Jagged Alliance

Jagged Alliance

				                STRATEGY GUIDE 


	Page  1		Introduction 
	Pages  1 & 2	Section 1	Game Objectives
	Pages  2 -  6	Section 2	Hiring,Firing & Dealing With Mercs & Natives
	Pages  6  - 20	Section 3	Game Tips 
	Pages  21 - 23	Section 4	Breakdown of game items 

	Jagged Alliance is a combination Strategy,Role-Playing game with a touch 
of Adventure added in. It features turn based combat at the squad level much 
along the lines of XCOM. It's most endearing  feature is the interaction between 
its characters. There are over 4,000 lines of spoken dialogue, much of which is 
highly entertaining. The dialogue is skillfully blended into the game, and the 
voice acting is terrific. One publication called it "XCOM with personality". 
Well put ! The combat is often a bit slow-paced and less "edge of the seat" than 
XCOM, but the personality part of the game adds something special that other 
combat games lack. Strategy Plus  called it "addictive alliance" and applauded 
its innovation. PC Gamer awarded it an Editors' Choice award. And Computer 
Gaming World gave it 4 1/2 of 5 possible stars and described it as "truly a 
genre-busting product........must buy." On the down side there are some  
frustrating and un-realistic aspects to portions of the game play . The save 
game scheme needs to be sent out to sea. Version 1.0 is prone to crashes. You 
need to get the Version 1.1 patch asap and  do not use smartdrv under any 
circumstances. Glitches aside, this is one heckuvva good game. And since it's a 
"first try" it will hopefully evolve into a much better one in subsequent 
incarnations. (A Head To Head offspring is already in the works).

	The primary purpose of this Strategy Guide is to help beginning players 
get started and shorten the learning curve. It is not intended to be a detailed 
and all encompassing FAQ. Enjoying the game right off the bat is the goal. And 
of course ultimately winning. Short and sweet.

	 Winning at Jagged Alliance revolves primarily around Strategic 
Thinking,Combat Skills, Cash Flow & Resource Management. Now let's  get to the 
meat of the matter.

		You must rid the Island of Metavira of Lucas Santino and his armed 
thugs. To achieve this you must eliminate the enemy in all of the 60 sectors on 
the map of Metavira. You start the game with only one sector "in hand" #60. 
"Milestone" objectives along the way are as follows:

Day # 1		Find the "micropurifier". 	
			You will find this in the 1st sector you capture. I reccommend 
Sector 59.
			You must find the micropurifier to be able to resume Fallow 
Tree production.
Day # 3		Secure the "Water Source". 
			Capture Sector 29 to accomplish this.
			Capture Sector 30 to complete the re-taking of the entire 
water source.

Day # 4		Capture "Brenda's Lab"  
			Capture Sector 28
		note: The enemy will attempt to re-capture Brenda's Lab and kidnap 
Brenda. This may 			or may not happen and is dependent on certain 
variables (some of which may be beyond 			your control). There are 
two paths to the game which diverge here depending on the 			outcome 
of the above. You continue to capture sectors regardless of which occurs. 	
		However, if Brenda is kidnapped, you will need to  find & rescue her 
along the way, as 			she is a vital factor in the health of your 
income producing Fallow Trees.

Day # 5 or later	Capture the 2nd Factory
			This allows you to increase your Fallow Tree production as by 
now your first 				factory in Sector 60 is probably running at 
or near capacity.

Later on:	You must find the "Pomillia Flowers" and return them to Brenda. 
			They exist in only one sector & they can be vital in your 
attempt to win the 				game.

Also later on you need to:
		Capture the 3rd Factory
		Capture the Natives' "Sacred Burial Grounds"
		Capture the 4th Factory	
		Find "Brenda's Journal"
		Find the Natives' "Sacred Headstone"
&  Ultimately
		Get Rid of Santino (and possibly save the sapling)


To accomplish all of the game's objectives, you will need to hire (and sometimes 
fire) Mercs. They are your only means of dealing with Santino and his thugs. 
This takes money. You start with a set amount of capital depending on the 
difficulty level you are playing. Starting amounts are as follows:
		Easy Level:	$25,000
		Normal Level:	$20,000
		Hard Level:	$15,000

Mercs are paid a daily salary,Natives are also paid daily to act as "Guards" or  
tree "Tappers". 

You will find that your starting capital can be quickly eroded without a source 
of income. That source is the production from Fallow Trees captured in ensuing 
sectors. Money and personnel management is vital to your success in the game.

 Natives must feel secure that their lives are not in danger,and that they are 
being treated and paid properly.

 Mercs in addition to wanting money all have distinct personalities that can 
come into play. Some of these personality traits can be quite trying to you the 
"master of mercs". 

