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- Jagged Alliance
-
- 1. When you are dealing with Mercs, use some diplomacy. If you should
- fire too many unwanted Mercs early in the game, the others may
- respond negatively. Trying to rid of them by having them go into
- dangerous situations may also have unwanted effects since nobody
- wants to work for someone who keeps getting his Mercs killed off.
- Save your Merc-ridding activities for later in the game if possible.
-
- 2. Although accurate shooting Mercs will be necessary to your success
- on Metavira, you'll only be able to afford to hire the worst ones at
- first. But not all the Mercs who work cheaply are that bad. Some of
- the medium priced Mercs get better with experience and are worth more
- than their paychecks. On the first day choose 4 or 5 Mercs to start
- with-its all you need to get started. By the end of the early game
- you want to try to end up with 2 Mercs with decent skills in the
- Medical, Mechanics, Marksmanship, and Explosive skills. Good wisdom
- scores are also preferred as it indicates potential. Additionally,
- agility scores should be rated as important; if your Mercs don't have
- good scores in this area, don't expect good performances in the
- field. Dexterity should not be overlooked, especially with respect to
- doctors performing surgery. Although there is very little you can do
- about Experience Class at the game's onset, it is the most critical
- stat of your Merc, indicating the total of his abilities, so keep an
- eye on it.
-
- 3. To create a healthy financial situation for yourself, attempt to
- take three sectors every day. The difference between taking two
- sectors a day and three is significant, especially with respect to
- overhead costs (I'll let you do the math). Repeat the first 3 days
- over and over again until you get the hang of it and get a good
- start. Three sectors a day will not always be possible of course.
- Also, take out as many of your enemies as you can and remember to
- retreat back to friendly territory before 7pm. Sometimes spending
- your time picking up all the items in a newly captured sector is a
- waste. Take what you need and move on. Should you need it, you can
- always come back to it. Financially, build yourself a cash flow
- between four to five thousand dollars before making any more large
- purchases--that "healthy" financial situation of yours in the early
- part of the game is, more often than not, an illusion.
-
- 4. Try sealing off the entire eastern side of the island. The
- land-mass narrows just west of those sectors, provide a natural
- choke-point, and they contain enough Fallow trees to generate a
- decent profit.
-
- 5. Careful consideration should be given to where you enter a sector.
- Check out the geography from the sector map. Look for a reasonable
- amount of cover. Try studying sector 38 for example, and see if you
- can come up with a suitable entrance strategy. Also, like any good
- general, you should attempt to choose the site of your engagements
- with the enemy. Should you find your wallet getting thin and you need
- a factory, go into a sector and look for buildings (as opposed to
- huts)-- there's no factory if there is no building.
-
- 6. See the Sector Schedule table in the Extras for a detailed
- itinerary.
-
- 7. Once you've captured a sector, defend it with eight guards. This
- sounds like a lot, but sometimes it's not enough. Also avoid
- continuing on to the following sector until the guards have arrived,
- and transfer the guards right after you capture the sector. Remember,
- if the guards have arrived, and the "enemies nearby" warning goes
- off, they will assist you in your attack.
-
- 8. Most enemy attacks occur in the late afternoon and against your
- most important sectors. If possible, avoid taking guards across
- water, use land routes.
-
- 9. Leave the recovering of the fruits of victory (the prizes) until
- after you've taken a sector, unless of course a certain item is
- needed urgently. Know what you need beforehand and pick up only those
- items and move on. Watch out for water when you have your Mercs go
- out and get items. Also, treasure only shows up on the map in areas
- of the sectors you've already explored. Some items may also be hidden
- behind trees or bushes and cannot be seen from the ground view.
-
- 10. Ensure that the mercs' always have enough to drink by supplying
- party members with canteens.
-
- 11. At any one time, throughout the game, you'll need anywhere
- between 16 and 24 guards. They should be placed in sectors, not
- diagonally from enemy territory, but adjacent. Once you a secure
- inner core of sectors, the hiring of guards will be less frequent.
-
- 12. Moving your Mercs at Maximum Aim enables you to return enemy fire
- and interrupt their movement.
-
- 13. The F9 key is not that reliable. You can sometimes get enemies
- that you cannot "see," or miss the ones you can. If you look like you
- have a good angle to shoot, try it.
-
- 14. You must get silencers to seize factories and the Lucas Lab, if
- you're to avoid the 2 day no production penalty for the damage done
- by enemy sabotage, not to mention the lost revenue. Although
- unmodified .357 magnums will not accept silencers (modified ones do),
- Colt 45s and 9mm will take silencers. Since you need those somewhat
- rare chunks of steel to modify a gun, save them for your magnum .357s
- and later your M-14s.
-
- 15. Although knives may seem trivial, they are at times essential, so
- make sure some of your Mercs have them. Always take them into deep
- water or you may be inviting disaster.
-
- 16. Since you don't which of your Mercs can swim and which can't,
- save your game, give your Merc-swimmers knives, and have them go into
- deep water. Then note their various successes and restore the game.
- But watch for Spectra Shields, as they are very heavy and will
- interfere with your investigation. Don't ever let them enter deep
- water with these shields. Test your Mercs with different weight
- loads.
-
- 17. At all times avoid going after enemies into the jungle or bush.
- Remember, you try to choose the site of engagement. Use a grenade if
- the situation is urgent, especially if the enemy is bunched.
