   Most importantly, if they slip below 15, every time they lose a point of
health, it comes off the top health permanently.

   Once down, naturally, the member can't shoot or move but can perform some
very basic tasks like talking or listening to fellow members. If a
mercenary's health drops below 10, he or she will fall into a state of
unconsciousness, and a dark grill will appear over his or her portrait. All
radio contact ceases with unconscious members, and they aren't likely to be
seen on the Main Play Window unless they're in another mercenary's line of
sight. Any unconscious member that does not receive treatment to return him
to a level of consciousness before the end of the day will probably die.

   When members are wounded - especially wounded and unconscious - immediate
medical attention is required to stabilize their wounds and to prevent further
or permanent damage.

   Any member with a first-aid kit or medical kit may administer field
treatment. First, move the kit to his or her Main Hand.

   - Right click to bring up the first aid cursor and;
   - Left click on the mercenary you wish to give the medical treatment to.
     The medic will move into position next to the injured mercenary and
     begin applying first aid. Click on a medic again, and she will treat
     herself.

                                     - 33 -

   As the bandages are applied, the yellow portion of the health bar will
begin to turn pink. If treatment is disrupted before completion, though, the
pink will slowly begin returning to yellow, and once again treatment will be
required to prevent further damage.

   While wrapping those bandages and tending to wounds, keep in mind that the
doctoring and receiving mercenaries are vulnerable to attack. Not only are
they preoccupied, they are generally unarmed.

   Your workforce, both tappers and guards, are susceptible to enemy fire...
especially when your group isn't around to protect them. If some tappers are
killed or otherwise put out of commission, they will try to regroup, always
attempting to put a group of three together to resume tapping. A collection
of guards can help to cut down Metaviran losses.

   Since guards, though, are likely to take fire, it's in their job
description, Jagged Alliance reports their relative health to you. That way,
you can reinforce weak guards with stronger recruits. To find out their health,
just hold the destination cursor over them. Depending on their relative well
being, they may be: excellent, strong, healthy, poor, wounded, critical or
dying.

   If you want to find out the health of any enemy, just place the cursor
over him or her. Jagged Alliance will report the current status to you just
as it does for guards.

   Before you relinquish the turn to Santino's men, make certain that you've
done all you really wanted to do. Maybe someone still has enough points to
fire off a shot or sneak into an opened door. When you're certain you're
ready for what they have to deliver, click DONE.

   Santino's mission, like yours, is two-fold; to hold what he has and to
drive Jack and Brenda off the island by gaining control of home sector.
Similar to your men and women, his grunts are individuals, planning and
carrying out their moves and missing no opportunity to make your life a living
hell!

   Under his direction, they move from sector to sector, reinforcing their
ranks, searching out your weaknesses, looking to regain any Fallow trees they
might have lost, all the while attempting to sever your link to the home
sector. They will stop at nothing. And before the campaign is complete, you'll
taste the full effect of their deadly determination.

                                     - 34 -

[STEP 10: AT DAY'S END]   

   The sun draws a red glow across the western edge of the island, and your
mercenaries begin their trek back to home base to report the day's events to
Jack and Brenda. Your workers carry the medicinal sap they have toiled all
day to collect, and you look forward to the proceeds it will bring you.

   Arriving at home base, Jack greets you and gives you an overview
(opinionated though it may be) of your progress. Jack meets with you on a
regular basis at the end of the day to discuss your performance and keep you
abreast of any ongoing situations.

   While Jack talks to you, you can review the Day Results and Overall
Statistics (total) panel on the Post Day Screen:

   - Mercenary Deaths: The number of mercenaries you've sent on permanent
        vacation.
   - Native Deaths: The number of Metaviran natives who have died while on
        your payroll.
   - Enemy Deaths: The number of Santino's men who won't be putting on suntan
        lotion and soaking rays on Metavira's beaches again.
   - Sectors: The first number is the total number of sectors you control at
        the end of the day. The second number is the change in sector
        possession since the previous day.
   - Trees Owned: A real indicator of your potential financial well being.
        The first number is the total trees you own at the end of the day.
        The second number is the change in trees owned since the previous day.
   - Harvestable: The number of trees that are capable of being harvested. The
        second number reflects any changes to that number since the previous
        day.
   - Rating: Based upon your day's overall performance, Jack rates your
        progress. After all, he is your employer.

