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might, as the final sector has more red-shirts than you can shake a
stick at) $12,000
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SUGGESTED MERC HIRING SCHEDULE
DAY EASY or NORMAL LEVEL NORMAL or HARD LEVEL
1 Ivan, Grunty, Vinny & Hector Ivan, Grunty & Vinny
2 Fox Fox
3 ----------- -----------
4 Fidel & Eli Fidel Later Ice Eli, Ice & Wolf or "Doc" Mid Game see Other
Possibilities see Other Possibilities
Note: if Ivan, Ice & Fidel survive to the late game, they will be just as
experienced as many of the "Heavy Hitters".
Note: The Easy or Normal Merc hiring scenario makes your personnel handling
simpler, earlier in the game than the more difficult Normal or Hard approach.
By having Hector you can train him in marksmanship, and he is available as a
replacement for a wounded Merc that might require a day as a patient. You
acquire Eli sooner, and with him on board, you no longer need to have Vinny
take days off to repair items, as Eli can do this on days wehn there are no
wounded to tend to. This also frees up Fox to speed up her marksmanship
training and to be available for missions as a replacement along with Hector.
So generally, though it costs more per day in the early game, it's much easier
to get started with Easy or Normal team. The other scenario is much more
difficult but is affordable even at the Hard level (which is really the only
reason to use it if you are a beginner).
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SUGGESTED MERCS
SALARIES & STATS
NAME Salary Hlth Agil Dext Wisd Medic Explos Mech Marks Exp. Cls
Ivan Dolvich $1,500 94 90 95 83 5 40 10 91 2
Helmut "Grunty" Gunther $490 82 79 76 72 14 25 40 69 1
"Vinny" Massimo $385 73 75 74 65 0 4 87 65 1
Hector Alvarez $410 79 84 88 72 6 17 38 61 1
Cynthia "Fox" Guzzman $515 77 85 100 76 60 8 15 54 1
Fidel Dahan $1,550 88 83 64 71 3 97 6 85 2
Dr. Eli Summers $1,400 81 73 58 77 70 0 65 49 2
"Ice" Williams $1,300 90 88 87 71 0 0 35 86 2
OTHER POSSIBILITIES NAME Salary Hlth Agil Dext Wisd Medic Explos Mech Marks
Exp. Cls
"Wolf" Sanderson $1,850 87 73 84 74 44 32 48 74 2
Dr. Ahmad "Doc" Koolhan $1,750 74 77 61 83 83 0 3 66 2
Rudy "Lynx" Roberts $3,300 81 79 86 71 23 50 19 99 3
Victoria Waters $2,850 79 85 72 85 16 28 90 80 3
Col. Leo Kelly $4,700 95 87 91 81 13 0 67 94 4
Earl "Magic" Walker $5,600 90 99 88 80 14 22 91 93 4
Robert "Scully" Sullivan $7,500 90 90 96 93 36 58 61 91 5
Mike $12,000 97 95 94 96 67 97 98 99 8
________________________________________________________________________________
SECTION 3
GAME TIPS
[ Top ]
[ Capturing Sectors | Sector Schedule | After Capturing a Sector | Enemy Sector
Attacks | Recovering Items | Hiring Guards | Squaring Off | Action Points |
Combat Tactics | Line of Sight | Silencers | Combat Knives | The Swim Test |
Chasing Enemies into the Jungle | Magnify Items | Repair Items | Using Canteens
| Applying Camouflage | Explosives | Corpse Export | Going in Buildings |
Using Explosives to Open Doors | Merging Items | Land Mines | Jammed Guns |
Mercs Who Won't Follow Orders | Training Mercs | Healing Wounded Mercs | First
Aid Kits | Medical Kits | Enemy Grenade Attacks | Gas Masks | Sniper Scopes |
Extended Ear | Spectra Shield | Crowbar | Wooden Sign Posts | Messages |
Camera & Case of Beer | The Virus | Finding Flowers before the Virus | The
Headstone ]
________________________________________________________________________________
The following should help you get "rid of the red-shirts" (and hopefully some
of the game's frustrations)
CAPTURING SECTORS
Capture 3 sectors every day possible. This will do more for your cash flow than
anything else in the game. (example: if your overhead per day is say $8,000 and
you are able to capture 3 sectors instead of 2 for two days. you will have 6
sectors, (and their income-producing trees) for a overhead cost of $16,000 as
opposed to 4 sectors at the same cost of $16,000). Thus you have saved a full
day's overhead of $8,000 (assuming only 2 sectors captured per day). This adds
up to big bucks as time goes by. (Note: to do this requires adequate combat
skills, which is up to you to learn and learn fast).
