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200 distribution ~ ask for a game ~ you all come in and help! Thank you very much.
You are talking about the story of Iron Blood Alliance 2 Wildfire. You started to answer questions yourself, created a mercenary, hired several mercenaries from the mercenary website, accepted the task of Aluko, a small South American country, fleeing to King Enrico, and helped the rebels defeat the evil queen. It is suggested that you build a mercenary expert to fight at night, which can increase your vision and save it before the war.

The difficulty of the novice's initial selection (nothing else, because the militia can't keep the mine), the sci-fi mode (can shoot bugs), and many bullets (hehe, of course, to get a good weapon) are always archived.

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How to know your original game mode in the game: enter the options screen of the game, and then press and hold the crtl key in the screen of loading files to see this information.

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How to create a mercenary (imp)

The first thing to do at the beginning of the game is to create a mercenary of your own, just like you. Just pay $3,000. He belongs to you until you finish the game or until he is killed. He will give you great help in the game.

In order to create him, you must first read the email of "Psych Pro Inc" and get the link of IMP website. Go to IMP website and enter the code. First, you have to answer the question 16. The answer will determine your personality, attitude, stunts and your initial equipment.

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About 16:

Note: This 16 question seems humorous, but it is actually a mystery. Players usually think that these problems only determine the stunts of their mercenaries. In fact, every answer hides the choice of personality, attitude and stunt. These choices will cross each other, and changes in personality, attitude and even basic attributes and avatars will affect the final stunts and equipment of self-created mercenaries. For example, if the strength is higher than 75, there will be no martial arts stunts. Therefore, even the same answer combination may lead to different stunts. So far, the answer lists of various versions I have seen only interpret this 16 question from the perspective of stunts, which is neither detailed nor accurate.

16 Question Answers (for reference)

1 Wushu-Fighting Unlocking Throwing (Grenade) Watch!

2 teaching-crazy and friendly

3 unlock-secretly ordinary

4. Automatic weapons are friendly and common.

5- Go ahead.

6-Fight at night.

7 electronic knives fight at night-

8 two-handed weapons-optimism and madness

9 - - - -

10 - - - -

1 1-enterprising and normal teaching.

12 martial arts knife skills-automatic weapon fighting electronics-automatic weapon fighting electronics

13-normal normal

14-normal.

15 throwing (grenades) two-handed weapons-.

16 - - - -

Note * "-"is meaningless.

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The mercenary you created will have the following personality and attitude.

Aggressive and enterprising-a good soldier, but there are some obstacles when talking to NPC. The success rate of conversation will also decrease.

Friendly forces-the success rate of talking to NPC will increase.

Normal is usually-as the name suggests.

Optimality is optimistic-there will always be higher morale and better leadership in the battle.

Pessimism is pessimism-there will always be low morale and leadership in the battle, plus 10 skill points.

Mental illness is crazy-more aggressive than "fighting". When shooting, even if it is set to a single shot in advance, it is possible for him to change to a continuous shot, and the hit rate will increase by 15%. If he also has the skill of "automatic weapon", then his shooting effect will be very good.

The only way to know your mercenary personality is: IMP website will send you an email on the third day, where you can see what your personality is (the last sentence of the third paragraph on page 3), and your attitude is in the fourth paragraph on page 4.

Personality includes: fear of insects, fear of heat, claustrophobia, inability to swim, poor memory, insanity, normality and nervousness.

Attitudes are: pessimistic, optimistic, optimistic, timid, enterprising, withdrawn, friendly, rude, arrogant and normal.

In JA2 version 1.06 or above, only normal personality and friendly attitude can be selected. Or crazy sex and normal attitude. There are no other personality/attitude combinations to choose from.

Special skills:

Mercenaries have two stunts, or an expert stunt. It can be improved through the improvement of grade. Expert-level special skills, twice as effective as ordinary ones!

Picking locks and unlocking: increases the chance of unlocking by 25% (one of the most useful skills).

Electronic appliances: combined with electronic goods, open the electronic lock and remove the electronic trap.

Hand-to-hand combat: expert hit rate and evasion rate increased by 15%, and damage increased by 45%.

Martial arts: Mercenaries who know martial arts, such as Dr. Q, can also gain greater advantages in combat. Martial arts can not only increase the hit rate, dodge rate and damage by 30%, but also dodge the enemy's broadsword. Wushu can often do double harm to the enemy. For example, Dr. Q can often stun the most advanced enemies with fancy moves (hp bullets can't hurt a little blood at all), and the maximum damage per move can reach 20. You can steal the enemy's weapon while he is unconscious. .....

Knife Skill: Attack and dodge in combat increased by 30%

Two-handed weapons: When using two-handed weapons, mercenaries will not reduce their hit rate and damage by 20% like one-handed weapons.

