Jagged Alliance 2 Walkthrough :
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Walkthrough - FAQ
JAGGED ALLIANCE 2
GUIDE
by Andy "ND" Chorosinski
ndchoros@yahoo.com
ABOUT THIS GUIDE
The guide has its origins in my earlier project called "Jagged Alliance 2 NPCs FAQ", which
after some revisions was incorporated here as SECTION 6. My original FAQ was based on
Brian C. Robinson's "collective" JA2 FAQ - generally a compilation of postings from the
comp.sys.ibm.pc.games.strategic newsgroup. In my FAQ I largely expanded and modified info
found in Brian's, keeping some quotes here and there. Some time afterwards I wrote
sections devoted to the remaining game topics. By putting it all together I gave this
guide its present shape. There is no version history, as I didn't keep track of the
changes and saved over the same file. Effectively the whole guide was rewritten about a
dozen times ;)
This guide is based on the experienced difficulty level, realistic style, normal guns
option, version 1.03 US. It has a lot of practical info for all kinds of players, also
veterans. I strove to be objective in most respects, but many of the solutions given here
are just one of the possible ways. As each player develops his/her (?) own strategy and
tactics, some other choices may work for him/her better. And although this guide is rather
comprehensive, it naturally does not fully exhaust the topic. Refer to the LINKS section
for more information on JA2.
Practically all info in this guide comes from my own playing experience and own copious
analyses of particular strategic/tactical issues. A few hints were suggested by various
people on JA2 forums. From some other sources I took game stats. See CREDITS for
contributions.
Oh, all the trademarks are copyright of their rightful owners :)
CREDITS
Following is the list of sites and people that contributed to this guide:
Sir-Tech Canada www.sir-tech.com
The makers of this excellent game and the whole JA series (great job, guys!)
Brian C. Robinson bcr19374@pegasus.cc.ucf.edu
Usenet postings arranged by him provided the basis for the NPCs section
Mad Sci mad_sci@usa.net
I used his tables with stats of hirable personalities
Official JA2 Website www.jaggedalliance2.com
From here I got info on chances to hit
Cat's JA2 Weapon Library tdoq2hq.virtualave.net/guns
I used this homepage for weapon stats
and the people whose names I didn't take down (sorry folks!), who provided hints at the
JA2 forums:
Terravirtua JA2 Discussion Board www.terravirtua.com
TacticalPlanet JA2 Discussion Board forums.tacticalplanet.com
Bear's Pit Jagged Alliance Forum www.ja-galaxy-forum.com
ABOUT THE AUTHOR
Well, I'm a student of English Language Studies at the Jagiellonian University in Krakow,
Poland. My major is translation. I'm also an avid fan of the JA series and other
turn-based tactical/RPG games, like the Fallout series (love it!) or Incubation.
'nuff said. Enjoy the guide! :)
CONTENTS & page
Section 1: MERCS 4
HIRING 4
INSURANCE BROKERS 5
IMP 5
MERC 5
STATS, SKILLS & TRAITS 5
ASSEMBLING A PRO TEAM 6
MECHANICS 6
NEGOTIATORS / TRAINERS 8
EXPLOSIVES SPECIALISTS 10
HEAVY WEAPONS SPECIALISTS 11
DOCTORS 12
JACKS OF ALL TRADES 13
TOP SPECIALISTS 14
Section 2: RAISING STATS 15
METHODS OF RAISING STATS 15
HOW TO INCREASE SPECIFIC STATS 16
Section 3: ARMAMENT & COMBAT EQUIPMENT 17
BATTLEDRESS 17
CHANCES TO HIT 17
RECOMMENDED GUNS 19
GUN ATTACHMENTS 20
AMMUNITION 21
HEAVY WEAPONS 22
GRENADES 22
EXPLOSIVES 23
BLADED AND BLUNT WEAPONS 25
Section 4: WAYS TO GET EQUIPMENT & FUNDS 25
HOW TO GET EQUIPMENT 25
HOW TO GET FUNDS 27
WEIRD ITEMS 28
Section 5: MILITIA 29
LOYALTY 29
TRAINING 30
AUTORESOLVE VS. REGULAR BATTLES 30
Section 6: NPCs FAQ 31
OMERTA 31
DRASSEN 32
SAN MONA 35
CHITZENA 37
CAMBRIA 38
GRUMM 40
ESTONI 41
TIXA 42
ALMA 43
BALIME 44
ORTA 46
MEDUNA 47
RANDOM LOCATION NPCs 48
HIRABLE NPCs 51
Section 7: VEHICLES 53
Section 8: MISCELLANEOUS TACTICAL TIPS 54
Section 9: PROGRAM BUGS (ver. 1.03 US) 55
Section 10: LINKS 56
Section 1: MERCS
You start your mission by hiring some mercs from AIM. This earliest choice is perhaps most
important in the whole game, as these soldiers will be your vanguard in Arulco. Your
initial team will make a reconnaissance of the area, get in touch with the rebel
resistance (your allies) and earn their confidence and cooperation. This team will also
engage first enemies, the soldiers of Arulcan army. Choosing the right guys (and gals :)
for this job is essential. Employing the appropriate people will greatly facilitate the
accomplishment of your assignment. Thus you'll finish the game faster and with less pain.
