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Zombie

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If you don't capture any towns, you can actually spend years upon years in the game taking things at your own pace and Enrico's e-mails won't have much of an effect, except on the very first town that houses the rebels. Luckily that town doesn't really count much since it does not have a militia to worry about.

 

It's a few years now, but I actually did this the last time I played through this game when I stumbled on the fact that if you set your mercs to study some skill but not assign a teacher: they will continue learning. The downside is that they will learn slower, but the up-side to it is that they won't get tired. Another meaning to learning at their own pace. :oh: Did this just to get Ira and Dmitri up to speed. Thanks to her high wisdom, it's rather amazing how quickly Ira learns stuff. Throw in the occasional fist-fight sparring matches between them, and following up with healing (exercises wisdom!), they ended up quite a tidy pair to work with.

 

By the way, for fun, glory and giggles: try stealing from a tank. Might have to try a couple of times but you can rip off the FN Minime that's mounted on it. It instantly become my #1 favourite weapon in the game after I managed to pull that stunt off. It was quite a feat to creep up to one in the first place! You might also sometimes get the turret (shaped as a grenade launcher) - but you can't use that.

 

Not entirely sure if you can pull the Minime off the tanks from the very start of the game.

 

- NKF

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I guess the ammo would be the only thing I'm in need of right now. Some of my mercs are blowing through 2-3 speedloader rounds in a mission. The losses never quite equal the gains either. Just wish I had something better than pistols though. Maybe I should huff it back to Drassen Airport and order a bunch of shotgun shells and a duck bill for my lone shotgun. That might even the odds a little bit. What do you reckon? Say I buy all the shotgun shells available though - will Ray's get more in immediately or will I have to wait a long time for the next shipment?

 

Good ole Bobby Ray will get more in shortly. That duckbill will help, definitely. Buy both types of ammo, buck and slug. Slug allows you a better chance to hit the enemy at longer ranges (though you can usually get grazes with buckshot, 3-5 points of damage, plus with spread you can hit 2-3 enemies with the same cartridge if they're close together) and is more effective versus locks IIRC. Shotguns are great at close range, a solid hit will do more than 100 points of damage and that's one dead enemy. You will use lots of ammo for all your weapons, and this usage will only increase.

 

I just took a trek through the landscape and must have caught wind of 5-10 patrols. I managed to evade all of them except for 1, and was fortunate that my team spawned just inches form the enemies. Got very lucky there. San Mona is crawling with baddies (except for the abandoned mine which had none) so I took a detour around it and went to Chitzena (Warrior Princess) instead. Another bad move. My team is fatigued from being on the run for so long and it's showing in battle. Plus it's night. Might be time to reload again, nobody is going to survive this encounter either. :oh:

 

San Mona had enemies in it? That's very unusual. Occasionally a patrol passes through, but only once every few weeks. Do you mean men with guns, or actual soldiers? Men with guns wandering around San Mona is perfectly normal, it's a den of criminality.

 

And for God's sake, Zombie, when it's night time, let your mercs sleep!

 

If you have Ira, dump her in a town and use her as your shopper/militia trainer, and replace her with a merc from AIM. You need some quality!

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If you don't capture any towns, you can actually spend years upon years in the game taking things at your own pace and Enrico's e-mails won't have much of an effect, except on the very first town that houses the rebels. Luckily that town doesn't really count much since it does not have a militia to worry about.

 

It's a few years now, but I actually did this the last time I played through this game when I stumbled on the fact that if you set your mercs to study some skill but not assign a teacher: they will continue learning. The downside is that they will learn slower, but the up-side to it is that they won't get tired. Another meaning to learning at their own pace. :) Did this just to get Ira and Dmitri up to speed. Thanks to her high wisdom, it's rather amazing how quickly Ira learns stuff. Throw in the occasional fist-fight sparring matches between them, and following up with healing (exercises wisdom!), they ended up quite a tidy pair to work with.