Camouflage: Have unlimited camouflage paint. (I can't create it myself, the skill of computer shadow)

Night battle ops night battle: enhance the overall strength in the night battle. At night, strength and hearing increase by one, and interrupting ability increases 1 ~ 10. This is one of the most useful skills in fighting day and night. )

Sneak stealth: stealth plus 25% silence rate (that is, the ability to make no sound when stealth). This is one of the most useful skills for assassination.

Throwing: The throwing distance of grenades, etc. +30%

Teaching: the effect of training militia is increased by 30%

Automobile weapon: The scattered bullets will be reduced to the original 1/2 (expert level is 1/4). The flying distance of the bullet is 5- 1 1% after the first bullet (for example, when three bullets are fired, the flying heavy weapon of three bullets: the hit rate is increased 15% (such as mortars, rifle grenades and rockets (France)).

Roof plus roof battle: the hit rate on the roof is increased by 15%, which is one of the most useful skills. (I can't create it myself, computer role reaper's skill)

Note: If your strength is greater than 75 or you use women, you can't choose martial arts stunts. Even if the dexterity is set to 35, you cannot choose to unlock the stunt. Special effects need attribute support.

Self-made mercenary equipment

You always get bulletproof vests and helmets at random. Medicine box. Other equipment relies on mercenary data and special skills.

Skills:

Marksmanship: If your marksmanship is above 80, you will be given MP5K and 2 clips of SMG ammunition; if your marksmanship is below 80, you will be given 93R or Bei Leita.

Medicine: your medicine > you get the first aid kit; 30< medical

Machinery: if it's yours, you get the toolbox, and you get TNT at random.

Explosion: If it is greater than 50, you will get TNT and detonator.

Stealth: silencer, combat knife.

The first male voice is MP5A submachine gun, the second is big revolver, and the third is Mini 14.

Female one is the same as male one, the second is Jian Zihao, and the third is MPk5.

This is the second weapon, and the first weapon is still only related to the original marksmanship.

Self-made mercenary's figure and clothes: gender and strength and agility value determine the figure.

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note:

The analysis of the mercenary's stunt and personality attitude was decided when he answered the question 16 and chose the portrait and voice.

However, the analysis of the basic attributes and skills of mercenaries is the time until the email. In other words, don't be discouraged by the waste wood before boarding. After getting off the plane and growing into a super merc, experts will praise your resilience in the email of IMP analysis results on the third day. 07.gif

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Note: All JA2 pictures (click on the left to enter this webpage)

Note: For reference, the original ja2 Raiders: Iron Blood Alliance 2 Raiders Manual (click on the left to enter the webpage).

Diary of the first day: I created a kid who is neurotic and unlocked at night. Life, wisdom, machinery are all 85, leadership is 65, blasting, strength, medical care is 35, marksmanship and agility are all 50 to 60. My name is Kong. I rented scpoe 1 day, and several others with silencers and explosives, each 1 day. Barry will be employed for two weeks. Leader 65 can recruit everyone in this game. Mechanical 85 and unlocking also ensure that you open the door. Then, you can compress the time and play omerta with scope. Now you are not worried that no one will follow you, and you are not worried that the door won't open.

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Clever application of operational common sense of action points under turn-based system;

About the action point (ap point): It is related to your agility, load bearing and physical condition. If it is full, it is 25 points. It is suggested that you be more than 70 agile, bear less than 100%, have more than 90% physical strength, and can have 25 ap points.

About aiming: When aiming at an opponent, there will be 1 great circles and 1 quasi-centers. The big circle indicates the possible impact point of your bullet, and the quasi-center indicates that you can hit the impact point of the enemy. The action points required for shooting are displayed in the center of the target. Right-click to add some precise aiming to improve the hit rate. Right-click once to increase the hit rate of 10%, which can increase by 40%. At the same time, you will see that the big circle becomes smaller, hehe. When the great circle coincides with the quasi-center, it is bound to hit.

About shooting: shooting is also very particular, that is, don't shoot directly, switch to single shot first, which means aiming at the enemy is too accurate, so you can't aim any more. Press the "B" key to switch to shooting, and don't disperse if you hit it.

How to save action points in turn-based running: In stealth mode, at the same distance, walking mode needs 15 points, and running only needs 10 points. Look, how cool it is (press the R key to switch to running mode, or press the right key to bring up a very useful pop-up menu with running. This is the best way to pick up a gun. Run over, punch and kick, and then grab the gun with a stick.

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About the mobile mode:

About running: Running is the fastest way to exercise. Press "R" in turn-based system and double-click in real-time system to make mercenaries run.

About stealth: this is a necessary mode of night fighting and assassination. The method is to press "z" to let mercenaries sneak. It is recommended that mercenaries with high stealth skills and agility use camouflage oil to move like this. If invisibility makes a sound, it will alert nearby enemies.

The mode usually used in combat is crouching forward+stealth.