Consider replaying perhaps the 1st 3 days worth of sectors until you've gotten
the knack. This beats plunging ahead after getting off to a bad start. Yes,
this means starting the game over, and possibly over again. This is of course a
total pain in the neck. This game can get you far behind the eight ball in a
hurry. Catching up later on can be very difficult. Practicing & polishing your
combat skills right off the bat, will make the game much more enjoyable later
on. Capturing 3 sectors in a day is actually easier early on than later, if you
have the necessary skills. Many days of course this is just not possible. You
can finish the 1st two sectors and then partially complete the 3rd sector. Kill
as many enemies as possible, and retreat before dark. You must be back in a
"friendly" sector before 7:00 p.m. or the game will wound and/or kill some or
all of your mercs "....while retreating". The enemies killed in the un-captured
sector will not be there to harass you the next day, thus speeding your capture
of the sector.
Another important thing to know is don't waste a lot of time picking up things
in sectors until after the sector's capture. This is very time-consuming. Don't
waste valuable time after the sector's capture. Don't try to pick up every
known goodie. Get only those you really need (which will be most of them the
first few days). Move along rapidly to the next sector. If worse comes to worse
you can always have your mercs traverse through and pick up some goodies on the
way to somewhere else in later days.
Speaking of cash flow, for a moment, build a positive cash flow of $4,000 --
$5000 before making any further major expenditures. The reason for this is
quite simple. The early game seems to try to lure you into the feeling that you
have the cash situation well in hand, before it throws the next monkey wrench
in your lap. Forewarned is Forearmed.
Where you enter a new sector from, is often important. Look at the sector map
to get some idea of the lay of the land. You normally will want at least some
nearby cover to use in your advance. Advancing across vast open spaces is often
an invitation to disaster. Sometimes where you enter from can greatly affect
the difficulty of the sector. Sector 38 is classic example of this. Most of the
places you can enter this sector have a lot of open space to cross, and there
is a guy with a shotgun here that can do major damage to your mercs caught out
in the open with little cover to protect them. This can quickly become one big
nightmare. It's best to enter this sector in the NW corner coming from the SW
corner of S-28. You have a small building to shield your entrance and then a
line of trees to follow while moving South. The guy with the shotgun has lost
his open spaces long-distance shooting advantage and the sector becomes pretty
much of a quick and easy proposition.
Sector 39 that I call the "3 Bridges Sector" is another example. If you enter
this one anywhere East of the river, you will have to cross at least one of the
bridges to get anywhere. Bridges are a constant source of enemy "booby traps"
throughout the game. This sector is no exception. Enter S-39 from the South or
North West of the river, and stay far to the West side of the sector. You will
probably never have to cross any of the bridges, as the enemy will likely come
to you.
So look before you leap. Yes, make a conscious effort to make the enemy come
play where it's advantageous to you and not vice versa. Avoid the Jungle,
bushes, and bridges that the red shirts love to lure you into. This is not
always possible of course, but do your best to make him play on your turf, not
his.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SECTOR SCHEDULE
A Plan for Capturing Sectors in a Scheduled Sequence
You Begin the Game With Sector 60 DAY SECTOR COMMENTS
1 59 Find the Micropurifier. Transfer 4 guards here.
