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proficiency in explosives, the electronics trait may be necessary.
Remote trigger
Once you've installed the remote detonator and planted the explosive, use this
radio transmitter to blow the device up. The trap(s) can be set off at any time
by choosing an appropriate frequency. One remote trigger suffices per squad and
should be carried by the explosives specialist.
Shaped charge
Every now and then a secured door will prohibit your entry. There are many ways
to deal with this obstacle, and some have been already mentioned (all methods
are listed in SECTION 9) Placing a shaped charge on the door is one possible
solution. A small explosion will destroy the lock, but not the door. It may be
necessary to force the door open afterwards.
Land mine
This booby trap is supposed to snuff a wandering enemy. But it turns out pretty
useless in combat. Chances of laying a mine near an enemy without being noticed
are minimal. Even when you succeed the soldiers will rarely fall into it, unless
you plant a lot of mines in close proximity (which requires carrying the whole
bundle) And still it will explode only when the enemy steps *precisely* on it.
Land mines can be used to create nice chain explosions, but on the whole usage
seems justified only in narrow passages, like doorways.
BLADED AND BLUNT WEAPONS
These weapons can be put to use when fighting at close quarters. In some
circumstances they may prove more effective than firearms. Blunt weapons will
quickly knock enemies out, which allows stealing their weapons (see: SECTION 4
- HOW TO GET EQUIPMENT) Blades penetrate any armor, causing great harm.
Different skills come into play when working with bladed/blunt weapons. Mercs
with the knifing trait are more likely to stab their victims with a combat knife
or a machete and are also better at parrying knife blows. Throwing knives ask
for the same abilities as hand grenades (see appropriate chapter) The damage
inflicted by knuckles and crowbar is proportional to merc's strength and is
additionally increased by the hand-to-hand trait (H2H, see: SECTION 6 - Darren)
However, using bladed/blunt weapons has its drawbacks. To employ them, you have
to get very near to the target, unnoticed. Unless you slay your victim promptly,
you risk serious injuries in his counter-attack. Since enemies usually appear in
groups, you could also be spotted by other soldiers and get under heavy fire.
Therefore bladed weapons are best suited to eliminate stray enemies,
particularly when backed up by sneaking (see: SECTION 8)
Combat knife
There's quite nothing like sinking a steel blade between the enemy's own
shoulder-blades. Three stabs will eliminate even the roughest and toughest of
them.
Machete
Slower than a combat knife, but deadlier. Sometimes just one swing will make
your opponent think of a better life. As with the combat knife, go for the neck
to inflict most severe injuries.
Throwing knife
In favorable conditions a single throwing knife can score an instant kill
(critical hit) Doubles as a toothpick ;) They are also invaluable aids in
raising some stats (see: SECTION 2)
Knuckles
Make your blows a little stronger. Two punches should put the foe "at ease"
Crowbar
Who said a crowbar is merely for opening stuck covers? (see: SECTION 8) If
knuckles seem not enough, take this bar to crack some ribs.
Section 4: WAYS TO GET EQUIPMENT & FUNDS
You know the deal. No weapons, no progress. No progress, no dough. No dough, no
weapons. And so on. Apart from Deidranna, equipment and money are the two things
you will be looking for in Arulco. And you will need both in large quantities.
Finding them fast gives your team a much better chance to survive in this harsh
country.
HOW TO GET EQUIPMENT
Once you know what to choose from, it would be nice to lay your hands on some
good arms (pun intended ;) Without them even the best mercs will be nothing but
cannon-fodder. Proper weapons and equipment are the key to victory. You can get
these items from various sources.
Hired personnel
When hiring AIM mercs, you have the option to buy their equipment. This purchase
is obviously necessary when you assemble your first team. With later hires you
will already have a stock of items to deal out. Other recruitable characters
(MERC, NPCs) also have some belongings, which become yours as soon as you hire
them. Generally, more expensive personalities posses better inventories,
although cheap ones can have something valuable on them, too.
You can make an easy start in Arulco in the following manner: hire a merc with a
good weapon for a day and when his/her contract is over, give the equipment to
someone else. This will give you the edge in initial battles.
Killed enemies
Deidranna's men will constitute your primary source of new stuff. Her soldiers
carry diverse combat equipment - why not "free" them from this burden? Some
enemies will leave their things when killed, but not all of them are that "kind".