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Then let Barry dig out four mines in the north house of a9, which can help other people with low blasting practice. One is buried, the other is dug, and mines are used. Give IMP the optical aiming of the sight and someone else's silencer, and the sight can be discarded. Install IMP submachine gun with accessories, and then walk around a9' s house. There are mines. Now you don't have to worry about how to practice blasting.

About burying mines or bombs: put mines or bombs in your right hand and right click on the ground to bury them.

About digging mines or bombs: to the place where you are buried, click on the hand (ctrl+ left button), just click on the ground.

About opening the door or box: Go to the door, click (ctrl+ left button) and click the door. If the door is locked and you bring all kinds of tools, all kinds of options will appear.

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Composition of articles and installation of accessories

Synthesize articles and install accessories in WF.

Drag the bullet gun of the corresponding model with the left mouse button-reload the gun.

Light the kettle-restore your strength.

Life injection and physical injection are used to restore physical strength and life (no more than three times in 24 hours).

Camouflage oil on people-adding camouflage to people.

Duckbill, silencer, sight, sniper mirror, bracket, Russian sniper mirror, etc. Mounted on the gun-improves the hit rate and mutes the gun.

Compound 18 is sprayed on various reinforced armor.

Ceramic plates and various vests-reinforced vests

The monster queen's mucus and all kinds of armor strengthen armor.

TNT+RDX - HMX

C 1+RDX - C4

Detonator or remote detonator+various bombs-detonate bombs.

Lameboy ++ copper wire-display

X-ray tube+fumbling bag+chewing gum -x-ray device

X-ray device+display -X-ray detector (X-ray detector, you can know the enemy.

Orientation, battery required)

Methods of synthesizing articles and installing accessories:

When installing an attachment, if you click the attachment first, the items related to the attachment will light up so that you can

Knowing the possibility of installing accessories, left-click to select accessories and then right-click to install.

The uploaded item will further appear in the attachment installation column, and the attachment can be put in.

Things are different when they are combined. When you put them in the attachment column, you will find that the attachment column is dark.

Yes, it doesn't seem appropriate, so don't worry at this time, just press it.

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Next, go to the room in the middle of a9 to find Fatima and Parks, let your kid led by 65 talk to her, give her Enrico's letter, and she will take you to the A 10 base. Be careful to follow her all the time At the gate of the A 10 base, she will talk to Dimitri and go down automatically.

I met Miguel, the leader of the resistance organization, at the a 10 resistance base in Omerta, and accepted the task of raising food from Father Walker, looking for something to find a crowbar and a vise. I hired Dimitri and Ella, and Ella came up automatically as soon as she hired them. Then I repaired the equipment on the spot. I'll go to AIM right away and hire everyone to bring a toolbox 1 day.

Now compress the time until people with toolboxes come (now it's day 1, 19:00) and throw all their things on the map. Then let the soldier hurt IMP, and let him take 1 medicine box (ira's) and five tool boxes after dressing it up. 1* 25+5 *18 =115 kg. Now his load should be 700%+. In the strategic map, move to determine the route (optional but not in the city), and then press the right mouse button to cancel the walk. At this time, the personnel returned to their original positions. Because there is no time to compress, please repeat the above operation in the game. My IMP has increased the strength by 1 1 point under the condition of 700% damage load (the serious injury effect is better, but it is unnecessary, because you need to use it to fight and increase support. Note that it's not that kids can't hurt their own people by fighting, but they can only be injured by the enemy or by digging their own mines. Wound yourself with a Grenade. Otherwise, the soldiers who shoot themselves will become enemies. ) Within five minutes, this guy's strength will rise from 3 1 to 80, and his level will rise from 1 to 3. When your load reaches 300-, the effect is not obvious. Just go to 80 first. After the fight, we practiced with six medical kits and spectro armor, 6 * 25.

Now, let this kid with level 5, blasting 100, and intelligence of 85 practice intelligence with tnt, dig and bury for a few hours, and your intelligence must be 100. Now don't worry about how to practice intelligence.

Now let the kids, Barry and Dimitri fix things and reduce the time. IMP guns and flying knives must be repaired first. After the repair, rest and prepare for the first battle. (Not counting those who just got off the plane).

See the annex for the map of arulco.

Cow: On the farm, you can shoot cows to practice your strength and dexterity.

Tauren: Hicks Farm is the mission of Keith in cambria. There are many good things here. (They will take the initiative at night)

Tiger: Possible ambush site of blood cat.

Big tiger: the land of blood cats.

House: the queen's secret base (too many good things)

Five-pointed star: missile base

Tank: An area with tanks

Jeep: the place where Hummer was purchased (10000 USD)

Truck: where ice cream appears

Plane: airport

Helicopter: the hiding place of the air knight

Shovel: Mine.

Skeleton: the place where wanted criminals may appear

Spider: The place where Gabby, who sells elixirs, appears.

Robots: robots and madlab appear (they are in a sealed warehouse)