HG Manual (Ebook)
HG Manual (Ebook)
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Contents
Welcome to “Hired Guns: Jagged Edge”!.......................................... 4
The Game’s Concept........................................................................... 5
Global Map.......................................................................................... 6
Manage Your Squads.......................................................................... 9
Buy Weapons and Ammo................................................................. 10
Read Your Email and Journal........................................................... 10
Tactical Mode.................................................................................... 11
The AIM GURU 5000.......................................................................... 13
Health and Healing........................................................................... 14
Useful Tips........................................................................................ 14
Tactical Mode Keyboard Shortcuts.................................................. 16
Global Map Keyboard Shortcuts...................................................... 17
3
Welcome to “Hired Guns: Jagged Edge”!
Welcome to one of the most dangerous nations in the world: Diamond Coast. Guns, cash, and
some sly words can go a long way in a place like this. There are no rules in a place like this and
remember that - for a person of your “moral stature” that means there are plenty of opportunities
for money and power. The brief crash course that follows will educate you in the ways of a
hired gun but there is much more to being a soldier of fortune than the information contained
on these pages.
Pay attention to detail, shoot first and effectively, and remember that money talks louder and
more effectively than anything else in Diamond Coast – a war torn land living on the Jagged
Edge!
4
The Game’s Concept
Hired Guns: Jagged Edge is a game divided at its core into two main modes: a pausable real
time strategic mode referred to as the “Global Map” and a turn-based tactical mode.
The strategic component of Hired Guns is a map of
Diamond Coast - the country where you have been
hired to eliminate the brutal dictator in charge. This
objective is initially what you have been hired to do,
but things can change quickly for a skilled mercenary
like yourself. Keep your options open because there are
many competing interests in Diamond Coast and some
of them may serve your purposes better than following
your initial employer.
Gaining the favor of another faction requires you to speak to them in tactical mode and then
complete an objective using a combination of the strategic and tactical modes. You can’t make
friends with everyone at the same time, but you can betray anyone you wish at any time.
Each faction carries with them their own bonuses and advantages and the game’s ending can
change drastically depending on your standing with the various groups when you complete
the game.
After hiring some initial mercenaries, you can assign them to different squads on the Global
Map. The squad is basic entity on the Global Map, you can only move your soldiers from area to
area when in squads (though it is possible to have a one-person squad). You can order a squad
to another area even when the game is paused but the squad will not begin traveling until the
game time is unpaused. You can pause the action on the Global Map whenever you want to
reorganize things or order squads to different locations. You can also increase the game speed
to up to 4 times faster than normal time but be careful when you do this. Enemy squads will
also be roaming the country and they can attack you without much notice. Watch the Global
Map carefully when you are running at a high game speed.
There also are medical devices and tools in your vehicle for the “Doctor” and “Mechanic” roles
so you can heal soldiers and repair things when on the Global Map (Note: healing and repairing
can ONLY be done on the Global Map). Notice that to move mercenaries through the Global Map
roads are used. The vehicle you will start out with can hold all your mercs and their equipment.
You cannot use the vehicle to transport cargo, however. Also, you can try to capture the Airport
which is heavily defended. If you do manage to take this area, it will give you access to a
chopper which can quickly transport squads to any area you’ve discovered without using
roads. This means you can fly behind enemy positions and attack them with multiple squads
from multiple directions. Delicious!
By clicking the “attack” button in an enemy-held area you can enter into tactical
mode and fight the enemy directly. You initially start off in deployment mode
where you can put your mercs anywhere in the purple area highlighted on the
map. Also, note that you will only be able to deploy on the side of the map
from which you approached the area. Some directions are better than others
for assaulting an enemy area. After completing deployment mode the game will play in real
time until an enemy is spotted or the enemy spots you - at this point you are in combat
mode. Sometimes this will take a few minutes of real time mode before entering combat or
sometimes the enemy will spot you immediately, so it is not guaranteed that you will always
have a chance to move your soldiers in real time. Make sure you plan for this - deploy well!
In combat mode every character on the map moves by an action point/turn-based system.