 

By the way, for fun, glory and giggles: try stealing from a tank. Might have to try a couple of times but you can rip off the FN Minime that's mounted on it. It instantly become my #1 favourite weapon in the game after I managed to pull that stunt off. It was quite a feat to creep up to one in the first place! You might also sometimes get the turret (shaped as a grenade launcher) - but you can't use that.

 

Not entirely sure if you can pull the Minime off the tanks from the very start of the game.

Thanks for the info NKF, much appreciated. Will try to start a training regimen asap, but it's questionable whether it's worth it since my troops don't have any rifles yet. Oooo, you can pull the turret off of a tank? Wow! ;)

 

Good ole Bobby Ray will get more in shortly. That duckbill will help, definitely. Buy both types of ammo, buck and slug. Slug allows you a better chance to hit the enemy at longer ranges (though you can usually get grazes with buckshot, 3-5 points of damage, plus with spread you can hit 2-3 enemies with the same cartridge if they're close together) and is more effective versus locks IIRC. Shotguns are great at close range, a solid hit will do more than 100 points of damage and that's one dead enemy. You will use lots of ammo for all your weapons, and this usage will only increase.

I'm assuming the duckbill is only really useful when you are shooting buckshot and not slugs, right? I mean, it's not going to have any effect on the accuracy or range of the weapon, ya? Was planning to buy as much shotgun ammo as Bobby has (both types).

 

San Mona had enemies in it? That's very unusual. Occasionally a patrol passes through, but only once every few weeks. Do you mean men with guns, or actual soldiers? Men with guns wandering around San Mona is perfectly normal, it's a den of criminality.

When I went past it, it looked like there were enemies there, but since I had the cities tab turned off in lieu of the mines who knows. I know what you mean about men with guns. I went into the brothel there (at least, that's what I think it is). First time I tried picking the lock to the side door and a siren went off, nobody came though so I had Steroid continue to try to pick the lock. Since that never worked, I had him kick the door down. Siren went off again, but nobody seemed to care when I came waltzing in. Was investigating some of the empty rooms and then tried to enter the room with the warning signs on it to get the key but Bull got killed for it by one of the bouncers. Is there a way to get the key without arousing suspicions? Do I need to preemptively kill the bouncers, or is that going to put me in deep trouble with someone?

 

And for God's sake, Zombie, when it's night time, let your mercs sleep!

Half the time when it's night my mercs complain that they don't need any sleep. Can lead a horse to water but you can't make it drink... is the same as you can tell a merc to sleep but it's up to them to decide when they are tired. Idiots. And what happens when you are crossing a landscape without buildings? I don't feel safe letting them sleep under the stars in the middle of a big pasture with baddies circling constantly. So I run them into the ground and then hope they find a decent (and safe) spot to sleep. This backfired on me though, because when your mercs get too tired they refuse to move even if there is danger nearby.

 

If you have Ira, dump her in a town and use her as your shopper/militia trainer, and replace her with a merc from AIM. You need some quality!

Should I dump her in Drassen Airport or Drassen Mine? I pretty much have the max of 20 militia for each sector in Drassen right now, but it's only a matter of time before one of the sectors is attacked again. If I loose the mine, I lose my income. If I lose the airport, I lose my cargo shipments. Should I just hire some of those cheap mercs like Biff and use them as backup in those areas? :oh:

 

Who do you recommend as a decent Merc who is quality? From what I've seen so far, none of the mercs will ever meet that standard. Of course, I've only been playing with junk mercs so far simply because I can't afford anyone else. :)

 

- Zombie

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Thanks for the info NKF, much appreciated. Will try to start a training regimen asap, but it's questionable whether it's worth it since my troops don't have any rifles yet. Oooo, you can pull the turret off of a tank? Wow! :oh:

 

Can't remember if this de-claws the tank, but I highly recommend you don't t try to run about in front of the tank after you've picked its weapons off it. Better safe than sorry. ;)

 

Any training you can give your mercs is well worth it, even if all they are fighting with are glocks. It's good to have highly efficient medics or mechanics on hand too.

