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S26: 9 Crates ( lots of ammos ), Extended Ears ( in crate? ). Bridges
will explode. ( S )
S25: 5 Crates, Compound-17. ( N-E/E/S )
Note: Need a lot of times.
*S24: Brenda is HERE! 5 Crates ( 3 Stun Grenades ). ( S/N )
*S23: Head Stone in island! 13 Crates, 4 Live Plastic. Traps in islands
and near bridges. ( E-N then N-W, twice )
Note: Best way to get the "Head Stone" is swim to the northeast
island. May need 2 explosives to take care of the bad guys
staying inside those 2 northeast buildings.
If you take care of the detonator will keep the bridges from
exploding.
S22: ? Crates, Chunk of Steel in island. Lots of traps near shore. ( S )
Note: May need 1 explosive for the southeast building.
S21: 4 Crates. ( E )
S20: 6 Crates ( Spectra Shield, Kevlar Vest, Explosive, money, and Medit
Kit ). 1 Trap (?). ( S )
S19: 8 Crates ( 9mm Beretta ), Explosive, Crowbar, Gas Tank, Oil, Spectra
Shield ( B ). ( E/N )
S18: I don't remember I ever find the replacement. ( W-N )
S17: 8 Crates ( weapons & ammos, Chunk of Steel, C-17 ), Gas Tank, Oil,
Metal Detector, Tool Kit. 6 Traps in north part. ( W )
S16: Extended Ears ( B ). Nothing in huts. ( S )
S15: 2 Crates ( .12g rifle , Extended Ears ). ( E/S )
Note: May need Explosive to open the padlock door.
S14: 8 Crates ( 6 Mines, Metal Detector ). ( N-E/E-N )
Note: Use Explosive to blow the tree away.
S13: 8 Crates ( M16? Ammos ). Lots of money ( > $3,500 ) in the clothes
hang on the wall. ( W-N )
Note: May need "Rock" to lure the bad guy out from west entrance.
Beware of the bad guy in the south room! Don't check the 4th
cloth ( for money ) until this bad guy is finished.
*S12: Scientific Journal in NW corner of building! 7 Crates. ( W/S-W )
Note: This is how I got the Journal twice using the same method.
Use Explosive to open the wall next to the safe. Have "Mike"
waiting in the corner and using a lock kit to open the safe,
then move one step away. The third guy comes and picks up the
journal. This is because I always forgot to bring the combo
with team in that day.
Remember to bring the "Combo" with you then you don't need
Mike to open the safe.
S11: Nothing but bad guys. ( S-W )
*S10: 2 Crates. 3 Traps that will open a passway to another 3 Crates ( M14
& M14 ammo )! ( S )
Note: May need 1 Explosive to open the door.
S9: Nothing but bad guys. ( E )
*S8: 4 Flowers. Magnum ( B ), Metal Detector ( B ). ( S )
S7: Lots of $$$ in the islands. Need at least 2 pocket to hold them.
( W )
S6: Oil in hut. ( S-W )
S5: 1 Crate. M14 ( B, trapped! ), Metal Detector. ( S )
S4: Nothing but bad guys. Never wait until Day 31. ( E )
S3: 8 Crates ( M14? M16? ). Lots of traps outside. ( S )
Note: Trust me, there is nothing worthy outside. Get into the
building and get out of this sector ASAP.
S2: 17 Crates ( 2 M16s, M14, ammos, Comp-17, Chunk of Steel, etc. ).
Traps in the wall switch box. ( E )
Note: I always "open" a door from east, then ambush the bad guys
there.
S1: Enter from East or SE. Need a lot of grenades ( all kinds ),
Explosives and whatever you have. The number of the bad guys is
unlimited unless you mange to get into Santino's room. Fallow
Sappling in the NW corner in that room. You will need a healthy
fast guy to get it. Getting this "Fallow Sappling" is not that
important!
There are some crates in this sector, but I did not care about
them.
VI. Q & As
Questions List:
(1) How to prevent "Rescue Brenda" mission?
(2) What is the benefit of rescuing Brenda?
(3) How to know which sector has processing plant?
(4) How to take processing plant without being sabotaged?
(5) Where are those "detonators"?
(6) What is the "Water Poisoning" mission?
(7) What is "Fallow Tree Dying" ( Plague ) mission?
(8) Can I throw a Grenade over a tree, into a building?
(9) Why there are not many Natives willing to work for me? What can I do?
(10) I am running out of MONEY, what can I do?
(11) "Dynamic Lab" just drop the price of the sapping, what can I do?
(12) Is there any good strategic about the order of taking the sectors?
(13) Is the number of enemies unlimited in Sector 1?
(14) Is there a good strategic to save Brenda?
(15) Why my guys can not open a Crate?
(16) What is the max. sectors taken in 1 day? Which level?
