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works most of the time. Your mechanic may be necessary. If all else fails leave
the weapon in question for repairs with your "stay at home" mechanic the
following morning.
To avoid this problem to some extent, it's best to have at least one and
possibly two of your mercs carry an extra gun, that they may hand off to the
merc/mercs with jammed guns. Late in the game when many of the items to be
picked up are often duplicates of items already held in sufficient numbers in
inventory, I tend to have my main "killer" mercs carry two weapons, preferably
a modified .357 magnum pistol and either a M14 rifle, 12 guage rifle, or 12
guage shotgun. This gives them long range capability, and more killing power
when needed.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
MERCS WHO WON'T FOLLOW ORDERS ONCE OBTAINING A "BEAD" ON THE ENEMY
Fidel, amongst others, will refuse to follow orders once he feesl that he has a
"sure-fire" bead on the enemy. This can be a real pain, when you would like him
or others to move to a better shooting angle, or some other reason of your own.
Solution: simply take their weapon out of their hand, then they will follow
your orders without further ado, then put the weapon back in their hand. No
more problem.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
TRAINING MERCS TO IMPROVE THEIR STATS
Put merc in training, select Marksmanship (or whatever skill you wish to
improve). If he or she has a wisdom rating of 70% or higher gains of 2-3 pctg.
points per day of training are not uncommon. So in a matter of only 5 short
days, you've gotten a 10 + point gain in the skill involved. Then get them out
in the field again to gain that other vital missing ingredient. Experience.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
HEALING WOUNDED MERCS
At the start of the day change the status of wounded mercs you wish to leave
behind and heal to "Patient". Be sure that the status of your stay at home
medic is on "Doctor". Put a Medical Kit in the Doctor's right hand.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
FIRST AID KITS
Are useful prior to acquiring enough Medical Kits. Better than nothing at all.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
MEDICAL KITS
Your stay at home doctor needs one of these in his right hand. You should
strive to have two of these in the field on missions. Two different Mercs
should carry these in the event that one of them gets killed, or wounded so
severely that they are unable to get around to perform their medical duties.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
ENEMY GRENADE ATTACKS
These often happen at the very beginning of a sector. The biggest clue to this
possibility (enemy grenade attacks) is the sudden appearance of an enemy in
very close proximity to your squad. Who, with one fell swoop, can do massive
damage to your guys' health before they can spread out. When you see the nearby
enemy in this type of situation, you need to take him out first, before giving
any of the other enemies that you can see even a second thought. If all else
fails, keep one of your individuals who has a grenade, with adequate action
points, so that you may grenade the nearby enemy, rather than risk a squad
imperiling attack.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
GAS MASKS
All your in the field Mercs need these babies -- especially later in the game
when the enemy starts barraging you with Tear Gas Canisters and Mustard Gas
Grenades.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SNIPER SCOPES
Attach these to all of your rifles (including the 12 guage rifle).
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
EXTENDED EAR
Your lead Gunners need these for hearing the enemy at a distance. An Early
Warning system of sorts. This device fits in the slot which is normally
occupied by your Merc's radio. Fear not, as only 1 radio is necessary per squad
of mercs.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SPECTRA SHIELD
"The very latest in bullet absorption technology... capable of withstanding the
most powerful of handguns, reducing impact of most rifles & deflecting shrapnel
with ease."
Get your guys and gals each one these ASAP. (Kevlar Vests are the predecessor
to these), when merged with compound 17, it becomes a "treated spectra shield".
This is the best body protection in the game that has pockets. An"Ultra Shield"
provides even better protection, but has no pockets, thus it has more for end
game use when pockets for inventory items are much less important for all mercs
to have.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
CROWBAR
The crowbar's function is prying open boxes. However, there are many times in
the game when your explosive's person will not be able to open some of the
boxes even with the crowbar -- "It's Stuck!" This is when your mechanic must
then take the crowbar, and get the job done. A top notch mechanic in the field,
in addition to another doing repairs at home base is essential. Certain tasks,
such as lockpicking, and some of the crowbar assignments, simply cannot be done
by anyone other than a top-rated mechanic.