You are their employer, and like all employeremployee relationships, things are 
not just cut and dried. Some mercs don't want to work with other mercs, some 
will quit or demand more money if you fire one of their buddies. Personality 
conflicts and idiosyncracies are just as prevalent on Metavira as in the 
ordinary,everyday outside world. You may also find that firing mercs early in 
the game can have some very negative bearings on the proceedings. (For example: 
if you fire "Tex" he will bad-mouth you to all the other mercs.) You may also 
find that it is often better to "let" a merc be killed rather than firing him or 
her early in the game. However, if too many mercs get killed early in the game, 
other mercs may turn down your offer of employment on the grounds that they 
would have to be crazy to hire on with someone who keeps getting his mercs 
killed off in short order. On and on it goes.

The majority of the best Mercs are too expensive to hire at the games onset, and 
many of the best ones won't work for you anyway, until you "prove" yourself.

Almost all of the cheaper Mercs will be only too happy to work for you. But as 
in real life you generally get what you pay for, and in the case of  "El Cheapo" 
mercs this is often the same. Some of these people are real misfits,from the 
word go. And most of them can't shoot worth a hoot. And Mercs that can shoot are 
critical to your chances of survival on Metavira. 

There are some "cheap" Mercs that will prove to be good team members with a 
little experience. There are also some medium priced Mercs that worth vastly 
more than their salaries would indicate. Below are some ideas to keep in mind 
when hiring Mercs and some reccomendations of specific ones to consider.

Don't load your boat with Mercs the first day. Hire 4 or 5 at most to begin 
with. Most of the first sectors you will go after are not difficult enough to 
justify  a full boat's worth of overhead.

As you assemble your team, you will ideally want a final early game group that 
has 2 Mercs with good skills in each of the main skill classes. These skills are 
Marksmanship,Mechanics,Medical, & Explosives. (I prefer all of these to be 
decent shots or have high wisdom so that training will resolve the deficiency. I 
also want high Agility ratings so that they can move and act as a team with no 

Other important traits are high ratings in Agility,Dexterity, & Wisdom. 

Agility is directly related to Action Points. You want all high agility types in 
the field. If a merc has low agility, forget him or her for field duty. Low 
agility types will always be lagging far behind everone else in traversing the 
Dexterity seems to play into several equations. Reaction time,etc.
Wisdom means smart Mercs learn fast when trained and don't do stupid stuff in 
the field.

Experience Class as the manual will tell you is the most important in the game. 
However, in the beginning this is not an option that you can do a lot about. So 
concentrate on the above. Kills seems to be directly related to gains in 
experience class. Ivan is a 2, but when I finished the game he was a 5 with 90 
kills under his belt going into the final day.

You want at least one of the following in your employment by day # 4 :

Category	Reccomendation		Comments

Marksman	Ivan			 $1,500 but worth every penny.
					a "must have". cheap at twice the price. Only 
					Russian, but it would be okay with me if he could 
only speak 						Swahili the way he shoots.

Mechanic	Vinny			a good mechanic at a good price $385. needs a  
couple of 						canteens at all times. Those Brooklyn 
types can't hack the 						humidity.

Medic		Fox			good $ value with high wisdom. She won't work the 
first 						day,but will arrive on day 2 if asked.  

Explosives	Fidel			expensive at $1,550, but highest rated explosives 
guy  in the 						game & good marksman. I would 
wait until Day 4 to hire 						him. Another canteen 
Jack of all trades
		Grunty			good $ value & much better than his stats 
would indicate.
					Start with him. $490
		Wolf			 a good mid-game choice --- a bit expensive at the 
Budget Marksman
		Hector			good $ value and learns fast. $410		

Native Guides			Elio is offered to you on Day #2. all are free but 
of limited value. 
				They do however give you some interesting information  
on the history 				of each sector.
				Accept ELIO when offered to you, but allow him to be 
"killed 					off" the same day and a few days later you 
will be offered 						HAMOUS,who is a 74 mksman 
compared to Elio's 28

"Stay at Home"
		Eli			Can alternate between being an in house Medic and 
							Mechanic. Can also alternate in the 
field if needed.
					I would not hire him until Day #4. $1,400 
2nd premium 
		Ice			2nd only to Ivan in this price range $1,300
					add him when cash flow allows
Other Possibilites				
		Speck			excellent in house only mechanic-budget price $365
		Sparky			in house mechanic - very cheap. $205
		Jimmy			very good inout mechanic. mediocre shot $800.
		Hurl			budget medic. decent shot. low agility $400

I'm sure there are probably other good possibilites in addition to the ones 
above, but these are ones that I have either personally used or in the case of a 
few of them----- have been reccommended by a number of other players.