(17) How many game days do you need to finish the game?
(18) What is the best starting team?
(19) Who will not work with whom? What are the interaction between
these Mercenaries?
(20) How can I determine whether my merc can shoot at the bad guys?
(21) Can I shoot through the wall, trees, bushes?
(22) How can I use "Fidel" more effectively? He always refuse to take
cover.
(23) Is "Max. Aim" necessary?
(24) Is "Crouch" necessary?
(25) How come the condition of my equipment drop so fast?
(26) What to do with those "Useless" items?
(27) What happen with the equipment with those fire/quit mercs?
(28) What's the difference between "M14" & "M16"?
(29) When will the gun becomes "Jammed"? How can I fix it?
(30) What is the difference between the different difficulty level?
(31) Can I re-hire the merc who takes the money and run away?
(32) Can I prevent Santino from suicide so that I can let somebody kill
him with knife?
(33) How can I get the baby Fallow Sappling tree?
(34) What does Ivan say?
(35) Can I buy equipment? Is there enough bullets to use in the game?
(36) How can you win/lose the game?
(37) How are action points calculated?
(38) I don't want to try out all mercs but I would like to hear their
voices. How do I get it ?
(39) What is the difference between experience levels?
(40) What are the information in those Encrypted Notes?
(41) How to install the DEMO version of this game? It just keep asking
me for a disk.
(42) Should I use a native guide? Whom should I use?
(43) I don't want to fire mercenay so I just let him/her killed. That
seems to be a better idea than getting complain by firing him/her.
Is this good?
(44) Can enemy attack my sectors across the water?
(45) Do I need to put guards in all of my sectors? Is it necessary to
always put 8 guards in my sectors?
(46) Sometimes, the enemy sector has less than 8 guards even it is late
in the game. How can this happen?
(47) How to find those items hidden behind a tree?
(48) What is the factor that influence the performance of my work?
(49) Why the condition of the item degrades after I combine it with
something else?
(50) The items are too many, I can not carry all of them. What can I
do?
(51) Can I heal a guard?
(52) Can I heal the enemy?
(53) Some of the guards is not in perfect condition. Can I replace them?
(54) Did Brenda leave any message for you?
(55) Is there any "official cheat" ( bug ) in the game?
(56) Is there any recipes for combining items?
(57) Can I change the difficulty setting after I start the game? How can
I check what level am I playing?
(58) There are too many keys, what can I do?
(59) How can I know whether there is a window in the side of the building
that I can not see? What can I do?
(60) What is the "three corners" Elio mentioned in sector 30?
Answers:
(1) How to prevent "Rescue Brenda" mission?
A: There are 2 ways. (1) Don't let enemy take this sector after you
have taken it. Whatever mean method you use will be fine. (2) Re-
take the sector before the day is over. I did not get this mission
once when I re-take the sector immediately ( I was nearby, in the
2nd plant mission, at that time ).
(2) What is the benefit of rescuing Brenda?
A: A lot of $$$$$$$$$.
(3) How to know which sector has processing plant?
A: Hit the green "TREE" button at the beginning of the day. I hate
this because the document did not say it. I found this by accident.
(4) How to take processing plant without being sabotaged?
A: You need a lot of silencers and kill whatever enemy you have
encountered immediately. Do not fire while enemy is moving, the
"INTERRUPT" situation. If enemy still have enough APs, they will
let the other guys know you are there. The 2nd processing plant
has either 1 or 2 detonator. One is on the wall in the island (
refer to Q5 ), I suspect the other one is in the buildings with
the plant. Some people just disarm the first detonator and keep
using non-silence gun. Nothing happened. But, there is another
person ( other than I ) has possession of the first detonator and
still had plant been sabotaged with loud gunshot sound. I don't
know where is the 3rd plant's detonator. I had shooting those
outside guys with ".12G Rifle" and the plant is still there after
I took the sector ( once ). I think this is purely luck. The 4th
plant always has less than 8 bad guys there, so I can take care
of them with "Silencers" without knowing where is the detonator.
(5) Where are those "detonators"?
A: Here are some graphics about the detonators ( by Peter ):
The detonator in plant 2 on the island (rough layout)
******* D = door
* * * = wall
* * 1 search north wall here to detect detonator
**D****
*1 *
* *
**D**
The detonator in the sector with the bridges (S26?):
small house in the NW:
******** 1 search west wall here
* *
*1 *
* *
* ****
* * D
**D*****
The detonator in Sector 23 (Bridges):
the SE-building:
****
* * 1 search west wall to detect detonator
D *
* *
*1 *
****
Hoang Pham < hpham@eskimo.com > mentioned about the detonator
in plant 4, but I lost the information about this.
will explode. ( S )
S25: 5 Crates, Compound-17. ( N-E/E/S )
Note: Need a lot of times.