Moving, shooting, reloading, and any other action costs action points. Once a character is out
of action points they can not do anything else for the reminder of the turn. After you’ve issued
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all the orders you want or you’ve run out of AP you can end the turn. At this point another NPC
side will take their turn. Note that civilians and neutral characters move separately from your
enemies, as do any hired garrison soldiers. Characters will not always start with the same
amount of AP for every turn. Being wounded, losing your breath, and other factors can subtract
from a characters AP before they even have the chance to receive orders.
At the tactical stage you’ll be able to talk to the locals and other characters as well, but only in
real-time mode. When mousing over a NPC, the cursor changes its shape automatically to form
lips. After clicking on a NPC with the lips icon you’ll be able to choose a dialogue line. The
response and the chances of a ‘successful’ result of the conversation depend on both the NPC
you’re talking to and some of your mercenary’s attributes. Strength, Wisdom, Leadership, and
other attributes all impact how a conversation will play out. The dialogue line is also color-
coded to denote the nature of the response. For example, a red-colored reply is a threat and it
should be spoken by a very strong fighter who may intimidate the NPC. A green reply is a
“wise” reply and may convince an NPC to work with you if the merc you chose to speak with
the NPC has a high enough “Wisdom” rating. White replies are neutral and are not affected as
much by the attributes of the mercenary who is speaking.
Sound simple enough? Let’s look at the two core components of Hired Guns separately:
Global Map
The strategic portion of Hired Guns takes place from the Global Map pictured below.
There are many things
you can do when in the
Global Map screen like
moving your squads,
equipping and healing
your mercenaries, buying
new weapons, and a lot
more. Some important
actions you can do from
the Global Map include:
6
Initial Psych. Evaluation (Avatar Creation)
Hire mercenaries
7
are short on cash, any mercenary not paid will leave your army and automatically withdraw the
money they’re owed anyway. Be sure to manage your finances carefully!
The ammo screen (the “B” button on the Global map) shows all the items available at this
area’s storage depot. Bear in mind, though, that the items pictured in the ammo screen are only
the items you or your squad picked up or “looted” at the end of a battle – any items still in
boxes or crates must be manually discovered and picked up to be listed here. The ammo
screen lets you examine the spoils you’ve just obtained, change a mercenary’s loadout, equip
weapons with enhancements, reload weapons, top off clips, and more. Achieving a good
balance of firepower and weight between your soldiers is important for success so do not
ignore this screen. Make sure that your mercs are ready for battle before you click the “Play”
button on the Global Map because if an enemy attacks you by surprise you will not have time
to swap out weapons and equipment before the fighting starts.
Additionally, if you have selected this area as a delivery point for goods bought at Dickie Jay’s
you will find these items here.
8
Manage Your Squads
The squad management screen (the button “S” on the global map) is useful in
assigning your employees to squads, designating a special role for them, and firing
the dead weight you are sick of wasting your money on. Remember that you can
only move your soldiers from an already staffed squadron to another when both
squads are in the same area. You can always create a new squad in any sector
by moving the mercenary’s portrait to an empty squadron’s slots. As part of your
contract with your employer, you cannot hire more than 18 mercenaries spread
over 6 groups (with a maximum of 6 persons per group).
As mentioned before, you can also designate special roles for your mercenaries when they are
sitting idly in the Global Map mode. These special roles are very important in keeping both your
squad and their equipment in good shape. The primary special roles are:
Doctor - A mercenary in a ‘doctor’ role greatly increases the healing rate of other mercenaries
who are designated as “Patients”. Only mercenaries with medical skills can be assigned the
doctor role. Higher skill ratings increase healing speed.
Trainer - A mercenary in a ‘trainer’ role will improve the skills they are best at for any
mercenary in the “Student” role in the squad. Only healthy mercenaries can be a trainer and
there is only one allowed per squad. As a trainer teaches skills to others their leadership
attribute increases as well.