 

 

Who do you recommend as a decent Merc who is quality? From what I've seen so far, none of the mercs will ever meet that standard. Of course, I've only been playing with junk mercs so far simply because I can't afford anyone else. :)

 

There are no high quality mercs that are also cheap. You'll mainly want to pick them based on their unique abilities and train them up while they are in your service. They will only get better and better. If you're really strapped for cash, concentrate on improving the freebies with no on-going salary mercs. It's a bit more effort to put in, but the more cash you have on hand in the early to mid stages, the better off you'll be at hiring a few good mercs or buying better equipment.

 

To go the quality vs. quantity route, you could hire one of the really expensive mercs with a very short contract. This way you can make use of their superior skills and take over a town, and then keep the equipment for your own use later.

 

Gus Tarballs for example has some very good equipment to start with, but you would have to take a sizeable cash hit even to hire him on a short contract. He's often used in speed challenges, so you probably won't regret it.

 

There's no set way to approach the game, so much of the fun is in the experimenting. :)

 

- NKF

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I'm assuming the duckbill is only really useful when you are shooting buckshot and not slugs, right? I mean, it's not going to have any effect on the accuracy or range of the weapon, ya? Was planning to buy as much shotgun ammo as Bobby has (both types).

 

Yep, duckbill doesn't affect slugs.

 

When I went past it, it looked like there were enemies there, but since I had the cities tab turned off in lieu of the mines who knows. I know what you mean about men with guns. I went into the brothel there (at least, that's what I think it is). First time I tried picking the lock to the side door and a siren went off, nobody came though so I had Steroid continue to try to pick the lock. Since that never worked, I had him kick the door down. Siren went off again, but nobody seemed to care when I came waltzing in. Was investigating some of the empty rooms and then tried to enter the room with the warning signs on it to get the key but Bull got killed for it by one of the bouncers. Is there a way to get the key without arousing suspicions? Do I need to preemptively kill the bouncers, or is that going to put me in deep trouble with someone?

 

Yep, you can get the key, but you have to be really quick and do it without being seen. Run in, grab it, run out. Unlike most other places, the crims in San Mona don't like you stealing from them, so be careful. Otherwise, San Mona is safe and you can go there. So do so. ;)

 

Half the time when it's night my mercs complain that they don't need any sleep. Can lead a horse to water but you can't make it drink... is the same as you can tell a merc to sleep but it's up to them to decide when they are tired. Idiots. And what happens when you are crossing a landscape without buildings? I don't feel safe letting them sleep under the stars in the middle of a big pasture with baddies circling constantly. So I run them into the ground and then hope they find a decent (and safe) spot to sleep. This backfired on me though, because when your mercs get too tired they refuse to move even if there is danger nearby.

 

They're like children. They need routine and discipline. Establish one, stick to it, make sure they have a regular bedtime.

 

Should I dump her in Drassen Airport or Drassen Mine? I pretty much have the max of 20 militia for each sector in Drassen right now, but it's only a matter of time before one of the sectors is attacked again. If I loose the mine, I lose my income. If I lose the airport, I lose my cargo shipments. Should I just hire some of those cheap mercs like Biff and use them as backup in those areas? :oh:

 

Neither. I'd reccomend having her train militia up to the maximum, and letting the militia duke it out with the soldiers when attacked, don't have Ira in the sector, because she's crap. Don't bother using any of the MERCs.

 

Who do you recommend as a decent Merc who is quality? From what I've seen so far, none of the mercs will ever meet that standard. Of course, I've only been playing with junk mercs so far simply because I can't afford anyone else. :)

 

Er, if you've got $65k spare, you can afford most of the mercs from AIM. Ivan is a great killer. Wolf is fantastic value for money, a jack of all trades and a good fighter. Scope and Lynx are both superb shots, either of them will make a top marksman for you.