*S24: Brenda is HERE! 5 Crates ( 3 Stun Grenades ). ( S/N )
*S23: Head Stone in island! 13 Crates, 4 Live Plastic. Traps in islands
and near bridges. ( E-N then N-W, twice )
Note: Best way to get the "Head Stone" is swim to the northeast
island. May need 2 explosives to take care of the bad guys
staying inside those 2 northeast buildings.
If you take care of the detonator will keep the bridges from
exploding.
S22: ? Crates, Chunk of Steel in island. Lots of traps near shore. ( S )
Note: May need 1 explosive for the southeast building.
S21: 4 Crates. ( E )
S20: 6 Crates ( Spectra Shield, Kevlar Vest, Explosive, money, and Medit
Kit ). 1 Trap (?). ( S )
S19: 8 Crates ( 9mm Beretta ), Explosive, Crowbar, Gas Tank, Oil, Spectra
Shield ( B ). ( E/N )
S18: I don't remember I ever find the replacement. ( W-N )
S17: 8 Crates ( weapons & ammos, Chunk of Steel, C-17 ), Gas Tank, Oil,
Metal Detector, Tool Kit. 6 Traps in north part. ( W )
S16: Extended Ears ( B ). Nothing in huts. ( S )
S15: 2 Crates ( .12g rifle , Extended Ears ). ( E/S )
Note: May need Explosive to open the padlock door.
S14: 8 Crates ( 6 Mines, Metal Detector ). ( N-E/E-N )
Note: Use Explosive to blow the tree away.
S13: 8 Crates ( M16? Ammos ). Lots of money ( > $3,500 ) in the clothes
hang on the wall. ( W-N )
Note: May need "Rock" to lure the bad guy out from west entrance.
Beware of the bad guy in the south room! Don't check the 4th
cloth ( for money ) until this bad guy is finished.
*S12: Scientific Journal in NW corner of building! 7 Crates. ( W/S-W )
Note: This is how I got the Journal twice using the same method.
Use Explosive to open the wall next to the safe. Have "Mike"
waiting in the corner and using a lock kit to open the safe,
then move one step away. The third guy comes and picks up the
journal. This is because I always forgot to bring the combo
with team in that day.
Remember to bring the "Combo" with you then you don't need
Mike to open the safe.
S11: Nothing but bad guys. ( S-W )
*S10: 2 Crates. 3 Traps that will open a passway to another 3 Crates ( M14
& M14 ammo )! ( S )
Note: May need 1 Explosive to open the door.
S9: Nothing but bad guys. ( E )
*S8: 4 Flowers. Magnum ( B ), Metal Detector ( B ). ( S )
S7: Lots of $$$ in the islands. Need at least 2 pocket to hold them.
( W )
S6: Oil in hut. ( S-W )
S5: 1 Crate. M14 ( B, trapped! ), Metal Detector. ( S )
S4: Nothing but bad guys. Never wait until Day 31. ( E )
S3: 8 Crates ( M14? M16? ). Lots of traps outside. ( S )
Note: Trust me, there is nothing worthy outside. Get into the
building and get out of this sector ASAP.
S2: 17 Crates ( 2 M16s, M14, ammos, Comp-17, Chunk of Steel, etc. ).
Traps in the wall switch box. ( E )
Note: I always "open" a door from east, then ambush the bad guys
there.
S1: Enter from East or SE. Need a lot of grenades ( all kinds ),
Explosives and whatever you have. The number of the bad guys is
unlimited unless you mange to get into Santino's room. Fallow
Sappling in the NW corner in that room. You will need a healthy
fast guy to get it. Getting this "Fallow Sappling" is not that
important!
There are some crates in this sector, but I did not care about
them.
VI. Q & As
Questions List:
(1) How to prevent "Rescue Brenda" mission?
(2) What is the benefit of rescuing Brenda?
(3) How to know which sector has processing plant?
(4) How to take processing plant without being sabotaged?
(5) Where are those "detonators"?
(6) What is the "Water Poisoning" mission?
(7) What is "Fallow Tree Dying" ( Plague ) mission?
(8) Can I throw a Grenade over a tree, into a building?
(9) Why there are not many Natives willing to work for me? What can I do?
(10) I am running out of MONEY, what can I do?
(11) "Dynamic Lab" just drop the price of the sapping, what can I do?
(12) Is there any good strategic about the order of taking the sectors?
(13) Is the number of enemies unlimited in Sector 1?
(14) Is there a good strategic to save Brenda?
(15) Why my guys can not open a Crate?
(16) What is the max. sectors taken in 1 day? Which level?
(17) How many game days do you need to finish the game?
(18) What is the best starting team?
(19) Who will not work with whom? What are the interaction between
these Mercenaries?