Note: although there are times when an ordinary non-mechanical merc may just
need to have his "blue" indicator enhanced in order to successfully use the
crowbar, a drink from the old canteen can provide a quick boost to his "blue"
indicator.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
WOODEN SIGN POSTS
Located throughout the game, these can be read for possibly valuable
information by magnifying them.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
MESSAGES (NOTES)
Found throughout the game, these offer clues that are sometimes quite obvious
("S 36 D9" refers to Sector 36 Day 9). Other times they are in"code." One is in
Spanish and so on. Some give very useful information. But don't worry, if
you're not a cryptologist or fluent in pig latin -- the world won't end, and
you can still successfully complete the game.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
CAMERA, & CASE OF BEER
I know of no-one who has found any use for these particular items.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
"THE VIRUS"
It will spread and continue to kill the Fallow Trees. An antidote is necessary.
It seems to first occur around Day 16 (at least this was the timing the two
times I played).
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
POMILLIA FLOWERS
These flowers are the source material for the antidote for the "Virus" that
kills the Fallow trees. They are only found in one specific sector.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
IF YOU FIND THE FLOWERS BEFORE THE VIRUS APPEARS
The game will not recognize that you have already obtained the flowers, since
it apparently does not look in your base inventory to see if they are there or
not. This means that you should have one of your mercs take some of the flowers
with them on the day's mission, after it has been announced that the "virus"
has arrived. When he returns at the end of the day with the flowers, you will
receive credit for finding them. When I first played the game I captured the
sector with the flowers prior to the "virus" outbreak. Fortunately I was aware
of this problem. Just to be safe I took some of the flowers back to base. I
left 1 batch lying on the ground where I found them, in the event that the game
would require me to actually go and pick up the flowers. This extra precaution
does not seem to have been necessary. But might be worth doing, just in case my
first solution does not work for you.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
HEADSTONE
Stolen from the native's burial grounds by Santino's henchmen. Jack asks you to
find the headstone and return it to the natives. The implication is that "dire"
things may happen if you don't find this headstone ASAP. As far as I could tell
this is just more "smoke" to add to the urgency of the games' goals. The
headstone can be found in one of the sectors in Santino's stronghold area (NW
portion of the sector map).
________________________________________________________________________________
SECTION 4
the weapon in question for repairs with your "stay at home" mechanic the
following morning.
To avoid this problem to some extent, it's best to have at least one and
possibly two of your mercs carry an extra gun, that they may hand off to the
merc/mercs with jammed guns. Late in the game when many of the items to be
picked up are often duplicates of items already held in sufficient numbers in
inventory, I tend to have my main "killer" mercs carry two weapons, preferably
a modified .357 magnum pistol and either a M14 rifle, 12 guage rifle, or 12
guage shotgun. This gives them long range capability, and more killing power
when needed.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
MERCS WHO WON'T FOLLOW ORDERS ONCE OBTAINING A "BEAD" ON THE ENEMY
Fidel, amongst others, will refuse to follow orders once he feesl that he has a
"sure-fire" bead on the enemy. This can be a real pain, when you would like him
or others to move to a better shooting angle, or some other reason of your own.
Solution: simply take their weapon out of their hand, then they will follow
your orders without further ado, then put the weapon back in their hand. No
more problem.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
TRAINING MERCS TO IMPROVE THEIR STATS
Put merc in training, select Marksmanship (or whatever skill you wish to
improve). If he or she has a wisdom rating of 70% or higher gains of 2-3 pctg.
points per day of training are not uncommon. So in a matter of only 5 short
days, you've gotten a 10 + point gain in the skill involved. Then get them out
in the field again to gain that other vital missing ingredient. Experience.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
HEALING WOUNDED MERCS
At the start of the day change the status of wounded mercs you wish to leave
behind and heal to "Patient". Be sure that the status of your stay at home
medic is on "Doctor". Put a Medical Kit in the Doctor's right hand.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
FIRST AID KITS
Are useful prior to acquiring enough Medical Kits. Better than nothing at all.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
MEDICAL KITS
Your stay at home doctor needs one of these in his right hand. You should
strive to have two of these in the field on missions. Two different Mercs
should carry these in the event that one of them gets killed, or wounded so
severely that they are unable to get around to perform their medical duties.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
ENEMY GRENADE ATTACKS
These often happen at the very beginning of a sector. The biggest clue to this
possibility (enemy grenade attacks) is the sudden appearance of an enemy in
very close proximity to your squad. Who, with one fell swoop, can do massive
damage to your guys' health before they can spread out. When you see the nearby
enemy in this type of situation, you need to take him out first, before giving
any of the other enemies that you can see even a second thought. If all else
fails, keep one of your individuals who has a grenade, with adequate action
points, so that you may grenade the nearby enemy, rather than risk a squad
imperiling attack.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
GAS MASKS
All your in the field Mercs need these babies -- especially later in the game
when the enemy starts barraging you with Tear Gas Canisters and Mustard Gas
Grenades.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SNIPER SCOPES
Attach these to all of your rifles (including the 12 guage rifle).