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Yep, you can get the key, but you have to be really quick and do it without being seen. Run in, grab it, run out. Unlike most other places, the crims in San Mona don't like you stealing from them, so be careful. Otherwise, San Mona is safe and you can go there. So do so. ;)

I found a somewhat safe way of dealing with the bouncer which is roaming the hallways in the brothel. I brought a group of my mercs inside and just waited till he entered a room. Then I blocked him in there with Fox. Barry grabbed the key, opened the door to Maria's room and then everyone escorted her out. Cake. :oh:

 

They're like children. They need routine and discipline. Establish one, stick to it, make sure they have a regular bedtime.

Problem is, they don't stick to a routine. Just like little children, they want to stay up past their bedtime. You can threaten and bargain all you want, but in the end it depends on them getting sufficiently tired to eventually agree. And I still can't understand how I could stick to a routine if the enemies throw a wrench into it or if I'm nowhere near a safe place to rest.

 

Neither. I'd recommend having her train militia up to the maximum, and letting the militia duke it out with the soldiers when attacked, don't have Ira in the sector, because she's crap. Don't bother using any of the MERCs.

So, should I have her train militia in another sector in the province and then transfer them until the area is loaded? For areas like Drassen which seem to be under constant surveillance by the enemy, you almost need a merc nearby in order to train militia which were killed, no?

 

Er, if you've got $65k spare, you can afford most of the mercs from AIM. Ivan is a great killer. Wolf is fantastic value for money, a jack of all trades and a good fighter. Scope and Lynx are both superb shots, either of them will make a top marksman for you.

I don't know if my account is enough to pay for the more expensive mercs for a 2-week stint. I mean, $35,000 is half my reserves. Plus I still need money on-hand in order to pay the salaries of the mercs I already have, plus some "mad money" for unplanned purchases or even weapons. Wolf does look good to me right now, I'll have to investigate him a little closer.

 

Some more questions:

 

  1. How do I headbutt? I'm guessing by hovering the fist over the head, but it's hard to get the cursor in the right spot. Are there any keyboard shortcuts which make this easier?
  2. What stat is the most helpful for pulling a weapon from someone's hands? I'm thinking strength, but have no idea.
  3. How do I take a screenshot? Tried everything I could think of and nothing works.

 

- Zombie

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Problem is, they don't stick to a routine. Just like little children, they want to stay up past their bedtime. You can threaten and bargain all you want, but in the end it depends on them getting sufficiently tired to eventually agree. And I still can't understand how I could stick to a routine if the enemies throw a wrench into it or if I'm nowhere near a safe place to rest.

 

They will, though. If they wake up during the night, leave it an hour or two, then send them back to sleep. Rinse and repeat until morning or when you want them to get up. You'll soon have their circadian rhythms sorted, I promise. It's safe to rest out in the wilderness at night, as most patrols don't move at night.

 

So, should I have her train militia in another sector in the province and then transfer them until the area is loaded? For areas like Drassen which seem to be under constant surveillance by the enemy, you almost need a merc nearby in order to train militia which were killed, no?

 

Yep, it's nice to have a merc hanging around dedicated to training militia. You don't need to replace every militia that's killed immediately though, as long as you can get a group of 20 together you can defend a sector at maximum strength. Each bout of training creates 10 green militia, or upgrades 10 greens to light blues. So if you've lost 5 militia in an attack, it's not really worth the $750. Just shift your troops around to the sector where an attack is likely. Ira shouldn't get involved, really. If she's in a sector that's going to be attacked, move her into another one. As long as she's in the town, she can train militia.

 

I don't know if my account is enough to pay for the more expensive mercs for a 2-week stint. I mean, $35,000 is half my reserves. Plus I still need money on-hand in order to pay the salaries of the mercs I already have, plus some "mad money" for unplanned purchases or even weapons. Wolf does look good to me right now, I'll have to investigate him a little closer.

 

If you've got Drassen at 100% (bringing in how much a day?), it's easy enough to work out. Get everyone on at least a two-week contract. Work out how much you'll earn in those two weeks (Drassen outputx14), and if that's enough to hire everyone again, there's no problem.

 

1. How do I headbutt? I'm guessing by hovering the fist over the head, but it's hard to get the cursor in the right spot. Are there any keyboard shortcuts which make this easier?