50 Get your first big batch of trees. Put the other 4 guards here.
49"Warehouse" sector. Finish the day here. Stay in the sector until dark if
completed as you won't have enough guards to transfer any here until the next
morning and by staying you can defend it against any attacks.
2 48"Booby Trap" Sector. Find the Shotgun but beware of the 2nd box. Avoid
searching buildings.
40 Traverse back to this sector and find .357 Magnum & 9mm pistols.
39 Enter from the South only. Stay West of the bridges. This requires
traversing. Get out before 7:00 PM if not captured by then.
3 39 Finish "3 Bridges" sector 39 if you have not done so on day 2.
29"Water Source" sector. Enter from the South. Stay in the long N/S corridor on
the West side of the sector and "draw" the enemy out to you. The last enemy
will probably require a trip into the bush.
30 Enter from SE corner of S-29. Get the silencer & other goodies.
4 19 9mm w/silencer, TNT, Cash to find in this one. Takes some looking.
28 Brenda's Lab, take metal detector and search diligently.
5 38 Enter from SW corner of S-28 stay near treeline bearing South. Find the
.357 magnum pistol and Shotgun Ammo.
37 Take TNT w/detonator in case Vinny can't pick lock, or keys not found
27 2nd Factory -- use silencers only to capture if possible. This prevents
"sabotage" and saves lots of lost cash flow if successful. Any enemies located
must be whacked in the same turn or they will alert the others, who will in
turn start the sabotage process.
Note: there is around $4,700 in hidden or sometimes obscurely located cash in
these opening sectors (that I know of). Cash finds can occur from time to time
throughout the game. So keep your eyes open & go get the greenbacks.
This should get you off to a good start in sector capturing (and cash flow).
The rest is up to you.
Note: Later in the game, if you are getting desperate to find a new factory,
due to your money running low, you should consider a little"sector peeking."
What this involves is simply going into a sector and looking to see if it has
any buildings (not native huts). No buildings = no factory. Take your native
guide with you, if the buildings therein contain a factory, after a couple of
turns he will more than likely tell you that the sector contains a factory. No
factory, vacate ASAP and traverse to another nearby sector and repeat the
process.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
AFTER CAPTURING A SECTOR
Note: "linked sectors" are not possible if a body of water separates the linked
sectors. Always protect a captured "exterior" sector with 8 guards . Don't
believe anyone who tells you that less will suffice, it may but don't bet on
it, as I have seen sectors with 8 guards re-captured by the enemy, and more
than once. Guards are cheap. Save money some other way.
Don't go to the next sector until all guards are transferred and have arrived
. (unless you feel it necessary to race to Brenda's Lab or some other vital
sector to save the sector from an imminent attack).
Transfer guards immediately after the capture of a sector. This stipulation
may help avert an "ENEMIES' NEARBY" attack, and even if they don't avert it,
your team is already in the sector and can join in the battle and eliminate the
enemy.
Note: "enemies nearby" attacks almost always seem to happen after you have
captured a sector and are either waiting for guards to arrive, and/or searching
the sector for goodies. If you have not ordered in new guards for the sector
immediately after its capture you may be inviting an attack.. If you are
mopping up and capturing the sectors in short order it seems to be a way of
slowing down your progress towards another sector. When the "enemies nearby"
status initiates, you will once again be encumbered by action points and have
to battle the incoming enemy to rid the sector one more time of the enemy. The
guards you have in the sector with you, and any guards in transit that arrive
prior to your disposing of the enemy will actually join in the battle with you.
Each group, guards, mercs & enemies receiving a turn at a time until the
situation is resolved. This does add an interesting and fun element to the
game. The design seems to be a way for the enemy to hamper your progress when
you are doing "too well."