Literally ;)
HIRING
The amount of initial funds depends on the difficulty level. In any case you should be
able to start by hiring at least 3 decent, if not good, mercs for a week. 3 is the minimum
number, but don't overdo it. It is more sensible to hire few skilled mercs than a horde of
total rookies. A week's deal is good for practical reasons. You won't do much in just a
day and the mercs will not want to prolong their contracts then. Although in the beginning
you cannot afford a competent team for a longer time, you should select 2 weeks' contracts
as soon as you gather some funds (see: SECTION 4 - HOW TO GET FUNDS) This is the most
economical choice - in this way you pay the least for a day of merc's service. Moreover,
if anyone on your team gains in experience level (which means their wages increase), they
will not demand a raise until their contract expires. Therefore they will work for you
longer at a lower cost.
Most AIM mercs apart from their regular wages require a medical deposit. This money is to
cover treatment of a merc who gets dismissed while in need of medical attention. If this
happens, any remaining amount will be subsequently returned to you. If the merc is sent
away in full health, you will be refunded the whole sum. This deposit is mostly determined
by the merc's experience level: the more experienced s/he is, the greater sum is required.
By extending mercs' contracts you can avoid paying an increasing deposit; then you do it
only at first hire.
Whether the mercs will or will not be inclined to extend their contracts is based mostly
on how they perceive your effectiveness. Among the negative factors affecting your
performance are merc fatalities and injuries, high turnover rate (how frequently you
hire/fire personnel), lost/deserted battles and any locations reclaimed by Deidranna.
Mercs' morale is raised by winning battles, liberating towns and completing quests (see:
SECTION 6) Mercs' disposition (friendly, aggressive, etc.) and personal likes/dislikes
will also affect their judgment. Sometimes you will be able to keep a quitting merc by
offering them higher wages. In such case a 50% increase should do, which is roughly what
they demand after gaining another experience level. Some mercs may leave without giving
you the chance to extend their contract. This will happen if you are doing badly or if you
hire somebody they don't like. Sometimes you might be able to rehire such mercs later.
At times you may be unable to hire certain AIM mercs. They can refuse because your
leadership skills are questionable, because there is somebody they do not like on your
team or because they are busy on another assignment. In the last case you can leave a
message and they will contact you each time they return. But occasionally you may get a
notification of such merc's death while on duty. These accidents are random. If this merc
was the one you intended to hire, reload a previous game and hope that now another (or no
one) will die ;) As far as I know 3 mercs are killed in this way.
INSURANCE BROKERS
Optionally you can insure your hired mercs (AIM only) at Malleus, Incus & Stapes Insurance
Brokers. The insurance works like this: if a member of your team gets killed before their
contract expires, you will get back your money for the remaining period. The premium and
the possible refund depend on several factors, read it all on their homepage. If you are a
cautious player (and you certainly don't want your mercs to die) you won't ever need
insurance. IMO it is only a waste of cash.
