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Submitted by System on 09/03/2006, 09:50. Print file.
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- Emtpy Can + Fathom (attached to a door) = Alarm
- Aluminium Tube (or Rod) + Spring (attached to a gun) = Less Action Points To Fire
- Steel Tube + Tape + Quick Glue (attached to a gun) = Longer Barrel/Wider Range
- Compound 18 + Armor = Stronger Armor
- Ceramic Plates + Vest = Stronger Vest
- Monster Queen Slime + Armor = Stronger Armor
- TNT + RDX = HMX
- C1 + RDX = C4
- TNT + Platin Watch + Tape = TNT With Timed Fuse
- Lameboy + Copper Wire = Display
- X-Ray Tube + Fumblepack + Chewing Gum = X-Ray Device
- X-Ray Device + Display = X-Ray Detector (batteries needed)
- String + Soda Can + ??? = ???

( NOTE: To know where to find some of above stuff, see section 2.6 - Locations Of
Shops & Goodies )

I tried to combine the Spring with the Tube, didn't work i also tried the Steel
Tube with the Duct Tape or Quick Glue, didn't work either. So, to combine you just
take one and put him on the other? Or you need to do it with mechanics and toolkit?
It works like this: Put the Steel Tube (for instance) in your secondary hand. Pick up the
Duct Tape with the left mouse button, then click on the Steel Tube with the right mouse
button. You'll get the description of the Steel Tube with four grayed-out boxes.
Disregard the grayed-out boxes. Click the left mouse button on one of the boxes and
the tape will dump in. Do precisely the same thing with the Quick Glue, and the Steel Tube
will disappear, only to be replaced with a "Gun Barrel Extender". Then pick up the
Extender and use it on one of the empty spots on a gun.
( for more info on this question, see section 2.1 – Weapons & Attachments )


Is it possible to make a Cocktail Molotov? How? (3 answers available)
1 - The making of Molotov Cocktails is only possible in Jagged Alliance 1. This feature is
not availeble in Jagged Alliance 2. That means, you can not make Molotov Cocktails in JA2.
Topware Interactive

2 - You can't make Molotov Cocktails. Why use them when there are plenty of fragment
grenades around?
Eric T. Cheng – Sirtech Canada

3 - As I know, all fire-based weapons are disabled in JA2. You can't make Cocktail
Molotov, and you can't find and use Flame Thrower. Flamer is only available by cracking
savefile, Cocktail maybe not available at all... Although some people said that you could get
it, using a knife to cut up T-Shirts into rags, and combine them with Alcohol, in a Jar. I've
got those things, but can't seem to make this work.


o 2.5.2 - NIGHT VISION GOGGLES

Can you please explain to me how the Night Vision Goggles work, in mine it only
makes light a couple spaces away my guy. It sucks.
The Night Vision Goggles don't light the way for you. You'll see the enemies from
farther away. The enemies, not the ground of other dead things. The range of the Night
Goggles is not equal to the light radius and they don't suck at all.

I found some Night Vision headgear. Doesn't "appear" to do much. It mentions
slot for AA batteries. Are these needed in its attachments area? Is there another
way to "turn it on"? If I wear it all the time, will it only work when I want it to (at
night)?
No batteries required for the headgear. You should get a bigger radius of lighted
squares around your character if you got this option on. Might only be one or two squares
but it's worth it (You can look farther than the lighted squares anyway). Especially if you
equip someone with them who's got the night ability.


o 2.5.3 - RDX

RDX is supposedly a highly explosive material. How do I detonate it?
Merge it with C1 to make C4, and it says it's unstable. Or merge it with TNT to make
HMX (do it yourself to see what it is). RDX jars are fairly stable to carry around. I've
taken full bursts in the face while carrying it.

Index
? 2.6 - LOCATIONS OF SHOPS & GOODIES

Since the presence of some items in a certain place may be random, they may not be
there when you go looking for them. But there's also a big chance that they are there…
Just try!

Where to find some stuff:
- Alma Military Compound – Lots of good weapons, ammo, protections & other sorted
stuff;
- San Mona C5 – Weapons;
- Estoni I6 – Handguns;
- Estoni I6 – Ammo;
- Balime – Fumblepack;
- Balime L12 – Lameboy;
- Balime L12 – Video Camera (electronic shop);
- Balime L12 - Electronic equipment, medical supplies, general store (good for drugs)

- B15 - In the shed there is 2 full tanks of gas and some ammo. In the house bathroom
is a medikit;
- Southeast of Chitzena – In a house there are Ceramic Plates and Comp-18 stuff;

Where to find some Shops & Dealers:
- Bobby Ray's on-line store (it seems that he changes the inventory hourly);
- Shops for repairing items (electronic or mechanic depending on the shop) - Grumm H1
(two shops) and one in Cambria (fix the Rocket Rifles ID in the electronic shop of Grumm);
- An Irish explosives dealer – he randomly appear in the bar of Drassen. He only takes
cash, and only sells the heavy stuff like C4, TNT, detonators, etc... If you kill him, you get
a Comando and a load of stuff for free...
- Tony's hidden shop in San Mona – he sells guns;
- Devin will sell you explosives in a bar of San Mona;
Index
__________________________________________________________________________________________


3. STRATEGICAL & TACTICAL ISSUES


? 3.1 - CITY CONQUER ORDER

The Official JA2 Strategy Guide suggests the following order to conquer the cities:

1 - Omerta
2 - Drassen
3 - San Mona
4 - Chitzena
5 - Cambria
6 - Alma
7 - Estoni
8 - Grumm
9 - Balime
10 - Tixa Prison
11 - Creature Quest
12 - Orta
13 - Meduna

Any recommendations where to go after overtaking a city?
Read the intelligence reports and figure out where the key locations are. Talk to people
in each town to get quests.