Mechanic - A mercenary in a ‘mechanic’ role will repair broken or overused items. Equipment
will slowly degrade over time and the chances of a weapon jam or other malfunction will
increase the more the item is used without proper maintenance. To prevent this, you should
repair equipment and weapons regularly by using the mercenary with the highest ‘Mechanics’
value in the squad.
9
Buy Weapons and Ammo
You can also visit Dicky Jay’s weapon store from your laptop where a variety of killing
instruments, armor, and other equipment is available.
To purchase an item, click the green left arrow to move the purchase to your cart.
Clicking the double arrow will purchase all the stock available of that particular
item. This is particularly useful when you want to buy 10 clips of ammo or a high
count of some other item. To complete the purchase click on the “Cart” tab at the
bottom of the navigation pane and click “Purchase”. You will then be able to choose
where your purchase will appear on the Global Map. The purchase will immediately
appear at the appointed spot but bear in mind that only areas you control with a
transportation hub are eligible for equipment delivery (i.e. Airport, Railway Station,
Port, etc.).
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already captured). They may give you small bonuses or even an opportunity to make new
powerful allies…
Tactical Mode
This is where we separate the men from the boys and where your mercenaries
really earn their pay. The tactical portion of the game takes place on a variety of
fully 3D (and destructible) settings ranging from a massive dam, to a beach
resort, to dense jungle, and beyond.
To initiate the tactical
mode of an area click
the attack button which
will be pictured under
photo of area. When the
tactical map of the area
has loaded the player will
be in deployment mode.
In this mode players can
position their soldiers
anywhere within the purple
deployment box. Players
can also reload a merc’s
weapon, change their
stance, set their aiming
preferences, and perform
11
other basic tasks to save AP when the action starts. To change the location of a mercenary
simply select them (left click them or hit F1-F6) and then click within the purple highlighted
area to place the mercenary. If there are two or more squads under your command, use the
controls above Mini-map to switch between each squad. The icon of the current squad is also
displayed there.
Generally the side of the map you can deploy on corresponds to the direction from which you
approached the territory in the Global Map. When defending a location, you can place your
mercenaries almost anywhere in the center of the map but it is helpful to note which direction
the enemy will attack from to maximize your advantage.
Your mercenaries can move around the area, climb up the towers, ladders, stairs, etc., talk to
people, and examine items like boxes, chests, etc. The game is
played in the real-time until you detect an enemy (or an enemy
detects you) at which point you enter combat mode. As said before,
in combat mode every character on the map moves by an action
point/turn-based system. Moving, shooting, reloading, and any other
action costs action points. Once a character is out of action points
they can not do anything else for the reminder of the turn. After
you’ve issued all the orders you want or you’ve run out of AP you can
end the turn. At this point another NPC side will take their turn. Note
that civilians and neutral characters move separately from your
enemies, as do any hired garrison soldiers. Characters will not
always start with the same amount of AP for every turn. Being
wounded, losing your breath, and other factors can subtract from a
characters AP before they even have the chance to receive orders.
To move a selected soldier, move the cursor at the point you want
them to go to and left-click once. Note that a double-click cancels
the order, and the mercenary stops wherever they are - they do not
return to their original position. By default mercenaries move at a
run. This is their maximum speed, but it makes plenty of noise and rapidly drains their stamina.
Use mercenary panel to change between modes (‘Q’ - lie down/crawl, ‘W’ - crouch, ‘E’ - walk,
‘R’ - run). Also, be sure to pay attention to what your mercs tell you. They will let you know
when they hear something, sight an enemy, experience a gun jam, or any other significant
event.
The game will return to real time mode when several turns have elapsed and neither side has
detected one another. Be careful, though, because even though you can move your soldiers in
real time, this doesn’t mean that the area is clear. You can be ambushed very easily if you move
your mercenaries forward too carelessly.
When all the enemies are gone (either fled or killed) from the
area you have captured it. You will know this from the cheers of
your mercs and a corresponding message that appears on the
screen saying “Sector Cleared.”. To exit the area, click on the
‘Exit’ button (the red “eject” arrow below the Mini-map).