INSTITUTE OF MERCENARY PROFILING (IMP)
Try not to spend whole funds on AIM. The IMP site which lets you create a custom merc is
definitely worth checking out. I think this is one of the best features of the game. Not
only is it a highly entertaining process, but it also gives the play a personal touch. The
custom merc's stats can be fully adjusted to meet your needs, but this always means a
trade-off. You can't simply create a superhero ;) Skills, traits and personality of the
created merc, as well as his/her equipment, will depend on the decisions made throughout
the questionnaire. Apart from the IMP charge, your custom merc will work for free! You can
only create one merc at IMP, but it's still well worth the price. Different answers and
stats generate different mercs. Save before you enter IMP and experiment.
MORE ECONOMIC RECRUITING CENTER (MERC)
On the second day you will receive e-mail from Speck, a cowardly merc from previous JA
games (though hopeless in the field, he made a cheap, skillful home mechanic) On AIM
homepage you will find that Speck has quit this organization to establish a rival
enterprise - MERC. Personnel offered by Speck is mostly very cheap, but rather useless.
Still, you may find some of them helpful (see: chapters on specialists) These characters
can be only hired on a daily basis, but you don't have to pay up front. Speck will remind
you of your debit after some time. At the beginning your choice is just 6 "mercs" from the
total of 10. To be able to hire the rest you have to employ some of the initial ones and
keep paying for their services. Without this Speck will complain about funds insufficient
to recruit new personnel.
STATS, SKILLS & TRAITS
All mercs' stats and skills are explained by in-game help ("H" in laptop) Generally, the
higher the stat is, the more effective the merc will be in exercising this particular
ability. But mercs have both strengths and weaknesses. Some of them are better at certain
jobs, other sport great vitality or posses a special aptitude (see below) Use this
knowledge to your profit. While there are few top-notch soldiers who surpass other mercs
in various fields (see: JACKS OF ALL TRADES), they are usually extremely expensive. You
won't be able to afford their services for long or early on. A low physical stat (80 at
least) Choose agile mercs (AGI>75), among other assets they will be able to do more things
in turn-based combat (especially fire more shots) These soldiers will constitute the core
of your squad. At the beginning 3 snipers should be enough to take over a hostile sector,
but later you will need at least twice as much firepower. You also have to employ
specialists in diverse fields with high: MEC (plus lockpicking), LDR (plus teaching), EXP
and possibly with HW. They will be needed at some point in your mission; having no merc
skilled in these fields will usually mean your team's failure. The most efficient
procedure to set up a proficient and versatile team is to hire agile marksmen with
skill(s) in one or more fields (see suggestions in chapters on specialists) You can
neglect MRK if the merc is a top specialist in his field and you want to use them only in
this province. Or to have an errand boy/girl or a mule when s/he comes really cheap (or
free) Note that due to their low MRK they will be practically useless in combat. In any
case, you will need at least 4 specialists: a proficient mechanic, a skilled negotiator /
trainer, an explosives pro and a medic (*not* a doctor) An HW specialist will also be a
valuable addition.
While putting together the perfect team you may witness some disagreement among your
mercs. This animosity (and also fondness) originates in the fact that nearly all
characters have preferences concerning their teammates. Mercs may refuse to join when
there is somebody on your team that they do not like. Conversely, when you hire a merc
hated by somebody already on your roster, the hater's morale will constantly drop,
resulting in poorer field performance. Such person will also not want to extend his/her
contract - unless you hire somebody they like. Some preferences can be inferred from
mercs' bios. For more info on this subject check one of the recommended sites, see:
SECTION 10.