Mid Game Possiblities			when you have a big positive cash flow

		Dr. "Needle" Kranhium	Top Medic and can shoot  $1,900
		"Doc" Koolhan		Very good Medic and can shoot $1,750
		Rudy "Lynx" Roberts	marksman supreme $3,300 
		Victoria Waters		multiple talents     $2,850			

Mid-Late Game 				it only takes money, and lots of it

		"Magic"			multi talented super star at a price $5,600
		Leo Kelly		$4,700 excellent marksman. good mech.
		"Scully"			Very good all around (with an M16 rifle to 

End Game	Mike			when money is no object and you need the very best
					(and you might,as the final sector has more red-
shirts than 						you can shake a stick at) 



1				Ivan,Grunty,Vinny,& Hector	Ivan, Grunty, & Vinny

2				Fox				Fox

3				-----------			---------	

4				Fidel & Eli			Fidel	

Later as cash flow permits		Ice				Eli, Ice, & Wolf or 

Mid Game if needed		see  Other Possibilities		see  Other 
				below				below

note:   if Ivan,Ice,& Fidel survive to the late game, they will be just as 
experienced as the "Heavy Hitters" 
( and almost as Expensive as some of them,too !)

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 all in all, 
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).


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

"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:   (in no particular order)The following should help you 
get "rid of the red-shirts" (and hopefully some of the game's frustrations)


		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. If you have early 
difficulty picking this up ----- it is best to replay perhaps the 1st 3 days 
worth of sectors until you've gotten the knack than to plunge ahead after having 
gotten off to a bad start. Yes, this means starting the game over, and possibly 
over again, and this is of course a total pain in the neck, but this game can 
get you far behind the eight ball in a hurry---- making catch up later on very 
difficult ------ so believe me "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. But 
another thing you can do is finish the 1st two sectors and go into the 3rd 
sector, kill as many of the enemy 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 a 
sector even though the sector is not captured 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 the sector is captured. This is very time-consuming . And just as 
important is --------- don't waste valuable time after the sector is captured 
trying to pick up every known goodie ------ get only those you really need 
(which will be most of them the first few days) and move along rapidly to the 
next sector. If worst comes to worst you can always have your mercs traverse 
through and pick up some goodies on the way to somewhere else in later days.

 (And speaking of cash flow, for a moment,after you have your basic team in hand 
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 a 
little 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. On the other hand if you 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 which 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. And bridges are a constant source of enemy 
"booby traps" throughout the game. This sector being no exception. But if you 
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. And yes ,make a conscious effort to make the enemy come 
play where its 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.

SECTOR SCHEDULE - A Plan for Capturing Sectors in a Scheduled Sequence

You Begin the Game With Sector # 60


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 til 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 
		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 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 

4		19		9mm w/silencer,TNT,Cash to find in this one. Takes some 
		28		Brenda's Lab, take metal detector and search diligently.

5		38		enter from SW corner of  S-28 stay near treeline bearing 
				find .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 
				"sabatoge" 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 sabatoge process. 

note: there is around $4,700 in hidden or sometimes obscurely located cash in 
these opening sectors (that I know of). Find it and your cash situation will be 
further enhanced. 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: "linked sectors" are not possible if a body of water separates the sectors 
that are linked.	
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.

(unless you feel it necessary to race to Brenda's Lab or some other vital sector 
to save the sector from an imminent attack) 


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, andor searching 
the sector for goodies. The frequency of these kind of attacks seems to be 
influenced by whether or not you have ordered in new guards for the sector in a 
timely manner after its capture and at other times seems to be influenced by how 
well you are doing that day ------ as in -----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. What further 
distinguishes this kind of attack from an ordinary "sector attack by the enemy" 
is that 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 even though it does seem to be clearly designed as a way for the enemy 
to hamper your progress when you are doing "too well".


	 the majority of sector attacks by the enemy  seem to take place late 
afternoon, or shortly after you capture a new sector.  The frequency of attacks 
seems to be often related to how well you are doing in the game. If it's only 
3:00 pm and you've already captured your 2nd sector of the day, chances are the 
enemy is going to go on the warpath  --- real soon. I've also seen attacks take 
place in the morning --- but almost always in this case----- if you captured  
your 1st sector of the day  early in the morning, instead of the more usual  
11:00 am  to Noon. At least one or two enemy attacks per day seems to be the 
standard, no matter how well or poorly you are doing. Attacks most of the time 
seem to be against vital sectors, as in sectors with labs,factories, lots of 
trees, or in sectors adjacent to the aforementioned. Most attacks of this nature 
seem to be unsuccessful (other than killing off some of your guards). With most 
resulting in no more than the death of 4 guards. However, some can be successful 
even if you have 8 guards. Attacks against Brenda's lab S-28 and some of the 
sectors in "Lucasland" can be particularly virulent. resulting in the deaths of 
all 8 of your guards and then of course any and all tappers you may have 
employed in the sector in question.

Don't transfer guards across water unless absolutely necessary. Move them around 
by land.
If you ignore this, you may very well lose some of your guards in transit to 
drowning or Metaviran reptiles.

	Pick up and searchfind ALL goodies AFTER you capture the sector. This 
will save your time and much needed action points for when you need them - 
combat with the enemy. The only exceptions to this stipulation are obvious, such 
as when you see an item that you need NOW. (more ammo,etc.)

