User manual GAMES PC JAGGED ALLIANCE 2-WILDFIRE

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Manual abstract: user guide GAMES PC JAGGED ALLIANCE 2-WILDFIRE

Detailed instructions for use are in the User's Guide.

[. . . ] You'll hire a core group of skilled professionals through A. I. M. , the Association of International Mercenaries. You'll win the local population over to your side by displaying courage and loyalty. You'll train your men around the clock, then send them into dangerous missions and lethal firefights. You'll conquer the depths of underground mines, reap their riches, and discover their secrets. [. . . ] However, if you can't afford to miss, the extra time might just pay off. If the gun is equipped with a scope, this extra time is required in order to make use of it. After a certain amount of time, you've pretty much done all you can do. Burst fire: If you have an automatic weapon, you can spray a number of shots into your enemies at one time. Right-click on your merc to bring up their inventory panel, then left-click on the burst button. (Surprisingly enough, this is the button with the picture of the gun on it. ) An even easier way to toggle burst mode is to press the B key. Burst mode will stay on for that mercenary until you turn it off. You won't be able to concentrate your aim while using burst mode. There's no such thing as carefully spraying your enemy with a torrent of bullets. Spread fire: Once a merc's gun is in burst mode, you can also spread his shots out over an area, and a number of targets. While the burst mode cursor is up, left-click and drag the cursor over the area you want to fire at. An enemy on a rooftop is easily picked out by his yellow glow, compared to enemies on the ground, who have a red glow. Hand-to-Hand Combat Your mercs can fight with their bare hands, if the need arises. Simply remove all items from the merc's Main Hand, right-click to bring up a fist cursor, and then left-click on the target. Of course, your merc will need to be quite close to the enemy to carry out a physical attack. Bullets usually do more damage than a punch, but mercs trained in martial arts can be surprising deadly in hand-to-hand combat. Interrupts and Action Points Sometimes you'll want to end a turn even though you haven't used all of a merc's action points. If a merc is experienced enough, he may be able to interrupt an enemy while the enemy is in the middle of his move. During the interrupt, your merc will be able to take a shot at the enemy, move away, or take any other action. However, any action your merc takes during the interrupt requires action points. Your merc won't be able to make use of the interrupt if you spent all of his action points in the preceding turn. Bear in mind that enemies can also get interrupts. If you make a green Level 1 merc dash out in front of a group of experienced enemies, they may all get interrupts and blow him to pieces before he can escape. This is even more likely if the merc is running, wounded, or distracted by other enemies. 28 JAGGED ALLIANCE 2-WILDFIRE-WILDFIRE JAGGED ALLIANCE 2-WILDFIRE-WILDFIRE 29 Reference If you don't use all of your action points in a turn or an interrupt, up to 5 points will roll over to the next turn. [. . . ] Melissa Farmer Production Coordination. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . John Davidson, Linda Wratchford Marketing Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Mark Moon General Manager ­ PC Products (Take-Two). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jamie Leece Director of Business Development (Take-Two) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [. . . ]

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