MECHANICS
The mechanic is the most important specialist. Contracting a skilled one at the very
beginning is crucial to the well-being of your mission. Mech's tasks are manifold. The
main duty of this person will be to repair (FIX) equipment which deteriorates with use
(especially guns) You will also find or buy various items worth fixing. An efficient
repairperson must have MEC>50 and high DEX. When hiring, DEX may be neglected for reasons
already mentioned. Mech will PICK locks on doors and lockers/chests with goodies. S/he
will also disarm non-explosive traps and merge items. Apart from high MEC and DEX,
lockpicking (and sometimes electronics) gives your mech a greater chance to succeed in
these activities. WIS may be another factor (has anyone found the equation to tell the
likelihood of picking a lock?) The mech's overall proficiency increases with LVL. Any task
involving explosives is better handled by an explosives specialist (see appropriate
chapter) Later on you should hire another good mech, as you are likely to operate several
independent squads. Mechs should always carry 100% tool and locksmith kits. In some towns
you can also find NPCs who will repair your equipment for a price (see: SECTION 6)
Top-10 mechs (descending by overall mechanical expertise):
Since there is no value for PICK, I took account of all contributing factors to establish
a general rating. FIX/PICK gains indicated in brackets are achieved by training DEX.
Higher values and better ratings mean greater proficiency.
M - MERC N - hirable NPC (see: SECTION 6) otherwise - AIM
Trevor pros: FIX 17, best PICK
cons: expensive
extra: MRK 81, best explosives
Magic pros: FIX 18, top PICK
cons: most expensive
extra: MRK 94, best vitality (physical), LVL 5
Static pros: FIX 18, good PICK
cons: expensive, AGI 66
extra: MRK 86
Gus pros: FIX 15, good PICK
cons: most expensive, AGI 65
extra: MRK 97, top explosives-trainer-doc, HW(E), LVL 8
Vicki pros: FIX 13(+1), good PICK
cons: expensive
extra: MRK 84
Scully pros: FIX 12, good PICK
cons: most expensive
extra: MRK 92, top explosives, good trainer,(average doc), best vitality, LVL
5
Gasket (M) pros: FIX 12, good PICK
cons: MRK 44, AGI 61
extra: very cheap
Nails pros: FIX 11, good PICK
cons: AGI 60
extra: MRK 84, top explosives
Maddog (N) pros: FIX 10, good PICK
cons: MRK 66
extra: free, top vitality
Len pros: FIX 10, good PICK
cons: expensive
extra: MRK 83, top trainer, (average explosives-doc), LVL 7
Wolf pros: FIX 10, good PICK
cons: MRK 79
extra: (average trainer-doc), top vitality
Cougar (M) pros: FIX 9(+1), average (good) PICK
cons: expensive
extra: MRK 93, (average explosives), top vitality, LVL 5
* * *
Steroid pros: FIX 6(+3), average (good) PICK
cons: AGI 56
extra: MRK 89, cheap
Dimitri (N) pros: FIX 6(+3), mediocre (average) PICK
cons: MRK 77
extra: free
Strongly recommended (in possible order of hiring):
Steroid (good when DEX raised, cheap - slow)
Dimitri (good when DEX raised, free)
Gasket (very cheap - can't shoot)
Nails (good mech, top explosives - slow)
Trevor (best mech-explosives - expensive)
NOTES: In any squad there should be at least 1 good mech.
For other possible choices see: JACKS OF ALL TRADES and TOP SPECIALISTS.
Check also recommendations in other fields.
NEGOTIATORS / TRAINERS
This specialist is perhaps even more important than the mech. In like manner, hiring a pro
before you start your assignment is imperative. Such merc will be chiefly responsible for
interaction with NPCs (see: SECTION 6) For this purpose high charisma (LDR>50) is
obligatory. Another task of pros in this field will be to TRAIN militia in newly annexed
towns (see: SECTION 5), which ability is additionally influenced by WIS. LVL affects this
province as well. Mercs with the teaching trait get a bonus to their training competence
(see also: SECTION 2) Specialists with high TRAIN score will create town defense faster.
