User manual GAMES PC JAGGED ALLIANCE

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Manual abstract: user guide GAMES PC JAGGED ALLIANCE

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[. . . ] Jagged Alliance Game Manual Gaming Questions? Hints Hotline Support! Available 7 Days a Week If you have a question about Jagged Alliance or need a game hint, we have someone waiting to help you. In the United States and Canada 4:00 to 8:00 p. m. Eastern Time Weekends and Holidays Monday through Friday Phone (315) 393-6633 Need Technical Support?We could give you answers, but then again, we'd just be making them up. See Extra: Customer Support for More Services 1234567890 Jagged Alliance application software Copyright © 1995 by Sir-tech Software, Inc. [. . . ] So, on occasion, you're likely to run into (or away from) an explosion or a 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. 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 mercenarys 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 unconsious 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 woundedespecially 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 or medical kit may administer field treatment. First, move the kit to his or her Main Hand. Taking Damage Making it Permanent ] [ 32 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. Step 9: Military Maneuvers 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. [. . . ] 28 Time of Day . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Time, Changing from Real to Turn-based 29 Time, Different Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Time, For Guards to Move . . . . . . . . . . . . . . . . . . . . . . . 22 Total Salary Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [. . . ]

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