This is far from everything there is to combat. Since something like battle is infinitely complex
you will most likely have to take your licks and learn to be a brutal warrior through experience
(which more often than not means getting shot a lot). There are two vital aspects of combat
that haven’t been touched on which will help you invaluably: aiming and healing. Listen up,
these opposed sides of battle may just save your life in a pinch:
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The AIM GURU 5000
The automatic aim designator, AIM GURU 5000, is located at the
bottom-right corner of the GUI. It is useful for precise targeting for
sharpshooters or simply setting a static location for a merc to shoot
at every time they fire. The operating principle behind the AIM GURU
5000 is simple: a mercenary always targets at the part of body
marked in AIM GURU 5000. This means that you won’t have to use
your cursor to manually target where the bullet should land when you
order a mercenary to fire. The AIM GURU 5000 fires at the torso by
default since it’s generally the best target to aim for.
You can use the number pad to quickly designate a new target location:
• 8 – Head
• 4 - Left Arm
• 6 - Right Arm
• 1 - Left Leg
• 3 - Right Leg
• 5 - Torso
The 2 button on the number pad switches the auto scope off, allowing you to aim manually by
using the cursor. You can even aim at somebody’s finger, if you’re particularly sadistic…
13
Health and Healing
Scars look good on soldiers - though not every soldier will agree
to such adornments. When bullets start flying in combat mode
the chances are pretty good that a few of them are going to
find your mercenaries. A wounded mercenary will function less
effectively and will lose AP for the next turn. If the wound gets too
serious the merc may even become incapacitated so make sure
you keep plenty of first aid kits around. It’s probably a good idea
to have every merc carry a med kit so they can heal themselves
in a pinch. Using a medical kit does not take any special skills or
abilities - just place the medikit in the merc’s right hand, press
CTRL key, and left-click on the wounded soldier.
If a merc takes a particularly well placed shot (a ‘critical wound’)
or several bullets in close succession (their health drops below
50%) they can start to bleed. If their health decreases to 15
points or lower they enter a critical condition and shock follows.
At this point, the soldier is incapacitated and requires another
merc to come by and stabilize them. Any team member can
bandage their wounded companion. A ‘kneeling’ posture is
required to heal someone, so don’t forget to count this change
in position (from standing to kneeling) when counting out your
AP for healing a soldier. After the soldier is bandaged, a red bar
(health left) and a pink bar (bandage rate) are displayed on their
health indicator.
If the critically wounded soldier was alone in your squad or all other mercenaries are also
critically hit they all die. Additionally, critical wounds can irreversibly lower a merc’s attributes.
If this is the case, medicine won’t help and the only way to restore the lost skill points is to
train long and hard. After exiting the tactical mode all wounded soldiers will be stabilized
automatically in the Global Map and can begin to heal slowly. (Having a doctor merc with a
good medical rating will speed the healing process along considerably.)
Useful Tips
1) Firing a weapon with triple burst will cause the gun to lurch upwards. Some
weapons have more recoil than others but every weapon will naturally push
upwards when firing several rounds in close succession. Keep this in mind when
you are engaging an enemy at close range. Aiming at your enemy’s head with
a triple shot burst is not as effective as aiming at his leg and allowing the triple
burst to rake your target. Since your merc will naturally let the gun’s barrel move
upwards with each shot, chances are that the third bullet fired in a triple burst
will be quite a bit higher than the enemy’s leg so you will have maximized the
chances of having every round hit your target. It is not uncommon to have the first
bullet of a triple burst hit the enemy’s leg and the last bullet catch them square
in the nose.
2) The missions you get often make you return to an area you’ve already captured
and explored. Depending on the current situation on the Global Map - some NPCs
may want to give you special opportunities and missions - some may want to slit
your throat... Check you Journal, the results of each conversation are displayed
there.
14
3) Shooting at the head is the quickest way of eliminating your enemy but it is also
difficult to hit such a small target. When shooting at an armored enemy (a helmet
counts as armor) you may want to use armor piercing rounds or the bullet may
have little effect even if it is a hit. If you shoot an enemy in the leg they will drop to
the ground in pain - this will buy you time to move into position or reload as it will
take the enemy time to get back on his feet and begin firing again. Arms, though
unprotected, are hard to hit. The torso is easy to hit, but it’s usually protected with
body armor so use armor piercing rounds or keep plugging away at the armor and
try for a weak point.