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
EXTENDED EAR
Your lead Gunners need these for hearing the enemy at a distance. An Early
Warning system of sorts. This device fits in the slot which is normally
occupied by your Merc's radio. Fear not, as only 1 radio is necessary per squad
of mercs.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SPECTRA SHIELD
"The very latest in bullet absorption technology... capable of withstanding the
most powerful of handguns, reducing impact of most rifles & deflecting shrapnel
with ease."
Get your guys and gals each one these ASAP. (Kevlar Vests are the predecessor
to these), when merged with compound 17, it becomes a "treated spectra shield".
This is the best body protection in the game that has pockets. An"Ultra Shield"
provides even better protection, but has no pockets, thus it has more for end
game use when pockets for inventory items are much less important for all mercs
to have.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
CROWBAR
The crowbar's function is prying open boxes. However, there are many times in
the game when your explosive's person will not be able to open some of the
boxes even with the crowbar -- "It's Stuck!" This is when your mechanic must
then take the crowbar, and get the job done. A top notch mechanic in the field,
in addition to another doing repairs at home base is essential. Certain tasks,
such as lockpicking, and some of the crowbar assignments, simply cannot be done
by anyone other than a top-rated mechanic.
Note: although there are times when an ordinary non-mechanical merc may just
need to have his "blue" indicator enhanced in order to successfully use the
crowbar, a drink from the old canteen can provide a quick boost to his "blue"
indicator.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
WOODEN SIGN POSTS
Located throughout the game, these can be read for possibly valuable
information by magnifying them.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
MESSAGES (NOTES)
Found throughout the game, these offer clues that are sometimes quite obvious
("S 36 D9" refers to Sector 36 Day 9). Other times they are in"code." One is in
Spanish and so on. Some give very useful information. But don't worry, if
you're not a cryptologist or fluent in pig latin -- the world won't end, and
you can still successfully complete the game.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
CAMERA, & CASE OF BEER
I know of no-one who has found any use for these particular items.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
"THE VIRUS"
It will spread and continue to kill the Fallow Trees. An antidote is necessary.
It seems to first occur around Day 16 (at least this was the timing the two
times I played).
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
POMILLIA FLOWERS
These flowers are the source material for the antidote for the "Virus" that
kills the Fallow trees. They are only found in one specific sector.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
IF YOU FIND THE FLOWERS BEFORE THE VIRUS APPEARS
The game will not recognize that you have already obtained the flowers, since
it apparently does not look in your base inventory to see if they are there or
not. This means that you should have one of your mercs take some of the flowers
with them on the day's mission, after it has been announced that the "virus"
has arrived. When he returns at the end of the day with the flowers, you will
receive credit for finding them. When I first played the game I captured the
sector with the flowers prior to the "virus" outbreak. Fortunately I was aware
of this problem. Just to be safe I took some of the flowers back to base. I
left 1 batch lying on the ground where I found them, in the event that the game
would require me to actually go and pick up the flowers. This extra precaution
does not seem to have been necessary. But might be worth doing, just in case my
first solution does not work for you.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
HEADSTONE
Stolen from the native's burial grounds by Santino's henchmen. Jack asks you to
find the headstone and return it to the natives. The implication is that "dire"
things may happen if you don't find this headstone ASAP. As far as I could tell
this is just more "smoke" to add to the urgency of the games' goals. The
headstone can be found in one of the sectors in Santino's stronghold area (NW
portion of the sector map).
________________________________________________________________________________
SECTION 4
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- Jagged Alliance cheats by System on 09/03/2006, 09:50
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Strategy Guide - Jagged Alliance FAQ by System on 09/03/2006, 09:50