Top-10 negotiators / trainers (descending by TRAIN value):
Raider pros: TRAIN 130, LDR 87
cons: none
extra: MRK 88
Len pros: TRAIN 111, LDR 61
cons: expensive
extra: MRK 83, good mech, (average explosives-doc), LVL 7
Stephen pros: TRAIN 106, LDR 59
cons: none
extra: MRK 82, top explosives, LVL 5
Conrad (N) pros: TRAIN 106, LDR 51
cons: most expensive
extra: MRK 95, top explosives, (average doc), LVL 5
Miguel (N) pros: TRAIN 105, LDR 98
cons: none
extra: MRK 85, LVL 6, free
Gus pros: TRAIN 103, LDR 83
cons: most expensive, AGI 65
extra: MRK 97, top explosives-mech-doc, HW(E), LVL 8
Buns pros: TRAIN 88
cons: none
extra: MRK 86, (average doc), cheap
Scope pros: TRAIN 88
cons: expensive
extra: MRK 99, LVL 5
Hitman pros: TRAIN 86, LDR 52
cons: none
extra: MRK 88
Scully pros: TRAIN 85, LDR 70
cons: most expensive
extra: MRK 92, top mech-explosives, (average doc), best vitality, LVL 5
Vince (N) pros: TRAIN 82
cons: MRK 35, AGI 49
extra: best doc, cheap
Ira (N) pros: TRAIN 80
cons: MRK 55
extra: (average doc), free
Strongly recommended (in suggested order of hiring):
Raider (best)
Ira (free, medic - can't shoot)
Buns (cheap, medic)
Stephen (top trainer-explosives)
Miguel (best, free)
NOTE: Hire a top negotiator (to deal with NPCs) and then successively other
trainers. 4 trainers will train militia fast.
EXPLOSIVES SPECIALISTS
Impenetrable door is blocking your way? You stumbled upon a booby trap? Call on the
explosives man. This guy may seem not as important as other specialists, but on many
occasions his presence will be indispensable. Apart from creating and planting explosives,
he will detect and disarm traps (always save before attempting this!) and land mines. The
key qualification is EXP>50, other relevant stats are high WIS and DEX. The ability to
detect traps increases with LVL. This specialist should carry live (armed) explosives,
small door charges and the metal detector.
Top-10 explosives specialists (descending by overall explosives expertise, excluding
easily trained DEX):
Trevor pros: EXP 88, WIS 97
cons: expensive
extra: MRK 81, best mech
Barry pros: EXP 92, WIS 91
cons: MRK 70
extra: cheap, (average mech)
Red pros: EXP 99, WIS 79
cons: AGI 66, MRK 78
extra: good trainer, cheap
Gus pros: EXP 76, WIS 94
cons: most expensive, AGI 65
extra: MRK 97, top mech-trainer-doc, HW(E), LVL 8
Fidel pros: EXP 97, WIS 71
cons: ;)
extra: MRK 85
Devin (N) pros: EXP 96, WIS 72
cons: AGI 61, MRK 67
extra: cheap; see also: SECTION 4 - HOW TO GET EQUIPMENT; SECTION 6
Stephen pros: EXP 66, WIS 94
cons: none
extra: MRK 82, top trainer, LVL 5
Larry (M) pros: EXP 92, WIS 70
cons: MRK 70, drunk
extra: good doc, cheap
Scully pros: EXP 66, WIS 93
cons: most expensive
extra: MRK 92, top mech, good trainer, (average doc), best vitality, LVL 5
Nails pros: EXP 78, WIS 79
cons: AGI 60
extra: MRK 84, good mech
Conrad (N) pros: EXP 68, WIS 88
cons: most expensive
extra: MRK 95, top trainer, (average doc), LVL 5
Gumpy (M) pros: EXP 57, WIS 94
cons: MRK 44, AGI 45
extra: very cheap
Ivan pros: EXP 55, WIS 83
cons: expensive
extra: MRK 92, best vitality, HW
Len pros: EXP 47, WIS 83
cons: expensive
extra: MRK 83, top trainer, good mech, (average doc), LVL 7
Reaper pros: EXP 47, WIS 81
cons: most expensive
extra: MRK 97, good trainer, (average mech), ON-ROOF bonus to hit, LVL 6
Strongly recommended:
Fidel (top explosives - if you can handle his temper ;)
Stephen (top explosives-trainer)
Red (cheap, good trainer - a bit slow)
Nails (top explosives, good mech - slow)
Trevor (best explosives-mech - expensive)
NOTE: To deal with explosives you generally need just 1 bomb dude.