	Pick up only those items, that you really need, and be quick about it, 
it's much more important in most cases, to push on to the next sector, and beat 
the cash flow time clock, than to waste time picking up the umpteenth  box of 
.38 ammo, you don't really need. This loading the vests, and rearranging to cram 
in more goodies is one of the biggest time consumers in the game and severely 
impedes your progress. Know what you need in the way of old items, in advance. 

RECOVERING ITEMS - use the pg. down key to get to the overhead map view of the 
sector you are in--- look for flashing white objects -------click on one --- and 
the currently selected merc will go stand on it.  Exit the map and have him pick 
it up. A note of caution: be sure that the route the merc will travel to get the 
Item will not take him into the water as you may lose your merc. Please also 
note that the map will only show objects in portions of the map you have 
explored. There may in fact be other objects that you have not been close enough 
to in your sector travels to show up on the map.You need to have someone scurry 
around the entire un-traveled parts of sectors to illuminate these objects. 
Buried or hidden objects will not show up either. Nor will objects in boxes or 
cabinets you have not opened. However, one of the most important aspects of the 
map use is that you may see flashing white objects which are obscured by trees 
or otherwise, that are NOT visible to you from the regular "on the ground" view. 
Very often these non-visible objects can be the most valuable "find" of the 
sector. Other "most valuable" areas often turn out to be small islands or 
peninsulas off the beaten path, or boxes hidden in the jungle.


	For a good deal of the game, you will need to hire at least 16 guards (and 
sometimes 24) to occupy newly captured sectors and perhaps some extras to 
replace guards killed the previous day. Guards are needed in all sectors that 
are adjacent to enemy controlled sectors (not diagonally). Even if water 
separates the enemy sectors from your own this is still necessary. Later on when 
you have "safe" interior sectors you will often not need to hire new guards.


		The best way to cut down on guard overhead is to '"square off" or 
"fill in" your block of sectors. Then  eliminate un-needed groups of guards.

		For example: if you have an enemy sector anywhere within your block, 
depending on where it is ------ it can often take 3 to 4 groups of guards to 
keep the enemy from taking over an adjacent sector. 3 sets of guards at $38 per 
guard = $912 per day in increased overhead. Multiply this problem by several 
times and you are talking thousands of dollars per day in overhead that can be 
reduced. Early in the game, there is not a lot you can do about this but by day 
# 8 or #9 you should be in a position to start eliminating  a lot of these kinds 
of situations, and of course as your block grows in size you will not need 
guards in most of the interior sectors. You will always want some extra guards -
------ the 16 to 24 needed to expand outward and perhaps 4 extras guards to fill 
in during the day in sectors where enemy attacks have resulted in depletion of 
some of the existing guards.

MERC'S ACTION POINTS  -  I personally think it is best to have all mercs move 
with  Maximum Aim or at least Reserved Points . This allows you to Interrupt the 
enemies movement and return fire, before your next turn. If you choose to move 
any or all of the mercs further (thus nullifying these reserves) just click the 
mouse and off they will go to wherever you send them. This is a little annoying, 
but it is the safest way to assure that some or all of your mercs will be in an 
interrupt position. PS - it takes 2 action points to 

	 This one is pretty much up to you. Combat tactics seem to be a very 
"personal" thing, with people seeming to always have their own particular method 
of doing things the "right way".  As a number of  different approaches can often 
be "right", I'm not going to touch this one.

		You can use the F9 key to obtain a "line of sight" reading for each 
merc in regards to the enemy. I would not accept this as gospel. I have killed 
many "red shirts" that I could not "see" according to the F9 key. I have also 
missed many enemies that I could "see".  I would use this simply as an aid, 
that's all. If you have what appears to be a do-able angle of fire, I would 
shoot, regardless of whether I can "see" the enemy in question. What this game 
begs for is a "Line of Fire" similar to XCOM. 


		These are vital for capturing  new factories and Lucas's lab without 
the enemy sabatoging the facility or in the case of  Lucas's lab Brenda's 
Journal. Sabatoge of factory facilities means that there will be no production 
from the newly captured factory until 2 days of repair work has been done by 
Jack's men. This means two days of lost cash flow on any harvestable trees you 
own in excess of your currently producing factories capacities. They must be 
used exclusively in the capture of these sectors, with no other "noisy" weapons 
being used. This does not assure success, as you must also kill all enemies 
spotted prior to the next turn ( in theory this extra turn gives the enemy time 
to alert others and to put the sabatoge mechanism into action) You must also not 
be "spotted" by other enemies (usually out of windows) for the silencer only 
routine to be effective.

		Not all weapons can use silencers. Colt 45's will accept them, as 
will 9mm pistols,however regular .357 magnums will not. You must modify your 
.357's by merging a "chunk of steel" with them to produce a "modified .357 
magnum pistol". The modified version will accept a silencer. As chunks of steel 
are not found in great quantities, I usually try to save them to use first on 
the .357 magnums, then later on the M-14 rifles. A modified .357 is perhaps the 
best all-around gun in the game, as it doesn't use as many action points as 
shotguns and rifles, but has an extended range that only seems to be exceeded by 
12 guage Rifles,M14's , & M16's. This is a matter of personal perception and may 
not in fact be borne out by the facts ------ whatever they may actually be.


