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Flora and fauna
Unlike other strategic games, in DESPERADOS – WANTED DEAD OR ALIVE, the natural environment
plays a not insignificant part and is far more than a mere backdrop. A picturesque waterfall not only
looks pretty, but also allows weapons to be fired under cover of the sound of rushing water. Loud
noises cover up quiet sounds, and that applies in DESPERADOS – WANTED DEAD OR ALIVE just as it
does in the real world. The fact that a stick of dynamite thrown into a river never explodes is obvious.
It is not only the environment that should concern you, but also everything that runs or creeps about
in it. In this game, you cannot kill any animals (after all, Greenpeace would rightly object to that), but
the animals can be hazardous to you. A flock of crows scared into flight by incautious actions, or a
number of pigs squealing in terror may call a watchful sheriff to the scene. So refrain from hunting
rabbits - you may end up being spit-roasted yourself.
My kingdom for a horse
Naturally enough, the horse has a special role in the animal world, for what would a cowboy be
without this most trusty of all companions? Thus in many scenarios, at least one of your mission aims
consists in procuring horses, so you can ride off after fulfilling a task.
It is also unwise to gallop flat out through the level during a mission. If you do, every opponent within
a mile will know of your existence in seconds. And if you take a single hit when on horseback, these
flighty animals will throw you off. You can make good use of this behaviour trait, since your enemies
will also follow you on horseback. Sam's snake is superbly well suited to causing horses to shy (and
causing the rider to bite the dust). Equally effective is Cooper's ability to cut through girth leathers.
However, opponents do not always jump into the saddle when pursuing you. A riderless horse
wandering about also inspires a particularly conscientious NPC to act and bring the runaway back to
where it belongs.
To prevent your opponents mounting their horses, you can "lead the animals away" (who said
anything about stealing?). If you have a character in the saddle, then you can click on a second horse
(note that the mouse pointer changes into a lasso). The animal will now follow you obediently, but
only until you click the right mouse button and release the connection.
In some seemingly hopeless situations, all six of your heroes have a special
trick up their sleeve. If you are in a raised position (e.g. on a balcony or a wall)
and a horse is tied up beneath you, with one daring leap you can jump straight into
the saddle (click on the horse with the left mouse button) and dash away. Yeeeehaaaa!!!
Another thing about horses: both PCs and NPCs can only ride on saddled horses, so do not
try to jump onto an unsaddled horse from a balcony - it could be painful!
Whatever the weather
In their pursuit of the train robbers, not only do Cooper and his gang have to deal with frightened
animals, but the changeable weather can often make life unexpectedly difficult for our heroes.
There are scenarios, ie. when it rains, when certain weapons cannot be used, such as Sam's
dynamite (the fuse will not light) or Doc's gas tubes (the gas disperses too quickly in the rain).
Night scenes have their own particular problems; your opponents have reduced viewing ranges, but
their hearing is acute; they pay more attention to sounds around them. Furthermore, you cannot use
Kate's mirror dazzling trick at night (or in caves, or when Kate is in shadow).
On the other hand, you can use the cover of night to your advantage: your
opponents’ reduced visual range renders them more vulnerable to surprise
attacks or even full-frontal onslaughts. On many levels there are gloomy corners
where your PCs are almost invisible (they turn dark grey). If you stand in any of
these places, an NPC will not see you even if he passes right by you. On the other
hand, the range of your own weapons is reduced at night, as is the visual range
of your own characters.
The wind plays a strategic role in each scenario; observe the windmills in
the background or rising smoke to determine the direction of the wind.
This indicates what flight trajectory Doc's balloons will follow when he
releases them.
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