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Submitted by System on 09/03/2006, 09:50. Print file.
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Section 7 ]
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REPAIR ITEMS

Toolkit in Mechanic's right hand. 1st item to repair in left hand. Top vest
slot on down establishes the order or repair preference. He (the mechanic)
needs to be "assigned" to Repair.
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Section 7 ]
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USING CANTEENS

Go to the Inventory screen, pick up canteen, and apply to the mouth of the
mercs "silhouette" in the middle of your screen. Click until content or the
canteen is empty or the merc is out of action points. Watch your merc's Blue
graph to see to what degree his thirst problem is being alleviated.

Note: both Fidel & Vinny seem to be constantly "thirsty" and therefore in need
of water. I can only assume that there are other mercs in the game, which I
have not used, who will have this same problem. When I use Fidel and/or Vinny,
I have them carry all the canteens for the entire squad, (I found that the
other squad members I used, seldom had this "thirst" problem). Thus they can
both give canteens to other mercs when necessary, and have extras on hand to
take care of their own problem. This also makes available extra vest pocket
slots for the other mercs that don't have this constant dire need of drinking
water.
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Section 7 ]
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APPLYING CAMOUFLAGE

Use the exact same procedure as the canteen (except of course, the blue graph
is not relevant here). Of course you apply the camo to his body not to his face.

Apply the camouflage to your mercs at the beginning of the day before the
mission begins. This eliminates the need for hauling the camo kit around on the
mission. Have the guy with camo kit apply it to all the mercs that need it
while you are "gearing up" in the morning.
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Section 7 ]
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EXPLOSIVES

Always send your explosives expert to get these and disarm them unless you're
ready for "sick bay" at the hospital, or worse. This includes grenades, as some
of them are "live."

Always try to have a medic type nearby, so he can immediately heal your
"expert" if his disarming fails. Even Fidel sometimes meets his match. The
medic on-hand can save him from meeting his master.

Grenades : nothing beats the plain old, ordinary grenade. This is the game's
great "equalizer." Hoard these puppies until you really need them. They can
save the day, when nothing else will. (particularly useful for disabling
multiple enemies with one pop. Especially when they're safe as can be behind
some of the game's seemingly "for enemy use only spectra shield bushes".

TNT & Plastic Explosives : Merge each of them with a detonator to become
operational. Have your explosives "expert" do this in the morning "gear"
sessions prior to taking to the field, as this will save vest pocket space.

Live Plastic Explosives are a result of merging with detonators, but can be
found already in this state. Since they no longer require merging, they only
require 1 vest pocket slot.

Mustard Gas Grenades are quite deadly and are almost as useful as grenades.
It's probably best that the thrower and all your nearby mercs be equipped with
Gas Masks.

Tear Gas Canisters will disorient and befuddle the enemy, however they and
Stun Grenades seem to inflict no lasting damage. One negative (in my opinion)
of Tear Gas Canisters is that they tend to make the enemy run away,
necessitating using up more action points in chasing them down.
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Section 7 ]
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CORPSE EXPORT

Pay for all burials. If you don't people will start quitting and demanding pay
raises to stay, far more than offsetting the costs of the pine box. In this
case it just does not pay to be a cheapskate.
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Section 7 ]
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GOING IN BUILDINGS

When possible, wait until sector is enemy free. This will save a great deal of
time. Many times you will find an essential key/keys needed for entering on a
dead enemy.

Use your wall probe, when necessary, to determine if enemies are inside a
building prior to entry. If no enemies are inside, there is no need to enter
the building in question until the sector is secure. And of course if enemies
are inside, they must be eliminated before the sector is secure.

Always have your Mechanic be the first to enter, as his lock-picking talents
are often necessary. It's best to have him with full Action points prior to
opening the door, this way he can open the door and be able to step aside and
let your killer merc/mercs with full Action points, who you have stationed just
behind him at the door take care of the enemy who is often lurking at or near
the door. If you don't use this procedure, Vinny may be a dead merc in very
short order, or a very badly wounded one at best.