So, how to get "more bucks for your bang"? There is yet another way to get the
enemy's gun. Just *steal* it from him *before* you waste the bastard! This is
hard, but worth the effort. You will need a stealthy agile merc. Sneak upon the
enemy and knock him out (H2H & martial arts welcome; see also: SECTION 8 for
tips on stealth) Two - three hits and the sap lies flat. Now use the "hand"
cursor (the "CTRL" key) on him to take his gun! This may not always work. In any
case finish him promptly or prepare for a nasty stab (ugh!)
Sometimes also militiamen drop items. This could happen if they die while
defending their sector (see also: SECTION 5 for tips on militia battles)
In like manner killed bounties will leave good guns and other equipment (see:
SECTION 6 - Bounties)
NPCs' dwellings
Equipment can be found in areas inhabited by Arulcans. This means not only towns,
but any sectors with buildings or other structures. Whenever you enter/take such
a sector remember to check every chest, locker, drawer, workbench and so on. In
some cases explosives or mechanical skill may be necessary to open them (see:
chapters on specialists in SECTION 1; SECTION 8) Items may be also found in the
mines (underground)
You may discover a couple of well-defended sites out of town. These are the army
stations. Such sectors will contain a lot of equipment. Their location is random,
but you will find at least two, one being not far from Meduna (N7)
Items found in some sectors reappear (may be a bug, see: SECTION 9)
Weapon dealers
In certain places you can buy equipment - but don't expect credit ;) One way to
do it is to place an order at the Web-based Bobby Ray's Gun Store. You need to
pay cash up front and ordering has some drawbacks. You have to wait for the
delivery and the cargo can be sent only to Drassen. From there you have to pick
it up yourself (see: SECTION 6 - Pablo) The cost of freight is high, especially
if you want it fast. Fortunately, in Arulco you will find some stores. Apart
from money, their owners may be interested in some of your items. You can trade
in, barter or sell them the things that you don't need. To let the merchants
refresh their cash and goods' supplies you have to leave their sector for a day.
Tony in San Mona, Keith in Cambria, Jake in Estoni and Franz in Balime will sell
and buy items. Sam and Howard in Balime and Devin (random) only sell things.
See also: SECTION 6 for info on specific traders.
Quests
Once in a while you may get some items from NPCs that are in need. If you do
them a favor, they will usually give you something in return for your trouble.
Be friendly and talk to all NPCs you encounter. See: SECTION 6 for details.
HOW TO GET FUNDS
As in real life - money is everything ;) Without it you can't hire personnel,
buy equipment or train militia. In brief, you can't go on with the assignment.
The funds received at the beginning will run out very quickly. Finding new
sources is imperative. How successful you are at it will determine further
development of your mission. Securing a stable income early on will put you
closer to victory. Here are the ways to make money in Arulco:
Mining
This is the primary source of dough - the most efficient and the most reliable
one. Mining provides steady positive cash flow which will constitute the greater
part of your income. That's why gaining control of the mines pronto is crucial.
Their location can be checked on the strategic map. To make them generate profit,
persuade the head miners to work for you. Remember to station a full garrison of
regular militia there (see: SECTION 5) Sometimes a mine may run out of ore.
Unluckily, there is no way to prevent it or to replenish its deposits :(
See also: SECTION 6 - Head miners.
Mines
Note that this is different from the *process* of mining. Mines themselves
present an additional source of capital. In their underground chambers you will
find silver and golden nuggets which serve exactly the same purpose as cash.
They can be deposited into your account by mercs who carry them. Collected
nuggets will reappear (not sure if this is a bug; see: SECTION 9)
Trading
You can sell some of your items to certain NPCs. Among them are the storeowners:
Tony in San Mona, Keith in Cambria, Jake in Estoni, Franz in Balime and Micky.
Some traders will pay more for specific items. Tony offers highest prices for
weapons, ammo and attachments, Keith pays more for any other equipment and Jake
gives best bargains on junk. All merchants have a limited amount of cash, which
is renewed on the next day.
See also: SECTION 6 for info on specific merchants.
Quests
Money can be also earned by taking part in some quests. Most profitable are
bounty hunting (see: SECTION 6 - Carmen & Bounties) and the Extreme Fighting
Competition (EFC) in San Mona (ibid. Darren) To get rewards for killing the
felons you must find Carmen and accept his offer, then deliver their heads to
him. Each noggin is worth $10K. With 6 terrorists this means $60K, but you could
get more money due to a bug (see: SECTION 9) Another way is to win the EFC.
