Windows and alternate methods of entry Windows and 1st floor ledges should not be overlooked as valuable resources. Few assassins are foolhardy enough to sit with their backs to a door. However, even fewer extend that same courtesy to windows. This has served me well in several games. If a footstep sounds in the hallway, many assassins become alert and paranoid, clearing their guns for an easy draw. However, footsteps outside the building are rarely heard, let alone acted upon. By placing a stethescope upon the glass of a window, one can listen to a private conversation with safety and comfort. Well, one does need to worry about random assassins and NPs, and concrete can get rather cold at night, but at least you can gather info that would be otherwise difficult to obtain. In addition to gathering info, this blind spot can also be utilized to deadly purpose. Smashing a window then opening fire, tossing a grenade, or throwing a poisoned knife can dispose of an enemy that might otherwise prove somewhat difficult to eliminate. Also, when staking out a room, don't forget the window. WARNING: should this file gain general circulation, these methods may be somewhat less effective as the general body of assassins become more aware of them. Miscellaneous When fleeing across Killian court at night, do not run towards lobby 10. It's probably going to be locked. I learned this one the hard way. Along similar lines, figure out what doors phys plant is locking and what doors they are not during the game - it changes periodically. When staging an ambush or attack, it is best to plan everything extensively in advance. Scouting the area, determining the position of each member of the opposing force, then planning who will take whom when, can aid in eliminating a superior force in seconds. However, a group that goes a-hunting should determine ahead of time if they should 'hit' an available-looking target if the opportunity arises. Use some discretion. Code phrases are common. If a group of assassins ask you "What time is it", it might be wise to flee. If you reacts instantly and suprise is on your side, several of your opponents may never even get the opportunity to return fire. What a terrible pity. SUPRISE. The guy with surprise has a heinous advantage. Simple. Always try to suprise the enemy, and try not to let him do the same to you. When engrossed in a game, one can forget to visit the bathroom until you NEED to go. This can be bad if one is, say, being pursued by a mob with orders to shoot to kill. Go more often than you think you need to, and only under 'safe' circumstances. Don't laugh, people have been killed in bathrooms, on toilets, or while exiting a bathroom. Recently bathrooms have become protected space, but still, determine whether there is someone one the other side of the door with a gun before exiting. Same goes for food. Eat large quantities of food before entering game - hunger just adds an unwanted dimension to those 4am stakeouts. Walk. Don't run, and feel free to yell at anyone doing so. Pursuits should not degenerate into the fastest walker wins. Know your way around the 'tute. Learn where the back doors and unused passages are. Could come in handy. I'll skip the points that Sherriann covers in /mit/salea/Assassin/new-players. Read it. Is good. Assasssins should be very careful late at night. Most people's reflexes slow as they grow sleepier and sleepier... this can work both ways. Ambushing tired people means that they will react more slowly, and possibly not at all, but remember that you are more apt to make noise, miss, drop/jam your gun, and otherwise screw up yourself. Also, it is likely that less NPs will be around, and less random assassins, so your ambush is less likely to be interrupted by unplanned stuff. Check your six. Watch your tail. Unless you know that the person walking directly behind you is absolutely loyal to you, panic. Actually, try not to commit yourself to an offensive course of action. Displaying paranoia too openly is often frowned on. Lacking paranoia can be deadly. Take your pick. Walking off with large, randomly formed mobs, especially early in game, is not likely to prove fatal. Sure, odds may be that one or more people in the crowd want to gun you down, but equally true is that others are gunning for them, and so on. A nice circular MAD-type situation. However, non-randomly formed mobs are more likely to be less safe... a sword agent wandering off with the shield mob is not likely to return. Some of my favorite moments assassining were spent hudded under a bush outside a window planning an ambush in hoarse whispers. This may be obvious from the type of experience that I've primarily acquired and have written here. Some people take to the high-stress combat side of assassin well. Others do not. It's hard to predict which category you fall into without actually being in one. Don't assume that because you froze in your first combat that you can't cope and will never adjust. Experience will help, as will rehashing the situation time and time again, complaining about how you screwed up royally, and what you should have done to hose your slayers. Assassin stories can improve the future play of all those involved in the telling and/or listening. If you plan on participating in a gun battle, test your draw before entering game each night. That back pocket that worked wonderfully last night might be a tad to large in the pants you have on today. Reaching for a gun and discovering it buried, handle out of reach, can just ruin your day. Warning: do not test-fire your gun near the control room! Basically, pulling or testing a gun in public is a bad thing to do. Pulling a gun for demo purposes during a conversation about guns and combat with someone confident in his skill can be safe. I've done it quite a few times, but don't try this at home, folx. These are trained combat heavies... Never drop a gun unless you feel like being used for target practice. It's amazing how quickly assassins can dive for cover and draw after hearing that distinctive clatter. Many people have hard-wired defensive moves. If something sudden happens, they go for cover. Doing something stupid around them usually won't get you shot. Some of us have hard-wired offensive moves. If something sudden happens, we have our guns out and ready reflexively. Doing something stupid around them is extremely likely to prove fatal. Moral: Stupidity is often fatal. When you get a new gun or new disks, test fire them a few times. Some disks just jam. It happens. I would much rather find out that the third disk in my gun consistantly jams in the safety of my Jerrig space than during a combat. But that's just me. When martially attacked, martially defend. Eeep just doesn't cut it, no matter how many style points it's worth. Acting combat-heavy can often get you out of a tight situation - people will tend to not try to attack you without backup. Therefore, you are less likely to be attacked, because it is fundamentally harder to coordinate a multi-person ambush than a simple one. On the other hand, the odds of you surviving the attack are greatly decreased, and quite likely zero unless you pull something devious and excape. Acting combat-squishy will make it easier for you to convince people to walk down dark alleys alone with you. Also, people are less likely to perceive you as a direct threat to their person. On the other hand, people will be less hesitant to attack you. When in doubt, use a gun. But don't get too close to your intended victim - within 5 feet or so, disarms, martial combat, and other assorted unpredictables take over. Tranq, truth, then terminate. A phaser set on vaporize is fundamentally less useful than one set on stun. That should be your major incentive for using martial combat in a game without tazers - taking a person alive for interrogation. This file is still being edited and modified. ie - pardon my spelling and grammar, this is a rough draft. - Dave Kern