Index
? 3.2 - MILITIA

Can any Merc train militia? Does the merc doing it make a difference?
Yes. Low Leadership, long time to train.

Does who trains the militia make a difference other than the speed at which they
train? Will a better mercenary with teaching abilities, say, train a more ruthless
militia?
To my knowledge it doesn't make a difference other than the speed.

When you train militia, does it ever stop (no more training required?). It keeps
giving me the option to train for $750. I've done it several times and it seems to
keep adding more men - is there an end point?
The limit is 20 men per city sector. When you keep training them they can reach the
veteran status. That's only possible when you have the maximum number of green units
trained and keep training them. They can also reach the veteran status in combat against
the enemy. After a number of battles they can even reach elite status (veteran - blue,
elite - dark blue). Elite is only possible through combat, not training.
When you look at the militia in a sector (using "show militia" icon), you can see
something like 10/0/0. First number is green militia, second is intermediate, third is
veterans.
In the beginning 20 green guys will do the trick. Later in the game 20 greens don't
stand a chance against veteran attackers.

Can militia be trained anywhere or just in city sectors?
City sectors and SAM sites. In the other hand, there are some hidden areas with large
buildings/sites where there is no possibility of training militia.

Any way of healing militia after a battle. You can't heal them with your medics?
Will assigning someone to doctor in the sector help?
You can heal Militia guys that are "Dying" if you have a Merc on the map during/after
the battle ends. The Merc needs both medical supplies and a few points of Med skill. Equip
the Med Kits and heal them just as if they were your own... since they are!
This is a great way to preserve the Militia and even more so when in particular it's a
Veteran Militia dude with an Auto-Rifle that is bleeding to death.

Index
? 3.3 - OPENING DOORS

I seem to have the biggest problems opening metal doors and other things. I can
shoot lockers open but am not sucessful shooting the metal doors open. I thought I
was doing it before, is there maybe an option I checked? How does everyone else
open a door if they dont have the key. I dont feel like wasting all my heavy
explosives.
1. Use a merc with high Mechanical and the lockpicking skill (make sure he has a
lockpicking kit). If he doesn't open the door in first attempt, try again & again until he
opens it or he says that he really can't open that damn door. Lots and lots of times they
will open the doors after some frustating attempts. The best men for the job are Trevor,
Magic, Static, Vicki, Gasket & Steroid;
2. Use a merc that has high Strenght with a crowbar;
3. Use explosives (some rumors about some lock explosives)

Index
? 3.4 – "HEADS OFF"

How do you cut off the head of the terrorists like druggist or the imposter
because i already found them and after i kill them there is no head.
As far as I know, you have to knock the enemy down without killing them. Leave them in
the "Dying" state. When they are on the ground you should be able to chop the heads off
with a machete. Simply attack the body, and the head will be yours. Look then for the
Bounty Hunter, since he'll buy heads.
( for more info on this topic, see section 7.3 – The Bounty Hunter )

Index
? 3.5 - STEALING

Here, I'll explain a trick to get weapons that enemies won't drop when they die.

- Manage to get close an enemy, and punch the badguy in the torso (usually 3
hits) or hit him with a crowbar to make him fall to the ground. Do not inflict
serious damage to him, only put him unconscious. That leaves an enemy who won't
rise in about two turns, which gives alot of time to rob him and kill silently.
Tricks to get close:
1) Sneak close at night to his back in stealth mode if your merc have
corresponding bonus;
2) Just plain run to enemy;
3) Hide and wait right at the corner of a building or behind door;
4) Use smoke grenade/tear gas first. They will be laying on the ground
suffering. Then use stun grenades. But make sure you have gas masks on!
5) Try a tranquilizer dart. It only do 1 or 2 damage, but takes down any
merc regardless of ability;
6) Trick him to a place where you can ambush him.

- To pickpocket enemy, you must have both hands free and stand next to him
having enough APs. Don't trust white number of necessary APs over grabby hand
set over enemy, this is MINIMAL required APs. Pickpocketing takes all your APs,
so have other merc or two nearby to kill enemy after robbery. However if enemy is
in "dying" state you will almost never get anything from him. If you doing robbery
with your custom merc with both hands free, you'll get some weapon ~100% cases.
Other mercs could steal guns too, but with less chances. I have never succeed to
steal anything exept guns enemies holding, but maybe it is possible to get some
other items too.

- BEWARE! Most enemies have more than one gun. If you took his gun, you're
not safe anyways, he can:
1) Take his other gun and feed you with 4-5 bullets;
2) Get a knife/machete and cut you;
3) Punch you several times.

- But in any case pickpocketing (especially from grey and camouflaged
enemies) is good way to obtain good guns which are hard to be found in other ways,
because after the death of enemy his gun disappears in most cases.

As for stealing, my game didn't crash, it just appeared to do nothing. Am I doing
this right. Will stolen items simply "appear" in inventory or will a selection screen
come up? Can some mercs steal while others can't?
Again, I walked up to a living, breathing enemy who was still very much in on the
fight and put the grabbing hand over him at close range, the stopwatch came up and,
seemingly, nothing happened (but no crash - game simply continued). Should he be
unconscious?
Same here (with the game doing nothing). Seems to depend on the speed of the machine
because the program seems to calculate quite alot when you steal.
If you're succesful you should have the gun in your hand or receive a message on screen
that says you haven't been succesful and even tells you which gun the enemy has. I tried to
steal again from an unconscious guy from which I took a gun. The game just hung for a
couple of seconds an then returned to the normal state ...

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