 

Don't think you can choose specific melee attacks, I've never tried anyway. They vary depending on if the merc has any skills in that area (e.g. if they have martial arts they'll do fancy kicks and such).

 

2. What stat is the most helpful for pulling a weapon from someone's hands? I'm thinking strength, but have no idea.

 

Strength definitely plays a major part, but so does dexterity and agility, I imagine. Bull is excellent at it, for instance, and his Agi and Dex are very average.

 

3. How do I take a screenshot? Tried everything I could think of and nothing works.

 

Alt+Print Screen, then Ctrl+v into paint works for me.

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They will, though. If they wake up during the night, leave it an hour or two, then send them back to sleep. Rinse and repeat until morning or when you want them to get up. You'll soon have their circadian rhythms sorted, I promise. It's safe to rest out in the wilderness at night, as most patrols don't move at night.

Hehe, ok I'll give it a shot. I just didn't feel comfortable leaving my squad unprotected in the great wide open. What happens if a patrol comes for a visit while my squad is asleep though? Will everyone wake up, or will it be a bloodbath? :)

 

Yep, it's nice to have a merc hanging around dedicated to training militia. You don't need to replace every militia that's killed immediately though, as long as you can get a group of 20 together you can defend a sector at maximum strength. Each bout of training creates 10 green militia, or upgrades 10 greens to light blues. So if you've lost 5 militia in an attack, it's not really worth the $750. Just shift your troops around to the sector where an attack is likely. Ira shouldn't get involved, really. If she's in a sector that's going to be attacked, move her into another one. As long as she's in the town, she can train militia.

Specifically, what is the color advancement scheme for militia? Is there a color for the greenhorns? Is there a militia better than light blue? And do militia with battle experience fight harder or get better guns? Kinda dumb questions, but I'm curious.

 

If you've got Drassen at 100% (bringing in how much a day?), it's easy enough to work out. Get everyone on at least a two-week contract. Work out how much you'll earn in those two weeks (Drassen outputx14), and if that's enough to hire everyone again, there's no problem.

See, you sorta hit the nail on the head. The only problem I noticed is that when my mercs left Dressen and a few patrols entered it, funding went way down. So I can't really base funding off the max since I'll get caught with my shorts down if it drops significantly. :)

 

Don't think you can choose specific melee attacks, I've never tried anyway. They vary depending on if the merc has any skills in that area (e.g. if they have martial arts they'll do fancy kicks and such).

So every time you mentioned you headbutted an enemy in your M-Team thread, it's just embellishment then, right? Guess I took you literally. :oh:

 

Strength definitely plays a major part, but so does dexterity and agility, I imagine. Bull is excellent at it, for instance, and his Agi and Dex are very average.

I'm not having much luck with any of my mercs pulling guns away from enemies. A lot of the time they just don't have enough action points to perform such an act, and when they do have enough, they fail. Even Bull and Steroid seem to have a lot of trouble. Of course, I haven't tested this a lot either simply because it's suicide getting close to an enemy with a gun you want. ;)

 

Alt+Print Screen, then Ctrl+v into paint works for me.

See I tried CTRL and Print Screen and P and the function keys and even combinations of them but didn't try ALT. Thanks, I'll see if this works. :)

 

- Zombie

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Hehe, ok I'll give it a shot. I just didn't feel comfortable leaving my squad unprotected in the great wide open. What happens if a patrol comes for a visit while my squad is asleep though? Will everyone wake up, or will it be a bloodbath? :oh:

 

Everyone present will wake up sure enough. You just get caught out in the open. Best thing to do is just get used to it as you will be traveling a lot.

 

Specifically, what is the color advancement scheme for militia? Is there a color for the greenhorns? Is there a militia better than light blue? And do militia with battle experience fight harder or get better guns? Kinda dumb questions, but I'm curious.

 

Green vest, cyan vest and blue vest for militia.

 

Bad guys rank yellow vest, red vest and black vest.

 

The blue vests can only be obtained through actual combat. From my experience, blue vests are roughly the equivalent to the red vests. A team of black vests simply slaughters them.