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SECTOR ATTACKS BY THE ENEMY
The majority of sector attacks by the enemy seem to take place late afternoon,
stick at) $12,000
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SUGGESTED MERC HIRING SCHEDULE
DAY EASY or NORMAL LEVEL NORMAL or HARD LEVEL
1 Ivan, Grunty, Vinny & Hector Ivan, Grunty & Vinny
2 Fox Fox
3 ----------- -----------
4 Fidel & Eli Fidel Later Ice Eli, Ice & Wolf or "Doc" Mid Game see Other
Possibilities see Other Possibilities
Note: if Ivan, Ice & Fidel survive to the late game, they will be just as
experienced as many of the "Heavy Hitters".
Note: The Easy or Normal Merc hiring scenario makes your personnel handling
simpler, earlier in the game than the more difficult Normal or Hard approach.
By having Hector you can train him in marksmanship, and he is available as a
replacement for a wounded Merc that might require a day as a patient. You
acquire Eli sooner, and with him on board, you no longer need to have Vinny
take days off to repair items, as Eli can do this on days wehn there are no
wounded to tend to. This also frees up Fox to speed up her marksmanship
training and to be available for missions as a replacement along with Hector.
So generally, though it costs more per day in the early game, it's much easier
to get started with Easy or Normal team. The other scenario is much more
difficult but is affordable even at the Hard level (which is really the only
reason to use it if you are a beginner).
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SUGGESTED MERCS
SALARIES & STATS
NAME Salary Hlth Agil Dext Wisd Medic Explos Mech Marks Exp. Cls
Ivan Dolvich $1,500 94 90 95 83 5 40 10 91 2
Helmut "Grunty" Gunther $490 82 79 76 72 14 25 40 69 1
"Vinny" Massimo $385 73 75 74 65 0 4 87 65 1
Hector Alvarez $410 79 84 88 72 6 17 38 61 1
Cynthia "Fox" Guzzman $515 77 85 100 76 60 8 15 54 1
Fidel Dahan $1,550 88 83 64 71 3 97 6 85 2
Dr. Eli Summers $1,400 81 73 58 77 70 0 65 49 2
"Ice" Williams $1,300 90 88 87 71 0 0 35 86 2
OTHER POSSIBILITIES NAME Salary Hlth Agil Dext Wisd Medic Explos Mech Marks
Exp. Cls
"Wolf" Sanderson $1,850 87 73 84 74 44 32 48 74 2
Dr. Ahmad "Doc" Koolhan $1,750 74 77 61 83 83 0 3 66 2
Rudy "Lynx" Roberts $3,300 81 79 86 71 23 50 19 99 3
Victoria Waters $2,850 79 85 72 85 16 28 90 80 3
Col. Leo Kelly $4,700 95 87 91 81 13 0 67 94 4
Earl "Magic" Walker $5,600 90 99 88 80 14 22 91 93 4
Robert "Scully" Sullivan $7,500 90 90 96 93 36 58 61 91 5
Mike $12,000 97 95 94 96 67 97 98 99 8
________________________________________________________________________________
SECTION 3
GAME TIPS
[ Top ]
[ Capturing Sectors | Sector Schedule | After Capturing a Sector | Enemy Sector
Attacks | Recovering Items | Hiring Guards | Squaring Off | Action Points |
Combat Tactics | Line of Sight | Silencers | Combat Knives | The Swim Test |
Chasing Enemies into the Jungle | Magnify Items | Repair Items | Using Canteens
| Applying Camouflage | Explosives | Corpse Export | Going in Buildings |
Using Explosives to Open Doors | Merging Items | Land Mines | Jammed Guns |
Mercs Who Won't Follow Orders | Training Mercs | Healing Wounded Mercs | First
Aid Kits | Medical Kits | Enemy Grenade Attacks | Gas Masks | Sniper Scopes |
Extended Ear | Spectra Shield | Crowbar | Wooden Sign Posts | Messages |
Camera & Case of Beer | The Virus | Finding Flowers before the Virus | The
Headstone ]
________________________________________________________________________________
The following should help you get "rid of the red-shirts" (and hopefully some
of the game's frustrations)
CAPTURING SECTORS
Capture 3 sectors every day possible. This will do more for your cash flow than
anything else in the game. (example: if your overhead per day is say $8,000 and
you are able to capture 3 sectors instead of 2 for two days. you will have 6
sectors, (and their income-producing trees) for a overhead cost of $16,000 as
opposed to 4 sectors at the same cost of $16,000). Thus you have saved a full
day's overhead of $8,000 (assuming only 2 sectors captured per day). This adds
up to big bucks as time goes by. (Note: to do this requires adequate combat
skills, which is up to you to learn and learn fast).