		What seems like a pretty worthless weapon is actually an essential 
one in some cases.
		At least some of your merc's MUST have combat knives. Though of 
limited value,except for an occasional up close "hand to hand combat" type of 
situation, they play one very essential role in the game.
		THE MERC WHO GOES INTO DEEP WATER (and sometimes it is difficult to 
tell where deep water begins and ends) WITHOUT A COMBAT KNIFE  IN HIS HAND,HAS A 



		So when deep water calls------- make sure that those mercs who are 
going to have to cross it------ are equipped  to eliminate eels.

Which brings me to what I call:

THE SWIM TEST   ( this is perhaps a more "fun" thing to do than anything else, 
although you may find out some useful info concerning some of the mercs aquatic 

		Mercs are also susceptible to drowning ----- some more so than 
others ---- and of course,except in rare cases no-one has bothered to tell you 
which ones can swim---- and which ones can't,and how good are they if they can. 
So in order to get some kind of clue as to their abilities, I devised what I 
call the swim test, which works as follows:

		If you are in a sector which has a lot of water ----- preferably 
next to a large body of water,or the ocean I suppose would be even better, AFTER 
CAPTURING THE SECTOR -- SAVE THE GAME. Equip all your would be swimmers with 
knives ----- so that you will know  swimming is their problem, and not eels-----
- and march them all off into the deep water. You will find out real fast, 
what's what. But also note that some merc items are extremely heavy ------
SPECTRA SHIELDS, being the worst offender, I have found. In fact I never let 
anybody go into any kind of deep water wearing a Spectra Shield,because I may 
never see them again. Test all of your mercs with their normal weight loads, 
then perhaps test them without heavy items, so forth and so on. I found, for 
example when I did some of this that Fidel and Vinny, had a real good chance 
(particularly Vinny) of not returning to dry land --- whereas Ivan----- seemed 
to be part fish. I also had very little trouble with any of the natives drowning 
---- although I did not test all of them. THEN ABANDON THE GAME AND GO BACK TO 


	In a word --- Don't !  Try to lure them out into the open, away from where 
they want you to go. They seem to want to get you in the underbrush, where they 
can "cheat" and shoot thru places you seemingly can't. I've seen instances where 
one lone enemy was able to wound 3 of my troops from behind a bush, yet my 3 
troops are shooting at him from virtually point blank range through the same 
bush and never hitting anything but limbs --- this may just be bad luck ------ 
but the poor end results remain the same. Avoid this kind of situation if at all 
possible. And if you are seemingly stuck in this scenario with no apparent means 
of retreat ------ it's time to pull out that precious grenade you've been 
hoarding for a rainy day, and "equalize" the situation. Particulary if there are 
2 or more "red-shirts in close proximity to each other.

MAGNIFY ITEMS  -  Right click ctrl

REPAIR ITEMS -  Toolkit in Mechanic's right hand. 1st item to repair in left 
hand. Top vest slot on down establishes the order or repair preference. He (the 
mechanic) needs to be "assigned" to Repair.

USING CANTEENS -  Go to the Inventory screen, pick up canteen, and apply to the 
mouth of the mercs "silhouette" in the middle of your screen. Click until 
content or the canteen is empty or the merc is out of action points. Watch your 
merc's  Blue graph to see to what degree his thirst problem is being alleviated.

note: both Fidel & Vinny seem to be constantly "thirsty" and therefore in need 
of water. I can only assume that there are other mercs in the game, which I have 
not used, who will have this same problem. When I use Fidel andor Vinny, I have 
them carry all the canteens for the entire squad, (I found that the other squad 
members I used, seldom had this "thirst" problem). Thus they can both give 
canteens to other mercs when necessary, and have extras on hand to take care of 
their own problem. This also makes available extra vest pocket slots for the 
other mercs that don't have this constant dire need of drinking water.

APPLYING CAMOUFLAGE - Use the exact same procedure as the canteen (except of 
course, the blue graph is not relevant here). and of course you apply the camo 
to his body not to his face.

	Apply the camouflage to your mercs at the beginning of the day BEFORE the 
mission begins. 
This eliminates the need for hauling the camo kit around on the mission. Have 
the guy with camo kit apply it to all the mercs that need it while you are 
"gearing up" in the morning.


	Always send your explosives expert to get these and disarm them unless 
you're ready for "sick bay" at the hospital,or worse. This includes grenades, as 
some of them are "live".

	Always try to have a medic type nearby , so he can immediately heal your 
"expert" if his disarming fails. Even Fidel sometimes meets his match. The medic 
on-hand can save him from meeting his master.