 

- NKF

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Hehe, ok I'll give it a shot. I just didn't feel comfortable leaving my squad unprotected in the great wide open. What happens if a patrol comes for a visit while my squad is asleep though? Will everyone wake up, or will it be a bloodbath?

 

As NKF said, they'll wake up. When you stop, take up defensive positions, behind rocks/trees etc, preferably near the edge of the sector, that way you can fight or make a run for it, as you see fit.

 

Specifically, what is the color advancement scheme for militia? Is there a color for the greenhorns? Is there a militia better than light blue? And do militia with battle experience fight harder or get better guns? Kinda dumb questions, but I'm curious.

 

Progression is green-light blue-dark blue.

 

Green are pretty rubbish. LBs are about on par with the enemy reds. DBs are not quite as good as the enemy elites in black/camo, but are better than the reds. This is my opinion and observation, rather than cold hard fact.

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Thanks guys. ;)

 

So do light blue militia get better weapons than greens? I actually left my troops in a zone which was going to be targeted for invasion just for giggles last night. At least from the 1 or two light blues which I saw, they had better weapons. Didn't have any dark blues yet to compare either.

 

By the way, have any of you noticed how idiotic the militia AI is? I thought the civilians in UFO/TFTD were bad, but Jagged Alliance takes them to a new low. They run around like chickens with their heads cut off. Some were ok and actually engaged the enemy, but others just ran back and forth eating up all their APs. It's a miracle the militia battles are resolved as well as they do because from the inside it looks like a mess. :oh:

 

- Zombie

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It's almost better not to watch. I found myself getting in the mix just so the militia had a fighting chance. My mercs didn't do much better than the militia, but at least they don't run around aimlessly. :oh:

 

I noticed some of the militia didn't even have weapons (at least, that's what it looked like). They looked similar to Bull as well. Maybe these guys aren't given weapons on purpose because they are so strong?

 

Just went on a walk in the swamp and one of my mercs noticed movement. I can't leave a good mystery unsolved so I went in to investigate that sector. Well, wouldn't you know it, it was the choppa pilot. Escorted him back to Drassen airport but had a little trouble getting him off my back. I tried talking to all the characters there but it didn't help. Finally walked near the chopper and he finally agreed to be a fly-guy for the effort. This revealed a SAM site. So I figured I'd wipe out the site pretty easily and then get a decent form of transportation. Wrong idea. The SAM site is literally crawling with nasty bad guys all armed to the teeth. Still wish I have someone with a rifle, this pistol stuff just doesn't cut it anymore. And the shotgun has a major disadvantage of being a one-shot weapon which means you run out of APs all the time. Can't shoot after you reload in the same round so that means you can only fire once every other turn. ;)

 

- Zombie

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A stealthy attack at night with camo or even smoke grenades might be handy in this instance. If you're using the Lots-o-Gun's option, I seem to recall there might be a Dragunov sniper rifle at the SAM site you can pilfer. Of course, that could be random, but you should get ahold of some decent equipment.

 

Have you been able to make your way through to the Bloodcat nest? Memory tells me that you can get some decent equipment at the end, but the Bloodcats are harsh to deal with right at the start. Though I think you should do fine if your custom merc at least started with a Baretta or a MP5k.

 

- NKF

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And the shotgun has a major disadvantage of being a one-shot weapon which means you run out of APs all the time. Can't shoot after you reload in the same round so that means you can only fire once every other turn.

 

What shotgun is it? Even with the Remington 870, the slowest, you should still be able to get off one fully-aimed shot a turn. It holds 7 cartridges.

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What shotgun is it? Even with the Remington 870, the slowest, you should still be able to get off one fully-aimed shot a turn. It holds 7 cartridges.