                                     - 35 -

   Your group stands before the map screen like rookies at a football
training camp. You watch as the battles you fought are replayed. Your marksman
takes notes, and you criticize your medic for being too slow. Jack watches
with you too, hoping you'll understand things you could have done better or,
perhaps, enjoying your satisfaction of a day well done.

   As Jack leaves the room, your mercenaries settle down for a daily team
meeting before the Post Day Screen II. Here, you check out the ledger and
review the day's revenues and expenses on the Money Panel of the screen.
Jagged Alliance breaks everything down into a financial statement of sorts:

   - Revenue: The number of trees harvested during the day multiplied by the
        rate per tree plus any bonuses you've earned.
   - Expenses: The total of your team's wages and your natives' wages.
   - Results: Yesterday's balance plus (or minus) today's net gain (or loss).

   When the time comes to hand out paychecks, each mercenary receives his or
her share through direct deposit. If there is a cash flow problem, the Team
Expense and New Balance portion of the screen will flash, and will continue
to do so until you reduce your New Balance deficit to zero (at least)...
which might mean not paying some of your mercenaries. If this is the situation
you're in, left click on the portraits of the mercenaries to select who won't
get their just rewards.

   While you and your mercenaries make your way to your rooms, Jagged Alliance
tracks each member's performance and adjusts their statistics, skills and/or
experience class if they've improved. The middle portion of the Post Day
Screen, like the Assignment Screen, list their stats, and highlights any
changes for you.

   A mercenary who spent his day blowing everything up - with a good rate of
accuracy - would likely learn a bit and also would get more proficient in his
or her explosive ability. Naturally, some members tend to pick up some things
more quickly than others. (All right, Norm, for the last time, throw the
grenade after you pull the...)

   Once paychecks have been handed out and your mercenaries have received
their performance appraisal, other matters may require your attention. If
that's the case, Jagged Alliance will let you know...and then will let you
plan, sleep and prepare for the next day.

   From the moment you arrived on this island, you felt confident that with
the right bunch of mercenaries, you could kick Santino off the island and
return it to the hands - and good intentions - of Jack and Brenda Richards.

   Only time will tell whether you'll be ending your campaign to the sound of
champagne corks or to the last dying gasps of those who had mistakenly placed
their faith in your abilities.

                                     - 36 -

[EXTRA: BOB'S BULLET BUNKER]

   Between A.I.M's mercenaries and Santino's thugs, there are dozens and
dozens of items you might be able to get your eager hands on. In this section,
some of the basic items are covered for your reference.

 - Radio: A UHF, 8-channel, 10-watt communication system with transmission
      scrambler and squelch control. The hands-free, bone-vibration
      adjustable headset bring a whisper in clearly without distracting
      attention from surrounding noise. A radio allows you to communicate
      with mercs on your team.

 - Extended Ear: Hear the enemy long before it hears you. A listening device
      with a hyper-sensitive microphone and an adjustable headset, the
      Extended Ear is capable of picking up a soft whisper at a distance of
      sixty yards. The extended ear, of course, improves your hearing, and
      additionally functions as a radio.

 - Canteen: Constructed of odor-free polyethylene, this one-quart capacity,
      water-filled canteen is a must for day-long excursions, especially in
      hot climate situations, to ward off fatigue and heat stroke. When a
      merc is low on breath and energy, sometimes a drink may help. To use a
      canteen, pick it up in the inventory screen and click over the face
      portion of the merc's silhouette.