HEAVY WEAPONS SPECIALISTS
This professional is skilled in big guns - grenade launchers, LAWs and mortars (see:
SECTION 3 - HEAVY WEAPONS) While every merc can use these weapons, HW specialists have a
better chance of an accurate shot - in their hands these babies become even more efficient
(read "deadly" ;) Apart from the trait itself, high MRK is important. Only few mercs boast
HW proficiency (descending by combined expertise in different fields):
Gus pros: MRK 97, HW(E)
cons: most expensive, AGI 65
extra: top explosives-mech-trainer-doc, LVL 8
Iggy (N) pros: MRK 87, HW(E)
cons: expensive
extra: (average mech), top vitality, LVL 5
Ivan pros: MRK 92, HW
cons: expensive
extra: (average explosives), best vitality
Meltdown pros: MRK 83, HW
cons: none
extra: cheap
Grunty pros: HW
cons: MRK 78
extra: (average mech), cheap
Grizzly pros: HW
cons: AGI 69, MRK 79
extra: cheap
Buzz pros: MRK 96, HW
cons: none
extra: none
Strongly recommended (in suggested order of hiring):
Meltdown
Grunty
Iggy
NOTE: Although all mercs can use heavy weapons (and it's even possible, though
hard, to complete the assignment without them), you will soon appreciate
having 1 or 2 HW specialists on your team.
DOCTORS
Doc's task is to bandage mercs injured during combat and to treat those severely wounded
afterwards - if they live that long ;) However, a cautious player who keeps his mercs from
receiving serious injuries will not need a doctor. Most docs are hopeless when it comes to
fighting, anyway. Thus one *medic* per combat squad, with average doctoring skill
(influenced by MED, DEX, WIS and LVL) will suffice to patch up cuts and bruises. S/he will
only use a little more medical supplies. It is best to combine medical with another skill.
See: TOP SPECIALISTS for possible picks. Doctoring points in this table reflect the merc's
ability to heal injured teammates. This determines how fast the merc will restore health
of his patients when assigned as "doctor" (in strategic view)
JACKS OF ALL TRADES
Some guys are just more gifted (or trained) than others. Their drawback, however, is that
they tend to be extremely costly. Mercs listed here possess expertise in multiple fields.
Each of them deserves recommendation, but watch the price: it may be too steep for
contract extension. Remember also that mercs who gain LVL demand higher wages! Who to
employ depends to a large extent on your individual strategy and on the kind of competence
you require. Descending by combined expertise in all fields:
Gus pros: top explosives-mech-trainer-doc, HW(E)
cons: most expensive, AGI 65
extra: MRK 97, LVL 8
Scully pros: top mech-explosives, good trainer, average doc
cons: most expensive
extra: MRK 92, best vitality, LVL 5
Len pros: top trainer, good mech, average explosives-doc
cons: expensive
extra: MRK 83, LVL 7
Conrad (N) pros: top trainer-explosives, average doc
cons: most expensive
extra: MRK 95, LVL 5
Reaper pros: good trainer, average explosives-mech
cons: most expensive
extra: MRK 97, ON-ROOF bonus, LVL 6
Wolf pros: good mech, average trainer-doc, mediocre explosives
cons: MRK 79
extra: top vitality
Cougar (M) pros: good mech, average explosives, mediocre doc
cons: expensive
extra: MRK 93, top vitality, LVL 5
Cliff pros: good (top) doc, average trainer, mediocre explosives
cons: AGI 60
extra: MRK 84
Iggy (N) pros: average mech, HW(E), mediocre doc
cons: expensive
extra: MRK 87, top vitality, LVL 5
NOTE: Compare TOP SPECIALISTS below.
TOP SPECIALISTS
These tables contain highest-ranking specialists in 4 crucial areas. Overall rating in the
field, based on all above-mentioned relevant factors, is given for a quick reference.