(20) How can I determine whether my merc can shoot at the bad guys?
(21) Can I shoot through the wall, trees, bushes?
(22) How can I use "Fidel" more effectively? He always refuse to take
cover.
(23) Is "Max. Aim" necessary?
(24) Is "Crouch" necessary?
(25) How come the condition of my equipment drop so fast?
(26) What to do with those "Useless" items?
(27) What happen with the equipment with those fire/quit mercs?
(28) What's the difference between "M14" & "M16"?
(29) When will the gun becomes "Jammed"? How can I fix it?
(30) What is the difference between the different difficulty level?
(31) Can I re-hire the merc who takes the money and run away?
(32) Can I prevent Santino from suicide so that I can let somebody kill
him with knife?
(33) How can I get the baby Fallow Sappling tree?
(34) What does Ivan say?
(35) Can I buy equipment? Is there enough bullets to use in the game?
(36) How can you win/lose the game?
(37) How are action points calculated?
(38) I don't want to try out all mercs but I would like to hear their
voices. How do I get it ?
(39) What is the difference between experience levels?
(40) What are the information in those Encrypted Notes?
(41) How to install the DEMO version of this game? It just keep asking
me for a disk.
(42) Should I use a native guide? Whom should I use?
(43) I don't want to fire mercenay so I just let him/her killed. That
seems to be a better idea than getting complain by firing him/her.
Is this good?
(44) Can enemy attack my sectors across the water?
(45) Do I need to put guards in all of my sectors? Is it necessary to
always put 8 guards in my sectors?
(46) Sometimes, the enemy sector has less than 8 guards even it is late
in the game. How can this happen?
(47) How to find those items hidden behind a tree?
(48) What is the factor that influence the performance of my work?
(49) Why the condition of the item degrades after I combine it with
something else?
(50) The items are too many, I can not carry all of them. What can I
do?
(51) Can I heal a guard?
(52) Can I heal the enemy?
(53) Some of the guards is not in perfect condition. Can I replace them?
(54) Did Brenda leave any message for you?
(55) Is there any "official cheat" ( bug ) in the game?
(56) Is there any recipes for combining items?
(57) Can I change the difficulty setting after I start the game? How can
I check what level am I playing?
(58) There are too many keys, what can I do?
(59) How can I know whether there is a window in the side of the building
that I can not see? What can I do?
(60) What is the "three corners" Elio mentioned in sector 30?
Answers:
(1) How to prevent "Rescue Brenda" mission?
A: There are 2 ways. (1) Don't let enemy take this sector after you
have taken it. Whatever mean method you use will be fine. (2) Re-
take the sector before the day is over. I did not get this mission
once when I re-take the sector immediately ( I was nearby, in the
2nd plant mission, at that time ).
(2) What is the benefit of rescuing Brenda?
A: A lot of $$$$$$$$$.
(3) How to know which sector has processing plant?
A: Hit the green "TREE" button at the beginning of the day. I hate
this because the document did not say it. I found this by accident.
(4) How to take processing plant without being sabotaged?
A: You need a lot of silencers and kill whatever enemy you have
encountered immediately. Do not fire while enemy is moving, the
"INTERRUPT" situation. If enemy still have enough APs, they will
let the other guys know you are there. The 2nd processing plant
has either 1 or 2 detonator. One is on the wall in the island (
refer to Q5 ), I suspect the other one is in the buildings with
the plant. Some people just disarm the first detonator and keep
using non-silence gun. Nothing happened. But, there is another
person ( other than I ) has possession of the first detonator and
still had plant been sabotaged with loud gunshot sound. I don't
know where is the 3rd plant's detonator. I had shooting those
outside guys with ".12G Rifle" and the plant is still there after
I took the sector ( once ). I think this is purely luck. The 4th
plant always has less than 8 bad guys there, so I can take care
of them with "Silencers" without knowing where is the detonator.
(5) Where are those "detonators"?
A: Here are some graphics about the detonators ( by Peter ):
The detonator in plant 2 on the island (rough layout)
******* D = door
* * * = wall
* * 1 search north wall here to detect detonator
**D****
*1 *
* *
**D**
The detonator in the sector with the bridges (S26?):
small house in the NW:
******** 1 search west wall here
* *
*1 *
* *
* ****
* * D
**D*****
The detonator in Sector 23 (Bridges):
the SE-building:
****
* * 1 search west wall to detect detonator
D *
* *
*1 *
****
Hoang Pham < hpham@eskimo.com > mentioned about the detonator
in plant 4, but I lost the information about this.
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- Jagged Alliance cheats by System on 09/03/2006, 09:50
- Jagged Alliance hints by System on 09/03/2006, 09:50
Strategy Guide - Jagged Alliance FAQ by System on 09/03/2006, 09:50