Fighting takes place on alternate days. With $5K (max bet) placed on each fight
and a skilled merc you should be winning $15K every other night! A grand idea to
make big bucks this way is to hire a cheap merc skilled in H2H or martial arts,
airdrop him in San Mona (see: SECTION 6 - Skyrider & SECTION 7) and keep him
just for the fights. This merc must be able to get into the club. If he cannot
persuade Spike to let him in, use another merc with higher LDR. Remember to
leave the sector for 2 days after the fight, otherwise you won't be able to
compete again. However, there is a nasty bug that can screw this bonanza; see:
SECTION 9.
WEIRD ITEMS
Every once in a while you will stumble upon an object with no apparent purpose.
Seeing no use for it you leave it behind. But some of these items are quite
useful. Here's what you can do with them (info in some places incomplete, ideas
anyone?):
Silver/gold nuggets
See: Mines above
Marbles
Throw them on the ground and whoever steps on them will fall down. Very handy in
the Extreme Fighting Competition in San Mona ;) (see: Quests & SECTION 6 -
Darren)
Walkman, portable TV
Distract the merc who uses them. S/he can't hear approaching enemies (why the
hell would you wanna use it?)
Platinum watch
Sell it for some cash (?)
Deidranna/Arulco T-shirt
Put these on and enter an enemy-occupied sector. After some combat you should be
given a chance to surrender. When you agree you will be taken to prison in N7
and interrogated by Deidranna and her aides. If you survive you can escape from
the cell (" Elliot, you IDIOT!" ;) Find your stuff nearby, or at least some
weapon. With a bit of luck it is even possible to kill Deidranna here, in which
case the game will end. It seems that the interrogation takes place only if Tixa
and Alma were taken before. Save and check this out (then load and complete the
assignment properly!)
Rock
Position your mercs outside and throw a rock against closed doors or through a
window. Enemies soon come out and you should get an interrupt (other use?)
Steel pipe + quick glue + duct tape
Aluminium rod + spring
All of them used to make gun attachments, see appropriate chapter in SECTION 3.
Soda + string
Combine them to make a door alarm. Never tried it (?)
X-ray tube + fumble pack + chewing gum
Use a highly skilled mech with electronics to merge them into an X-ray unit.
Lameboy + copper wire
Do likewise to create an LCD display.
X-ray unit + LCD display
Join them to make an X-ray detector. This device works like a radar, when used
it displays positions of enemies not seen by your squad. It has a limited range
and requires batteries.
Batteries
Power the X-ray detector. Yes, they do run out and yes, they are non-
rechargeable ;)
Gas can
Remote trigger
Once you've installed the remote detonator and planted the explosive, use this
radio transmitter to blow the device up. The trap(s) can be set off at any time
by choosing an appropriate frequency. One remote trigger suffices per squad and
should be carried by the explosives specialist.
Shaped charge
Every now and then a secured door will prohibit your entry. There are many ways
to deal with this obstacle, and some have been already mentioned (all methods
are listed in SECTION 9) Placing a shaped charge on the door is one possible
solution. A small explosion will destroy the lock, but not the door. It may be
necessary to force the door open afterwards.
Land mine
This booby trap is supposed to snuff a wandering enemy. But it turns out pretty
useless in combat. Chances of laying a mine near an enemy without being noticed
are minimal. Even when you succeed the soldiers will rarely fall into it, unless
you plant a lot of mines in close proximity (which requires carrying the whole
bundle) And still it will explode only when the enemy steps *precisely* on it.
Land mines can be used to create nice chain explosions, but on the whole usage
seems justified only in narrow passages, like doorways.
BLADED AND BLUNT WEAPONS
These weapons can be put to use when fighting at close quarters. In some
circumstances they may prove more effective than firearms. Blunt weapons will
quickly knock enemies out, which allows stealing their weapons (see: SECTION 4
- HOW TO GET EQUIPMENT) Blades penetrate any armor, causing great harm.
Different skills come into play when working with bladed/blunt weapons. Mercs
with the knifing trait are more likely to stab their victims with a combat knife
or a machete and are also better at parrying knife blows. Throwing knives ask
for the same abilities as hand grenades (see appropriate chapter) The damage
inflicted by knuckles and crowbar is proportional to merc's strength and is
additionally increased by the hand-to-hand trait (H2H, see: SECTION 6 - Darren)
However, using bladed/blunt weapons has its drawbacks. To employ them, you have
to get very near to the target, unnoticed. Unless you slay your victim promptly,
you risk serious injuries in his counter-attack. Since enemies usually appear in
groups, you could also be spotted by other soldiers and get under heavy fire.
Therefore bladed weapons are best suited to eliminate stray enemies,
particularly when backed up by sneaking (see: SECTION 8)
Combat knife
There's quite nothing like sinking a steel blade between the enemy's own
shoulder-blades. Three stabs will eliminate even the roughest and toughest of
them.