	Grenades : nothing beats the plain old,ordinary grenade ------ this is the 
game's great "equalizer" ----- horde these puppies til you really need them ----
-- they can save the day--- when nothing else will. (particularly useful for 
disabling multiple enemies with one pop----- especially when they're safe as can 
be behind some of the game's seemingly "for enemy use only spectra shield 

	TNT & Plastic Explosives: each of these must be merged with a detonator to 
become operational. Have your explosives "expert" do this in the morning "gear" 
sessions prior to taking to the field, as this will save much needed vest 

	Live Plastic Explosives are a result of merging with detonators, but can 
be found already in this state. Since they no longer require merging, they only 
require 1 vest pocket slot.

	Mustard Gas Grenades are quite deadly and are almost as useful as 
grenades. It's probably best that the thrower and all your nearby mercs be 
equipped with Gas Masks.

	Tear Gas Canisters will disorient and befuddle the enemy, however they and 
Stun Grenades seem to inflict no lasting damage. One negative (in my opinion) of 
Tear Gas Canisters is that they tend to make the enemy run away, necessitating 
using up more action points in chasing them down.



	Pay for all burials. If you don't people will start quitting and demanding 
pay raises to stay, far more than offsetting the costs of the pine box. In this 
case it just does not pay to be a cheapskate.


	When possible, wait until sector is cleared of enemies. This will save a 
great deal of time.
Many times you will find an essential keykeys needed for entering on a dead 

	Use your WALL PROBE ,when necessary ,to determine if enemies are inside a 
building prior to entry. If no enemies are inside, there is no need to enter the 
building in question until the sector has been captured. And of course if 
enemies are inside, they must be eliminated before the sector is secure.

	Always have your Mechanic be the first to enter, as his lock-picking 
talents are often necessary.
It's best to have him with full Action points prior to opening the door, this 
way he can open the door and be able to step aside and let your killer 
mercmercs with full Action points,who you have stationed just behind him at the 
door take care of the enemy who is often lurking at,or near the door. If you 
don't use this procedure, Vinny may be a dead merc in very short order, or a 
very badly wounded one at best.

	Have your explosives expert (Fidel  or whoever) open all the boxes, with 
the other mercs in the building at a safe distance.  Booby-traps are a way of 
life on Metavira.


		Grenades will open any WOODEN door. Be sure and throw the grenade AT 
the door, not at the foot of the door, as this will do nothing but waste a 
valuable grenade. note: regular  fragmentation grenades only ------ stun 
grenades,et. al do NOT work.

		METAL doors require the use of other exlosives (grenades will not 
work). Live Plastic Explosives have one large advantage over TNT, and that is 
that's all you need to carry with you. TNT requires you to also have a 
detonator, which you then merge with the TNT. (see above about merging TNT and 
Plastic Explosives before starting the days mission).		

	Wall Cabinets - look in all of these as many tend to have goodies ---- I 
suppose these could be classified as "medicine cabinets" as they tend to contain 
medicine kits,1st aid kits, and cloth rags (for molotov cocktails)


	For most successful results always use your Mechanic or your Explosives 
guy (depending on what the items are) to perform "merging" operations. Generally 
this means your Mechanic., but anything to do with explosives is best handled by 
your explosives expert.

	To merge: put the item in right hand. put item to be merged in the 
"manipulation" slot just below the right hand, if the two can be merged, you 
will get a message asking if you want to do this. If you have a top of the line 
Mech or Expl guy the result will USUALLY be successful, Other than top of the 
line types often have very poor results. You can also use this "merging" to 
consolidate tool kits,med kits,lockpick kits,etc. If you are using a Vinny or 
Fidel or some other very highly rated expert, and the initial try doesn't work. 
Try again. It once took Vinny 3 tries to merge something for me.

	It's best to do all your merging in the early morning ---- "gear up" 

	Some items to merge: 

		Chunks of Steel:	 I personally prefer to use my chunks of steel , 
initially to merge with the first few .357 Magnum pistols I find ---- as this 
accomplishes two things. It converts the ordinary .357 pistol to a "modified" 
.357 magnum which has a longer barrel ---- making it more like a rifle, and at 
this point in the game ------- there are no rifles that I personaly have found--
----- except for the 1st shotgun. And the 2nd thing it accomplishes is that it 
makes your .357 able to accept a silencer which is vital in taking over sectors 
with factories in them without the enemy  dis-abling the facility for several 
days which can cost you a lot of lost cash flow. Later on I use newly found 
chunks of steel to modify M-14 rifles.

		Compound 17 (glue)  there are likewise multiple uses for this 
item,just as there are for the chunks of steel, but I personally prefer to use 
the first of these to modify my "Spectra Shields"------ this then becomes a 
"Treated Spectra Shield" and this is the "piece de resistance" for bodily 
protection in the game.

		Both of the above need to be done by your Mechanic.

