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Destroy the main and auxiliary control stations, so that the nation does not become capable of producing nuclear warheads is the tenth scenario mission in Jagged Alliance: Deadly Games. Here, you are tasked by Gus Tarballs to blow up two terminals.

Reward[]

$14,000

Walkthrough[]

Again, another mission where you have to blow up stuff. As with mission four, you are provided with one live explosive but at your drop-off point, you'll find two of them plus a detonator, the latter not practicable. It is again ideal to have at least one merc with strong explosive skills to complete this mission. This area is forested all over but that's not of a concern for you. The fake hospital is surrounded with a set of walls with openings at the four compass points and you're dropped off at the south-east. Split up your team and approach the southern and eastern openings cautiously, your mercs with good wisdom and extended ears wil inform you where the enemies may lay. Either the southern or eastern doors are locked so 1) pick up the keys red-shirts drop or 2) bring a merc with excellent mechanical skills and a locksmith kit to pick the doors. The inner doors will also be locked on either side.

Gus mentions the main and auxiliary stations, you may wish to scout the inside. No, the large room inside is where the stations are. However, once you open the door, a red-shirt armoured with an Ultra Shield Vest inside will stop you and its takes many bullets to kill him. Try not to let your explosives guy get hit. The two stations are side by side so set the timers for long, keep all your mercs out of that room and let the stations blow. There are three crates, two to the north and one in the south-east corner. Try to grab the northern one just after the door first as it will most definitely contain a grenade launcher. The next crate will likely contain a metal detector. When you try to move towards the south-easterly crate, if you're not lucky, a red-shirt from the north-west will snipe at you through a window. The northern room has a locked door and another locked door so if you have a merc with a locksmith kit, pick them and tackle that red-shirt. It depends on his movements. The door to the room in towards the west is locked any does not contain anything inside.

See also[]

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