Machete
Slower than a combat knife, but deadlier. Sometimes just one swing will make
your opponent think of a better life. As with the combat knife, go for the neck
to inflict most severe injuries.
Throwing knife
In favorable conditions a single throwing knife can score an instant kill
(critical hit) Doubles as a toothpick ;) They are also invaluable aids in
raising some stats (see: SECTION 2)
Knuckles
Make your blows a little stronger. Two punches should put the foe "at ease"
Crowbar
Who said a crowbar is merely for opening stuck covers? (see: SECTION 8) If
knuckles seem not enough, take this bar to crack some ribs.
Section 4: WAYS TO GET EQUIPMENT & FUNDS
You know the deal. No weapons, no progress. No progress, no dough. No dough, no
weapons. And so on. Apart from Deidranna, equipment and money are the two things
you will be looking for in Arulco. And you will need both in large quantities.
Finding them fast gives your team a much better chance to survive in this harsh
country.
HOW TO GET EQUIPMENT
Once you know what to choose from, it would be nice to lay your hands on some
good arms (pun intended ;) Without them even the best mercs will be nothing but
cannon-fodder. Proper weapons and equipment are the key to victory. You can get
these items from various sources.
Hired personnel
When hiring AIM mercs, you have the option to buy their equipment. This purchase
is obviously necessary when you assemble your first team. With later hires you
will already have a stock of items to deal out. Other recruitable characters
(MERC, NPCs) also have some belongings, which become yours as soon as you hire
them. Generally, more expensive personalities posses better inventories,
although cheap ones can have something valuable on them, too.
You can make an easy start in Arulco in the following manner: hire a merc with a
good weapon for a day and when his/her contract is over, give the equipment to
someone else. This will give you the edge in initial battles.
Killed enemies
Deidranna's men will constitute your primary source of new stuff. Her soldiers
carry diverse combat equipment - why not "free" them from this burden? Some
enemies will leave their things when killed, but not all of them are that "kind".
So, how to get "more bucks for your bang"? There is yet another way to get the
enemy's gun. Just *steal* it from him *before* you waste the bastard! This is
hard, but worth the effort. You will need a stealthy agile merc. Sneak upon the
enemy and knock him out (H2H & martial arts welcome; see also: SECTION 8 for
tips on stealth) Two - three hits and the sap lies flat. Now use the "hand"
cursor (the "CTRL" key) on him to take his gun! This may not always work. In any
case finish him promptly or prepare for a nasty stab (ugh!)
Sometimes also militiamen drop items. This could happen if they die while
defending their sector (see also: SECTION 5 for tips on militia battles)
In like manner killed bounties will leave good guns and other equipment (see:
SECTION 6 - Bounties)
NPCs' dwellings
Equipment can be found in areas inhabited by Arulcans. This means not only towns,
but any sectors with buildings or other structures. Whenever you enter/take such
a sector remember to check every chest, locker, drawer, workbench and so on. In
some cases explosives or mechanical skill may be necessary to open them (see:
chapters on specialists in SECTION 1; SECTION 8) Items may be also found in the
mines (underground)
You may discover a couple of well-defended sites out of town. These are the army
stations. Such sectors will contain a lot of equipment. Their location is random,
but you will find at least two, one being not far from Meduna (N7)
Items found in some sectors reappear (may be a bug, see: SECTION 9)
Weapon dealers
In certain places you can buy equipment - but don't expect credit ;) One way to
do it is to place an order at the Web-based Bobby Ray's Gun Store. You need to
pay cash up front and ordering has some drawbacks. You have to wait for the
delivery and the cargo can be sent only to Drassen. From there you have to pick
it up yourself (see: SECTION 6 - Pablo) The cost of freight is high, especially
if you want it fast. Fortunately, in Arulco you will find some stores. Apart
from money, their owners may be interested in some of your items. You can trade
in, barter or sell them the things that you don't need. To let the merchants
refresh their cash and goods' supplies you have to leave their sector for a day.
Tony in San Mona, Keith in Cambria, Jake in Estoni and Franz in Balime will sell
and buy items. Sam and Howard in Balime and Devin (random) only sell things.
See also: SECTION 6 for info on specific traders.
Quests
Once in a while you may get some items from NPCs that are in need. If you do
them a favor, they will usually give you something in return for your trouble.
Be friendly and talk to all NPCs you encounter. See: SECTION 6 for details.
HOW TO GET FUNDS
As in real life - money is everything ;) Without it you can't hire personnel,
buy equipment or train militia. In brief, you can't go on with the assignment.