 - Camo-U-Flage Kit: A full palette of long-lasting, non-running, non-cracking
      facial paint and applicators. Set includes: woodland, jungle and grass-
      land motifs along with appropriate decal accessories and cold cream.
      Camo-U-Flage, as might be expected, makes a merc less visible. To use
      it, pick it up in the inventory screen and click over the chest area of
      the merc's silhouette.

 - First Aid Kit: A canvas kit containing limited supplies for the field
      treatment of casualties. Set includes: suture utensils, gauze, wound
      dressings, tweezers, Novocain, antiseptics, pain medication and a field
      guide to administering first aid. use by placing in your merc's main
      hand. See Using Items.

 - Medical Kit: A full complement of limited, sterilized, medical supplies for
      mobile surgery and the post-operative treatment of battle casualties.
      Set includes: scalpels, retractors, clamps, anesthetic, morphine,
      antibiotics, etc. Given the more complete supplies on hand, you can
      generally work a lot more efficiently with a medical kit. Use by placing
      in merc's main hand. See Using Items.

 - Tool Kit: A complete set of tools for repairing most combat items. The kit
      contains a wide range of screwdrivers, ratchets, pliers, clamps and
      clasps and numerous other items, including a hammer and sewing kit. Use
      by placing in a merc's main hand. Mechanics rely on their tool kits to
      repair battle worn items, and may only do so by staying behind for a
      day.
                                     
                                     - 37 -

 - Locksmith's Kit: A complete set of tools for picking locks and bypassing
      tumblers on safes. The kit contains such diverse items and picks, shims,
      a stethoscope and palm-key press. Use by placing in a merc's main hand.
      See Using Items.

 - S&W .38: A compact, Smith & Wesson Special Bodyguard .38 revolver with a
      six-cartridge chamber, a pressure-eased trigger and a hard, chrome
      finish. With only average performance, it remains suitable for short
      range combat.

 - Colt .45: The special forces issue, semi-automatic pistol with a six-
      bullet clip is recoil operated, air cooled, and has a corrosion-
      resistant Metalife finish. Slightly longer range & faster operation
      make it preferred over the .38 revolver.

 - Beretta 9mm: This locked-breeched, double-action, semi-automatic pistol 
      has a capacity of fifteen rounds of 9mm ammo. Its better than average
      range, and fast operation make it a favorite weapon of tactical mission
      troops.

 - .357 Magnum: This Smith & Wesson Model 13 has a three-inch barrel and a
      ten-bullet chamber. Customized as a combat revolver with refined double-
      action tuning and a recontoured trigger, it is the most powerful
      standard issue handgun available.

 - .12g Pump Shotgun: A Winchester, Model 1300, Stainless Marine Defender,
      pump-action shotgun with metal-bead front sight, traditional-ribbed
      forearm, and six .12 gauge shell capacity. Though not fast, its range
      and damage potential exceeds that of any available handgun.

 - .12g Rifle: A modified version of their stock .12 gauge, this gas-operated
      semi-automatic, double-barreled combat shotgun with a six shell capacity
      offers fast, long range operation, and has made the standard .12 gauge
      virtually obsolete.

 - M14 Rifle: A Chinese version of the G.I. issue M14 manufactured by Norinco.
      This gas-operated, 7.62mm, 20-cartridge capacity, clip-loaded rifle is
      more powerful than a .12g, and has a range second only to the favored
      M16 rifle.

 - M16 Rifle: This converted Colt AR-15 is a .223-caliber, gas-operated and
      air-cooled, single-option, semi-automatic with a twenty-cartridge,
      removable-magazine capacity. It's superb range and speed of operation
      make it a favorite.

                                     - 38 -

[EXTRA: MERCENARY PROFILES AT A GLANCE]
        
Hea = Health      Epl = Explosives
Agi = Agility     Mec = Mechanical
Dex = Dexterity   Mrk = Marksmanship
Wis = Wisdom      ExC = Experience Class
Med = Medical

(Mercs are sorted by Salary - lowest to highest)

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

[END OF MANUAL]