TOP 10 MECHS
Trevor, Magic best
Static top
Gus top
Vicki top
Scully top
Gasket top
Nails good
Maddog good
Len, Wolf good
Cougar good
RUNNERS-UP
Dynamo average
Barry average
Reaper average
Ice average
Steroid average (good)
Iggy, Grunty average
Dimitri mediocre (good)
TOP 10 TRAINERS
Raider best
Len top
Conrad, Stephen top
Miguel top
Gus top
Buns, Scope good
Hitman good
Scully good
Vince good
Ira good
RUNNERS-UP
Thor good
Red good
Reaper good
Ice average
Wolf average
Carlos average
Shadow average
Cliff average
TOP 10 EXPLOSIVES
Trevor, Barry, Red best
Gus top
Fidel, Devin top
Stephen, Larry top
Scully top
Nails, Conrad top
Gumpy good
Ivan average
Len average
Reaper average
RUNNERS-UP
Cougar average
Lynx average
TOP 10 DOCTORS
Vince best (40)
Dr Q, Danny top (36)
Gus top (35)
Spider top (34)
Thor, MD good (30)
Cliff good (29) (top - 32)
Fox good (28)
Larry good (25)
Conrad average (22)
Buns, Blood average (20)
RUNNERS-UP
Wolf, Sidney average (19)
Scully average (18)
Len average (17)
Ira average (16)
Section 2: RAISING STATS
You've gathered your team. Deidranna, we're coming for you! Omerta is plain sailing,
unless you hired complete rookies (but you didn't, right?) On the way to Drassen you meet
first enemy patrol and... what the hell? Your mercs can't shoot a barn while "ghost"
attackers stuff them full of lead. When your squad is half-dead (or half your squad is
dead) you furiously hit "ALT+L"... Damn!
At the beginning combat might seem very difficult. Your squad will be outgunned and
outnumbered. And, as the mission progresses, things will only get worse. How can your team
rival the Arulcan army? Sensible battlefield tactics are your great advantage. But there
are more of them. You can increase your mercs' abilities by training. This is especially
important at the outset, when you can't hire many skilled mercs and they lack good
weapons. It also lets you save cash on those really expensive types. Instead of paying
thru the nose for their services you'll be wiser to employ cheap but promising mercs and
to develop their potential by training.
METHODS OF RAISING STATS
Stats can be increased in a number of ways, some of which verge on cheating. In order to
get the most from the increase, it is advised to train the whole squad early on. Now
listen to words of wisdom. This stat has greatest impact on the rate of improvement (which
stat? wisdom! it's a pun ;) Mercs with high WIS learn faster, which means they will
improve their abilities more rapidly.
Training thru experience
This is the ordinary way. During the mission stats go up when you make a frequent use of
them. E.g. MRK increases by firing a lot, especially with successful aimed head or
out-of-range shots; EXP rises when you mess around with explosives (and don't get yourself
blown up ;), etc. With much action daily gains of even 3-4 points in some stats are
possible.
Individual practice
Done by assigning a merc to "practice" a specific ability (strategic view) Quite effective
with low stats, which can be thus raised to mid-level. However, gains are slow (we're
talking about days here) and training higher stats takes forever.
Coaching
As the name implies, this method requires participation of 2 mercs. Assign the merc whom
you want to exercise as "student" and a skilled merc as "trainer" (strategic view) The
point is to have a merc with a high stat train his/her teammate's low stat in the same
field. Coaching is faster than individual practice, especially when training higher stats.
Mercs with the teaching trait get a bonus when instructing his/her companions.
With coaching and practice stats can be raised to a maximum level of 85.
"Active" training
Considered cheating by die-hard players, this is the fastest way to raise stats (in terms
of game time) Remarkable gains can be achieved within (game) hours. This is in fact
accelerated training thru experience. "Active" training takes place in real-time and
requires you to put the merc thru his paces to exercise the particular stat. I found that
the best time for such workout is when other mercs train militia (see: SECTION 5) and you
have nothing else to do. With this kind of training you can quite easily raise stats to
about 90. Training over this level requires much patience, but is still a lot faster than
any other technique. Many of the ways given below are in fact "active" training.
HOW TO INCREASE SPECIFIC STATS
Health
To exercise HEA, travel (on foot) carrying heavy equipment (weight over 100%) This can be
also done in real-time: put a great load on your merc and have him/her run around. When
s/he falls, w |