The funds received at the beginning will run out very quickly. Finding new
sources is imperative. How successful you are at it will determine further
development of your mission. Securing a stable income early on will put you
closer to victory. Here are the ways to make money in Arulco:
Mining
This is the primary source of dough - the most efficient and the most reliable
one. Mining provides steady positive cash flow which will constitute the greater
part of your income. That's why gaining control of the mines pronto is crucial.
Their location can be checked on the strategic map. To make them generate profit,
persuade the head miners to work for you. Remember to station a full garrison of
regular militia there (see: SECTION 5) Sometimes a mine may run out of ore.
Unluckily, there is no way to prevent it or to replenish its deposits :(
See also: SECTION 6 - Head miners.
Mines
Note that this is different from the *process* of mining. Mines themselves
present an additional source of capital. In their underground chambers you will
find silver and golden nuggets which serve exactly the same purpose as cash.
They can be deposited into your account by mercs who carry them. Collected
nuggets will reappear (not sure if this is a bug; see: SECTION 9)
Trading
You can sell some of your items to certain NPCs. Among them are the storeowners:
Tony in San Mona, Keith in Cambria, Jake in Estoni, Franz in Balime and Micky.
Some traders will pay more for specific items. Tony offers highest prices for
weapons, ammo and attachments, Keith pays more for any other equipment and Jake
gives best bargains on junk. All merchants have a limited amount of cash, which
is renewed on the next day.
See also: SECTION 6 for info on specific merchants.
Quests
Money can be also earned by taking part in some quests. Most profitable are
bounty hunting (see: SECTION 6 - Carmen & Bounties) and the Extreme Fighting
Competition (EFC) in San Mona (ibid. Darren) To get rewards for killing the
felons you must find Carmen and accept his offer, then deliver their heads to
him. Each noggin is worth $10K. With 6 terrorists this means $60K, but you could
get more money due to a bug (see: SECTION 9) Another way is to win the EFC.
Fighting takes place on alternate days. With $5K (max bet) placed on each fight
and a skilled merc you should be winning $15K every other night! A grand idea to
make big bucks this way is to hire a cheap merc skilled in H2H or martial arts,
airdrop him in San Mona (see: SECTION 6 - Skyrider & SECTION 7) and keep him
just for the fights. This merc must be able to get into the club. If he cannot
persuade Spike to let him in, use another merc with higher LDR. Remember to
leave the sector for 2 days after the fight, otherwise you won't be able to
compete again. However, there is a nasty bug that can screw this bonanza; see:
SECTION 9.
WEIRD ITEMS
Every once in a while you will stumble upon an object with no apparent purpose.
Seeing no use for it you leave it behind. But some of these items are quite
useful. Here's what you can do with them (info in some places incomplete, ideas
anyone?):
Silver/gold nuggets
See: Mines above
Marbles
Throw them on the ground and whoever steps on them will fall down. Very handy in
the Extreme Fighting Competition in San Mona ;) (see: Quests & SECTION 6 -
Darren)
Walkman, portable TV
Distract the merc who uses them. S/he can't hear approaching enemies (why the
hell would you wanna use it?)
Platinum watch
Sell it for some cash (?)
Deidranna/Arulco T-shirt
Put these on and enter an enemy-occupied sector. After some combat you should be
given a chance to surrender. When you agree you will be taken to prison in N7
and interrogated by Deidranna and her aides. If you survive you can escape from
the cell (" Elliot, you IDIOT!" ;) Find your stuff nearby, or at least some
weapon. With a bit of luck it is even possible to kill Deidranna here, in which
case the game will end. It seems that the interrogation takes place only if Tixa
and Alma were taken before. Save and check this out (then load and complete the
assignment properly!)
Rock
Position your mercs outside and throw a rock against closed doors or through a
window. Enemies soon come out and you should get an interrupt (other use?)
Steel pipe + quick glue + duct tape
Aluminium rod + spring
All of them used to make gun attachments, see appropriate chapter in SECTION 3.
Soda + string
Combine them to make a door alarm. Never tried it (?)
X-ray tube + fumble pack + chewing gum
Use a highly skilled mech with electronics to merge them into an X-ray unit.
Lameboy + copper wire
Do likewise to create an LCD display.
X-ray unit + LCD display
Join them to make an X-ray detector. This device works like a radar, when used
it displays positions of enemies not seen by your squad. It has a limited range
and requires batteries.
Batteries
Power the X-ray detector. Yes, they do run out and yes, they are non-
rechargeable ;)
Gas can
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