Consider replaying perhaps the 1st 3 days worth of sectors until you've gotten
the knack. This beats plunging ahead after getting off to a bad start. Yes,
this means starting the game over, and possibly over again. This is of course a
total pain in the neck. This game can get you far behind the eight ball in a
hurry. Catching up later on can be very difficult. Practicing & polishing your
combat skills right off the bat, will make the game much more enjoyable later
on. Capturing 3 sectors in a day is actually easier early on than later, if you
have the necessary skills. Many days of course this is just not possible. You
can finish the 1st two sectors and then partially complete the 3rd sector. Kill
as many enemies as possible, and retreat before dark. You must be back in a
"friendly" sector before 7:00 p.m. or the game will wound and/or kill some or
all of your mercs "....while retreating". The enemies killed in the un-captured
sector will not be there to harass you the next day, thus speeding your capture
of the sector.
Another important thing to know is don't waste a lot of time picking up things
in sectors until after the sector's capture. This is very time-consuming. Don't
waste valuable time after the sector's capture. Don't try to pick up every
known goodie. Get only those you really need (which will be most of them the
first few days). Move along rapidly to the next sector. If worse comes to worse
you can always have your mercs traverse through and pick up some goodies on the
way to somewhere else in later days.
Speaking of cash flow, for a moment, build a positive cash flow of $4,000 --
$5000 before making any further major expenditures. The reason for this is
quite simple. The early game seems to try to lure you into the feeling that you
have the cash situation well in hand, before it throws the next monkey wrench
in your lap. Forewarned is Forearmed.
Where you enter a new sector from, is often important. Look at the sector map
to get some idea of the lay of the land. You normally will want at least some
nearby cover to use in your advance. Advancing across vast open spaces is often
an invitation to disaster. Sometimes where you enter from can greatly affect
the difficulty of the sector. Sector 38 is classic example of this. Most of the
places you can enter this sector have a lot of open space to cross, and there
is a guy with a shotgun here that can do major damage to your mercs caught out
in the open with little cover to protect them. This can quickly become one big
nightmare. It's best to enter this sector in the NW corner coming from the SW
corner of S-28. You have a small building to shield your entrance and then a
line of trees to follow while moving South. The guy with the shotgun has lost
his open spaces long-distance shooting advantage and the sector becomes pretty
much of a quick and easy proposition.
Sector 39 that I call the "3 Bridges Sector" is another example. If you enter
this one anywhere East of the river, you will have to cross at least one of the
bridges to get anywhere. Bridges are a constant source of enemy "booby traps"
throughout the game. This sector is no exception. Enter S-39 from the South or
North West of the river, and stay far to the West side of the sector. You will
probably never have to cross any of the bridges, as the enemy will likely come
to you.
So look before you leap. Yes, make a conscious effort to make the enemy come
play where it's advantageous to you and not vice versa. Avoid the Jungle,
bushes, and bridges that the red shirts love to lure you into. This is not
always possible of course, but do your best to make him play on your turf, not
his.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SECTOR SCHEDULE
A Plan for Capturing Sectors in a Scheduled Sequence
You Begin the Game With Sector 60 DAY SECTOR COMMENTS
1 59 Find the Micropurifier. Transfer 4 guards here.