		Some fun things for your Explosives expert to create are:

		Molotov Cocktails: Merge Glass jar with tin of oil,then merge 
gasoline with the jar,then 			merge a cotton rag with the jar, and 
voila ! a molotov cocktail ! Ready to throw!
		Other cute things for your explosives people to make ( though of 
dubious value in terms 			of cost) are the:

		"Eagle" weapons:  combo of gas can,cloth rag,tin of oil, and the 
various grenades or 			"canister" weapons. Resulting in:

			Eagle Fearball: use the grenade
			Eagle Dog: use the mustard gas grenade
			Eagle Screamer: use the tear gas canister
			Eagle Silencer: use the stun grenade
			Eagle Smokeball" use the smokeball 

note: I never personally used a smokeball that worked ------ so can't reccommend 
these at all.
note: "Eagle" weapons are "cute" and entertaining but are basically the waste of 
a good grenade.



		Get your Explosives expert with Metal Detector in hand in the lead. 
preferably a bunch of action points worth of steps in front of everyone else, 
and have him clear a path. Then have the others march (single file if necessary) 
in his footsteps. This advice is primarily intended for implementation in 
sectors where land mines seem to be everywhere, in most sectors this is an un-
necessary,time consuming procedure.


		This is one of the most "overdone" elements of the game. The number 
of "jammed" guns at times gets completely out of whack with reality. I once had 
7 different "jammed" guns in the same turn. This only happened twice in the two 
times I have played the game (although one was in the final sector) , and may 
have been some one in a million type of occurrence, however, the incidence of 
"jammed" guns on a regular basis seems to be way beyond the borders of reality.

		After capture of sector --- try repeatedly firing them until they 
unjam ----- this works most of the time. The chances of this succeeding may be 
enhanced by having your mechanic do the firing.
If all else fails leave the weapon in question for repairs  with your "stay at 
home" mechanic the following morning

		To subvert 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 mercmercs 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 both long range capability, and more killing power when 


		Fidel, amongst others, will refuse to follow orders once they feel 
that they have a "sure-fire" bead on the enemy. This can be a real pain, when 
you would like them 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.


		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 un-common. 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.


		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.


		Are only useful in lieu of not having enough Medical Kits. Better 
than nothing at all.


		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.


		These often happen at the very beginning of a sector when your team 
is tightly bunched together.  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 men who has a grenade, with action points intact, so that you may grenade 
the nearby enemy , rather than risk a squad imperiling attack.


		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.


		Attach these to all of your rifles (including the 12 guage rifle)


		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.			


		"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 is much less 
important for all mercs to have.


		Is needed for prying open boxes. However, there are many times in 
the game when your explosives 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 one 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" 


		located throughout the game can be read for possibly valuable 
information by magnifying them.


		Found throughout the game. These offer clues  which are sometimes 
quite obvious  
 ("S 36 D9" refers to Sector 36 Day 9). Other times they are in "code" and must 
be decoded. One is in Spanish. So forth 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 


		I know of no one, myself included, who has found  any use for  these 
particular items. 


		It will spread and continue to kill the Fallow Trees,unless an 
antidote is prepared .
Seems to first occur around Day #16 (at least this was the timing the two times 
I played). 


		These flowers can be used by Brenda to prepare an antidote for the 
"Virus" that starts killing the Fallow trees. They are only found in one 
specific sector.


		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 
should then be credited with having found them. When I first played the game I 
captured the sector with the flowers prior to the "virus's" outbreak, 
fortunately I had been forewarned about this problem, just to be safe I took 
some of the flowers back to base, and 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. 


		Stolen from the native's burial grounds by Santino's henchmen. You 
are implored by Jack 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).


		Last Gasp Solution: (This is great "trick" to play on "Jack"). REST 
EVERYONE for a day or however many days it takes to restore your finances. 
Resting mercs only receive 1/2 their normal salary. Thus the trees will produce 
and you will come out thousands of dollars ahead. ( I hope you've got 8 guards 
in every necessary sector before you try this) Jack will hate this tactic and 
will complain and tell you how "lucky" you were to survive the day with NO MERCS 
IN THE FIELD, but nothing really awful will probably happen other than a lost 
day or two and you'll be back in the chips again.( There is a chance that some 
of  the natives may start quitting. "WHEN THE NATIVES ARE RESTLESS" - you may be 
forced to raise their pay. Offer them pay raises $1 worth at a time to determine 
the level of their discontent. This also applies to when you get the message NO 


GAME CHEATS  & AIDS- One of the  purposes of this guide is to give people ample 
information, so that they can play the game in its entirety without having to 
resort to cheats. I personally think that cheats can ruin a game. However, I 
realize that there are some who just cannot resist, there are also some who 
simply just don't have the patience (or in their minds,perhaps the time) 
required to play  the whole game on the up and up, and of course there are some 
who just enjoy the combat and don't really care about the resource and money 
mgmt. part at all. So for those who simply must have a  "cheat" for whatever 
reason, I list below the only ones that I am personally aware of. 

All of the below can be found on Compuserve in the Games Forum. I believe they 
are in the strategy section. These particular cheats or aids can also be found 
on the Internet.