I just checked and it seems I only had one shell in the Remington which I recovered. Reloading does give 7 rounds which is certainly better news for my mercs. Thanks! :oh:

 

- Zombie

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I'll have to try a shotgun the next time Barry can't pick a lock. Getting the door open is a different matter though. ;)

 

Well, I purchased some equipment and waited a really long time. No messages or anything indicating that the stuff showed up in Drassen so I sent my team in to investigate. No weapons anywhere. Damn Pablo stole my shipment! I was reading a strategy guide this morning to see what recourse I had and it mentioned beating up Pablo. Tried to do that but I'd have to kill him which wouldn't be useful. So is the only way to get your stuff is to bribe him? I'd prefer the fist before the cash, especially with Pablo as he is pretty crooked to begin with. :oh:

 

- Zombie

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Well, I'll have to try it on my next campaign. All of a sudden JA2 isn't free on Game Tap anymore, it's in the premium category (which costs $9.95/month). Aargh! :oh:

 

Apparently they rotate the selection of games in the free category at the start of a month: linky. :) The ol' bait and switch scheme, eh? :) Bah to Game Tap. ;)

 

Luckily I just purchased the Gold Edition off eBay this morning so I should be up and running soon enough. :)

 

- Zombie

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Good move. It's a jolly good game to own and if you can spare 865mb, you should be able to have it fully installed on the hard drive too. Also check that your discs have any patches included with it. You want the game patched to 1.6 or 1.7 at the very least.

 

With Pablo, if you want to rough him up, don't forget to use a medikit on him afterwards. His replacement is not as corrupt, but much less desirable.

 

Cracked out the discs the other night and plugged it in. I'd completely forgotten that you could do head-shot automatic bursts!

 

- NKF

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Good move. It's a jolly good game to own and if you can spare 865mb, you should be able to have it fully installed on the hard drive too. Also check that your discs have any patches included with it. You want the game patched to 1.6 or 1.7 at the very least.

Thanks, I'll check the version when I get it. Should have plenty of hard drive space, and I'm defragging it now so access time may increase a bit too. ;)

 

With Pablo, if you want to rough him up, don't forget to use a medikit on him afterwards. His replacement is not as corrupt, but much less desirable.

That's the problem though. I can't rough Pablo up because as soon as I lay a finger on him, the game automatically goes into turn based which means I have to kill him, no? :oh:

 

- Zombie

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I understand that. But how long would it take? I estimate at least 10-30 turns at a full-out run. (Depends on whether you cut a piece of the chain link fence away with the wire cutters at a strategic location). Not something I'd really want to do as I have better things to do with my time than lead a group of slowpokes out of a sector. ;)

 

I've always heard you can't get blood from a turnip. (Your helpful replies may change my mind about the turnip thing). :oh: So prove me wrong here folks as my question still stands: Can I rough Pablo up and force him to give my shipment back like the strategy guide by Andy "ND" Chorosinski says?

 

Q: How come the equipment I ordered is missing?

A: Does Pablo look honest? He may sometimes steal from your shipments. When

this happens, bribe him ($10 will do) or use "threaten" Or just test your

hook on him :) He should then return your stuff along with some other

items (.38s, tool kits). If you already have some militia at the airport and

give Pablo cash, he should never steal in the future.

Which ties into the next Q&A:

 

Q: When I attack Pablo, he just shouts "What is wrong with you!" Then he runs

off and gets killed by militia.

A: Unless one of your mercs says that something is missing while taking the

items from the crate, Pablo has not stolen anything (yet) In such case when

you attack him, the militia will most likely take him for an enemy and shoot

him down.

I'm assuming then that the strategy guide is just plain wrong when it says you can rough him up which makes him return your shipment... ?

 

- Zombie

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Err, Zombie, you didn't get an email from Bobby Ray's saying your shipment should have arrived? Doesn't the email come out independently of whether Pablo steals your stufF? I mean, it would seem a little weird for Bobby Ray to know that your stuff was stolen, and then decide not to send you an email. Are you certain you actually ordered it? You would see a shipping screen where you choose your location, the type of shipping, etc. And then when you press submit (or Order, I can't remember), a big corny "we'll get right on it" sign comes up (I think).

 

Pablo and I go way back, so he doesn't steal my stuff. :oh:

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