50 Get your first big batch of trees. Put the other 4 guards here.
49"Warehouse" sector. Finish the day here. Stay in the sector until dark if
completed as you won't have enough guards to transfer any here until the next
morning and by staying you can defend it against any attacks.
2 48"Booby Trap" Sector. Find the Shotgun but beware of the 2nd box. Avoid
searching buildings.
40 Traverse back to this sector and find .357 Magnum & 9mm pistols.
39 Enter from the South only. Stay West of the bridges. This requires
traversing. Get out before 7:00 PM if not captured by then.
3 39 Finish "3 Bridges" sector 39 if you have not done so on day 2.
29"Water Source" sector. Enter from the South. Stay in the long N/S corridor on
the West side of the sector and "draw" the enemy out to you. The last enemy
will probably require a trip into the bush.
30 Enter from SE corner of S-29. Get the silencer & other goodies.
4 19 9mm w/silencer, TNT, Cash to find in this one. Takes some looking.
28 Brenda's Lab, take metal detector and search diligently.
5 38 Enter from SW corner of S-28 stay near treeline bearing South. Find the
.357 magnum pistol and Shotgun Ammo.
37 Take TNT w/detonator in case Vinny can't pick lock, or keys not found
27 2nd Factory -- use silencers only to capture if possible. This prevents
"sabotage" and saves lots of lost cash flow if successful. Any enemies located
must be whacked in the same turn or they will alert the others, who will in
turn start the sabotage process.
Note: there is around $4,700 in hidden or sometimes obscurely located cash in
these opening sectors (that I know of). Cash finds can occur from time to time
throughout the game. So keep your eyes open & go get the greenbacks.
This should get you off to a good start in sector capturing (and cash flow).
The rest is up to you.
Note: Later in the game, if you are getting desperate to find a new factory,
due to your money running low, you should consider a little"sector peeking."
What this involves is simply going into a sector and looking to see if it has
any buildings (not native huts). No buildings = no factory. Take your native
guide with you, if the buildings therein contain a factory, after a couple of
turns he will more than likely tell you that the sector contains a factory. No
factory, vacate ASAP and traverse to another nearby sector and repeat the
process.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
AFTER CAPTURING A SECTOR
Note: "linked sectors" are not possible if a body of water separates the linked
sectors. Always protect a captured "exterior" sector with 8 guards . Don't
believe anyone who tells you that less will suffice, it may but don't bet on
it, as I have seen sectors with 8 guards re-captured by the enemy, and more
than once. Guards are cheap. Save money some other way.
Don't go to the next sector until all guards are transferred and have arrived
. (unless you feel it necessary to race to Brenda's Lab or some other vital
sector to save the sector from an imminent attack).
Transfer guards immediately after the capture of a sector. This stipulation
may help avert an "ENEMIES' NEARBY" attack, and even if they don't avert it,
your team is already in the sector and can join in the battle and eliminate the
enemy.
Note: "enemies nearby" attacks almost always seem to happen after you have
captured a sector and are either waiting for guards to arrive, and/or searching
the sector for goodies. If you have not ordered in new guards for the sector
immediately after its capture you may be inviting an attack.. If you are
mopping up and capturing the sectors in short order it seems to be a way of
slowing down your progress towards another sector. When the "enemies nearby"
status initiates, you will once again be encumbered by action points and have
to battle the incoming enemy to rid the sector one more time of the enemy. The
guards you have in the sector with you, and any guards in transit that arrive
prior to your disposing of the enemy will actually join in the battle with you.
Each group, guards, mercs & enemies receiving a turn at a time until the
situation is resolved. This does add an interesting and fun element to the
game. The design seems to be a way for the enemy to hamper your progress when
you are doing "too well."
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SECTOR ATTACKS BY THE ENEMY
The majority of sector attacks by the enemy seem to take place late afternoon,
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Sponsors:
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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