QHEAL.EXE is a cheat that allows you to heal your mercs wounds. It is by Jeremy 
This cheat of course will take the "medical" part of the game and turn it to 
ashes, so I would not use this unless you just cannot be bothered with healing 
your troops and only really care about the combat portion of the game.

There is also an editor JAEDIT15.zip  ---- I  have no idea about its merits or 

JAGCHT.ZIP has a list of all the items in the game along with an explanation of 
how to use them with UGE.EXE (Universal Game Editor) . Once again I am unable to 
comment on its respective good or bad points.

JA Table of Mercs is an IBMWord 6.0 Document which allows you to sort your 
mercs according to various skills. This is not a cheat, but is a very useful aid 
in examining Mercs stats. If you prefer spreadsheets,you can paste one of the 
tables in this document into the spreadsheet of your choice and sort any which 
way until your heart's content.

And last, but certainly not least:


		Jagged Alliance has a very quirky save game scheme. Below are some 
tips designed to help you overcome the disadvantages inherent in the save game 
mechanism that comes with the game.

it some obvious name like "Savecopy" or "Saves" or whatever suits your fancy.

		To save the day's game in progress to this subdirectory you will 
need to save the following files:

		SAVE OFTEN: Even during turn-based combat--- you should hit Alt X 
and save the game, exit to dos and then re-start. this will save your days 
progress and leave you less vulnerable to crashes that will wipe out your entire 
day's progress.

		Save the game at the end of each sector you complete,before moving 
on to the next, Exit to Dos and copy these saved game files (quick,office,day) 
to your saved games sub-directory. 

		Just prior to the end of each day (before 7:00 PM), save the 
game,exit to dos, and copy the files again to the same sub-directory. I know 
this sounds like overkill, but I have had the game crash several times after the 
"day" is complete but before I could save it in the "calendar" save game slot---
---- thus losing an entire day or at the least the last sector's worth of work. 
The reason this unfortunate situation can occur is that the game DELETES the 
Quick.sav,Day.sav & Office.sav files when you complete the game day. This 
happens prior to your saving of the game at the Calendar, so if the game crashes 
in the interim --- you are just plain out of luck.

		ELIMINATE SMART.DRV  and a large part of this problem will go away. 

		I was told that eliminating QEMM and using a "clean" boot disk would 
eliminate the rest of the problem. That may be so for some, however in my case -
------ I then had to deal with an INVISIBLE MOUSE CURSOR after eliminating QEMM. 
So my "clean" boot disk meant I could'nt really play the game at all. I'm sure 
there was probably some way around this latest problem, but by then I was out of 
patience with the whole save game scheme anyway. Besides, once in the habit, I 
liked the idea that I had a safe way of saving my games and even a catalog of 
all the days of the game (see below).

		At the end of each "day" --- after I have successfully saved the 
game in a Game#.sav slot, I personally go to a sub-directory I have named 
"history". If I have just completed Day 7 for example, I make a new sub-
directory under History, named DAY7 and then copy the day's game#.sav file to 
this directory------- this way I don't have a bunch of duplicate game#.sav 
files, and I know exactly which day is which.  

		All of this is of course a total pain in the neck. However, 
replaying a lost sector or day, is an even bigger one.



.38 Revolver
.38 ammo

Colt 45
.45 ammo
Modified  Colt 45

9mm Beretta pistol
9mm ammo

.357 Magnum pistol
.357 ammo
Modified .357

12 guage shotgun
12 guage ammo

12 guage rifle
(uses 12 guage ammo)

M 14 Rifle
M 14 ammo
Modified M 14 Rifle

M 16 Rifle
M 16 ammo
Modified M 16 Rifle

Combat Knife


Hand Held
	Stun Grenade
	Tear Gas Canister
	Smoke Bomb
	Mustard Gas Grenade
Created by Merging
	Molotov Cocktail
	Eagle Smokeball
	Eagle Screamer
	Eagle Silencer
	Eagle Dog	
	Eagle Fearball
	Live TNT (TNT + detonator)
	Live Plastic Explosives  Plastic Explosives + detonator)


Detonators for merging
Plastic Explosives


Gas Can
Cotton Rag
Tin of Oil


	Treated Helmet
	Kevlar Helmet
	Treated Kevlar Helmet

	2 pkt 
	3 pkt.
	4 pkt.
	5 pkts.
	Treated Kevlar
	Spectra Shield
	Treated Spectra Shield
	Ultra Shield  (no pkts.)

	Sun Goggles
	Gas Mask
	Extended Ear
	Sniper Scope
	Camouflage Kit
	First Aid Kit
	Medical Kit
	Wall Probe
	Metal Dectector
	Tool Box 
	Locksmith Kit
	Compound 17
	Gas Detector
	Chunks of Steel


Case of Beer
Notes ( approx. 8 different one found throughout the game)
Door Keys
Padlock Keys
Pomillia Flowers
Brenda's Journal
Micro Purifier
Alarm Clock (with transmitter detector)
Torn Piece of Paper (several of these)

					THE END

				    "THAT'S ALL FOLKS"

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