4) Strength, Wisdom, Leadership, and other attributes all impact how a conversation
will play out. The dialogue lines used to communicate with a NPC are color-coded
to denote the nature of the response. For example, a red-colored reply is a threat
and it should be spoken by a very strong fighter who may intimidate the NPC. A
green reply is a “wise” reply and may convince an NPC to work with you if the
merc you chose to speak with the NPC has a high enough “Wisdom” rating. White
replies are neutral and are not affected as much by merc attributes.
5) The weapons available for purchase will grow more potent and diverse as you
progress through the game - but your enemy’s armaments will improve as well. Do
not try to save money by avoiding purchasing new equipment. You will need every
extra ounce of firepower you can buy when government soldiers start pouncing
on your every move.
6) The enemy will counterattack from different areas and at different intervals. It
is quite likely that its assault teams can take you by surprise as well. To prevent
this, use the garrisons-for-hire which can be bought on the Global Map screen by
clicking on the desired area and hiring them as an “improvement” to the area. You
can hire these garrisons to defend an area by themselves or they can help you in
tactical mode if you think the enemy is too strong to take on by yourself. These
garrisons are really helpful and convenient but they are costly - try to defend areas
with your own men as much as possible since you’re already paying for your
mercs anyway. Also, make sure you remember to release the garrison after you’ve
used them to ward off an attack. You must pay your garrisons by the day and they
will not stop billing you until you tell them to disband!
7) The profits you make from your captured territories are not static - as the
country’s economy improves, so will your profits. Stability and a well-functioning
infrastructure can go a long way in making you rich!
8) Grenade and rocket launchers along with dynamite and other explosives very often
give you a chance to make your own entrance to a fortified position. Feel free to
experiment. There are not many builders in the country so the destruction you
wrought will remain in the occupied area as a monument to your aggression.
9) A scope is a versatile improvement that will fit on many different guns and will
dramatically increase a weapon’s accuracy and range. However, bear in mind that
a scope will decrease a merc’s width of vision and increase the amount of AP
required per shot. You can also achieve a nice balance between accuracy and
AP cost by using a collimator sight. While the collimator sight does not bring the
same advantages to a weapon, its disadvantages are not as numerous or defined
as with a scope.
10) It is better to be well armored than light and quick. Mercs will take a lot of
punishment over the course of their employment because they will generally
be outnumbered and outgunned. Helmets, vests, pants, and other armor are
essentially in improving the survivability of your mercs. Don’t skimp on armor -
buy it when it’s available and keep it in good shape. Repairing armor is free and
15
even buying new armor is a lot cheaper than hiring a new mercenary after one of
your other mercs got hosed.
16
«NUM_2».. . . . . . . .. . . . . . . . . . . . . . . .Toggle Autoaiming
«NUM_8».. . . . . . . .. . . . . . . . . . . . . . . .Always Aim at Head
«NUM_4».. . . . . . . .. . . . . . . . . . . . . . . .Always Aim at Right Hand
«NUM_6».. . . . . . . .. . . . . . . . . . . . . . . .Always Aim at Left Hand
«NUM_5».. . . . . . . .. . . . . . . . . . . . . . . .Always Aim at Torso
«NUM_1».. . . . . . . .. . . . . . . . . . . . . . . .Always Aim at Right Leg
«NUM_3».. . . . . . . .. . . . . . . . . . . . . . . .Always Aim at Left Leg
17
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Tactical Mode Keyboard Shortcuts
Up Arrow. . . . . . . . . . . . . . . . . . . . . . Camera Up
Down Arrow. . . . . . . . . . . . . . . . . . . . Camera Down
Left Arrow . . . . . . . . . . . . . . . . . . . . . Camera Left
Right Arrow.. . . . . . . . . . . . . . . . . . . Camera Right