-
- 18. Keep an eye on the thirst blue graphs of various Mercs. One idea
- is to have Fidel and Vinney, who seem to be perpetually thirty, to
- carry canteens for the whole squad.
-
- 19. Always use camouflage at the start of a day, before a mission
- begins. You can get the guy with the kit to apply it those in need of
- it when you are getting ready in the morning.
-
- 20. It only makes sense to use you explosive expert to disarm and get
- explosives, including grenades, which may be alive. Keep a medic on
- hand in the event something goes awry.
-
- 21. In frontline sectors, do not have less than five guards.
-
- 22. Stockpile grenaddes as much as possible and only use them when
- you really need to. When getting ready in the morning, have your
- explosives-man combine TNT and plastic explosives with detonators, as
- this will save space in your vest. If you use mustard gas grenades,
- have close by Mercs use their Gas Masks. Tear Gas can make your enemy
- run away and you may have to chase them.
-
- 23. Avoid labor strife by paying for all the burials.
-
- 24. Try entering buildings only after you have cleared a sector of
- enemies. Look for the required key on the dead. Wall Probes are good
- for checking for an enemy presence inside the building. If nobody is
- there, you need not enter until after you've taken the sector. It's a
- good idea to have the resident Mechanic enter buildings first, given
- their ability to pick locks. Have him open the door to allow your
- Mercs to rush in and take out the enemy defender.
-
- 25. Wooden doors can be opened with grenades. For it to work, it must
- be thrown at the door, not in front of it. For this procedure, use
- fragmentation grenades, as the other types won't work. For metal
- doors, use live plastic explosives or TNT, although the former is
- better in this case.
-
- 26. Search wall cabinets for useful items, like medi-kits.
-
- 27. For the best results, use your explosives expert and your
- Mechanic to merge items. Merging chunks of steel with your .357
- magnum makes the gun silencer-acceptable and gives it some rifle-like
- qualities.
-
- 28. Should you find yourself in one of the rare mine-infested
- sectors, have your explosives expert take out the metal detector and
- go up ahead of the rest of the group to clear a path.
-
- 29. To deal with the inevitable problem of jammed guns, have a couple
- of your Mercs carry an extra.
-
- 30. If a Merc will not follow your orders, in shooting angles and
- movement, for example, take the gun out of their hands, order them to
- move, then return the gun.
-
- 31. Training is always a good idea. If the Merc in question has a 70
- and up wisdom score, you can improve attributes by 2 to 3 points.
- Then get them some experience.
-
- 32. If you're going to leave Mercs behind to be patients, make sure
- that the medics status is doctor and that she has a Medical Kit in
- her right hand. In the field, have two different Mercs carry Medical
- Kits in case one gets wounded or killed.
-
- 33. Do not overspend at the onset until you recapture some land,
- otherwise you'll soon be in debt. Mercs' get paid by the day, so it
- is not necessary to buy the best straight away.
-
- 34. Watch out for enemy units that suddenly appear close to your
- squad. This is sometimes a tip off of an imminent grenade attack.
- Kill him as quickly as you can. If this fails grenade him before he
- can do serious damage.
-
- 35. Equip all your Mercs with Gas Masks, especially toward the end of
- the game when they will be needed more often.
-
- 36. Equip all of your rifles with sniper scopes.
-
- 37. Give the guys up front the extended ears to pull in sounds of
- enemies at a distance.
-
- 38. As rapidly as possible, give each of your Mercs a Spectra Shield,
- ideally merged with compound 17.
-
- 39. When your explosives expert can't open a box, give the crowbar to
- your Mechanic and see if he can pry it open. This means that you will
- need two highly skilled Mechanics; one in the field and one at your
- home base performing repairs. Watch the blue thirst indicator to see
- if that is your problem when using the crowbar isn't working.
-
- 40. Sometimes, around day 16, a virus appears that kills Fallow
- Trees. You will need to find the Pomillia Flowers to make the
- antidote to the virus. If you find the flowers before the virus pops
- up, have a Merc take some of them on the mission of the day. Or you
- can just leave some back at the home base.
-
- 41. Don't take the warning that you must find the Headstone
- immediately too seriously. It is located in one of the northwest
- areas of Santino's strongholds.
-
- 42. In tight money situations, rest your Mercs for a day so that they
- receive only half their normal pay. Make sure you have the necessary
- guards to do this. If you get the message that the "natives are
- restless," raise their pay a dollar at a time to gauge just how
- restless they are.
-
- 43. Save your games often. Use Alt-X, save the game, exit to DOS, and
- start your game up again. Don't allow a crash to wipe out a lot of
- work. When you complete a sector, save the game. Before the end of
- the day at 7pm, save the game. If you haven't gotten the message yet,
- save save save. Don't use Smart.drv and some of the annoying save
- problems will disappear. Using a boot disk may or may not eliminate
- some of the other save problems you may encounter.
-
- Have one of your mercs walk a longer distance than his/her action
- points will allow, like 80 or so.
-
- Watch the merc's action points as they decrease.
- When the merc's action points get below the amount usually needed to
- shoot, but not to zero, then right click on their picture to spin it
- around and get the three buttons.
- Click on the "reserve points" button; it may have to be unchecked
- before this cheat is attempted.
- Then right click on the picture again to spin it back around.
- The merc will continue walking, but he/she will walk all the way to
- wherever you told him/her to go, with absolutely no regard for action
- points.
-
-
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