Have your explosives expert (Fidel or whoever) open all the boxes, with the
other mercs in the building at a safe distance. Booby-traps are a way of life
on Metavira.
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Section 7 ]
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USING EXPLOSIVES TO OPEN DOORS

Grenades will open any wooden door. Be sure and throw the grenade at the door,
not at the foot of the door, as this will do nothing but waste a valuable
grenade.

Note: Regular fragmentation grenades only. Stun grenades, etc. do not work.

Metal doors require the use of other explosives (grenades will not work). Live
Plastic Explosives have one large advantage over TNT -- all you need to carry
with you is the Plastic Explosive. TNT requires you to also have a detonator,
which you then merge with the TNT. (see above about merging TNT and Plastic
Explosives before starting the day's mission.)

Wall Cabinets - look in all of these as many tend to have goodies. I suppose
these could be classified as "medicine cabinets" as they tend to contain
medicine kits, first aid kits, and cloth rags (for molotov cocktails)
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Section 7 ]
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MERGING ITEMS

For most successful results always use your Mechanic or your Explosives guy
(depending on what the items are) to perform "merging" operations. Generally
this means your Mechanic, but anything to do with explosives is best handled by
your explosives expert.

To merge: put the item in right hand. Put item to merge in the"manipulation"
slot just below the right hand. If merging is possible, you will get a message
asking if you want to do this. If you have a top of the line Mech or Explosives
guy the result will usually be successful. Other than top of the line types
often have very poor results.

You can also use this "merging" to consolidate tool kits, med kits, lockpick
kits, etc. If you are using a Vinny or Fidel or some other very highly rated
expert, and the initial try doesn't work. Try again. It once took Vinny 3 tries
to merge something for me.

It's best to do all your merging in the early morning "gear up" sessions.

Some items to merge are:

Chunks of Steel
I personally prefer to use my chunks of steel initially to merge
with the first few .357 Magnum pistols I find, as this accomplishes
two things -- it converts the ordinary .357 pistol to a "modified"
.357 magnum that has a longer barrel, making it more like a rifle,
and at this point in the game, there are no rifles that I
personally have found, except for the 1st shotgun. The 2nd thing it
accomplishes is that it makes your .357 able to accept a silencer
which is vital in taking over sectors with factories in them
without the enemy disabling the facility for several days which can
cost you a lot of lost cash flow. Later on I use newly found chunks
of steel to modify M-14 rifles.
Compound 17 (glue)
There are multiple uses for this item, as there are for the chunks
of steel. I personally prefer to use the first of these to modify
my "Spectra Shields." This then becomes a "Treated Spectra Shield"
and this is the "piece de resistance" for bodily protection in the
game.

Your Mechanic is the person for these jobs.

Some fun things for your Explosives expert to create are:

Molotov Cocktails
Merge Glass jar with tin of oil, then merge gasoline with the jar,
then merge a cotton rag with the jar, and voila a molotov cocktail!
Ready to throw! Other cute things for your explosives' people to
make (though of dubious value in terms of cost) are the:
"Eagle" weapons
Combo of gas can, cloth rag, tin of oil, and the various grenades
or"canister" weapons. Resulting in:

Eagle Fearball
use the grenade
Eagle Dog
use the mustard gas grenade
Eagle Screamer
use the tear gas canister
Eagle Silencer
use the stun grenade
Eagle Smokeball
use the smokeball

Note: I never personally used a smokeball that worked so can't recommend these
at all. "Eagle" weapons are "cute" and entertaining but is basically the waste
of a good grenade.
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Section 7 ]
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DEALING WITH LAND MINES

Get your Explosives expert with Metal Detector in hand in the lead --
preferably with a bunch of action points worth of steps in front of everyone
else, and have him clear a path. Then have the others march (single file if
necessary) in his footsteps. This advice is for implementation in sectors where
land mines seem to be everywhere, in most sectors this is an unnecessary, time
consuming procedure.
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Section 7 ]
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"JAMMED" GUNS

This is one of the most "overdone" elements of the game. The number of"jammed"
guns at times gets completely out of whack with reality. I once had 7 different
guns jam in the same turn. This only happened twice in the two times I have
played the game (although one was in the final sector). However, the incidence
of "jammed" guns on a regular basis seems to be way beyond the borders of
reality.

After capture of sector, try repeatedly firing them until they unjam, this
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