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JA2: SAM Site Puzzler

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Kevin McGuire

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Sep 10, 1999, 3:00:00 AM9/10/99
to
I'm trying to clear out the SAM site south of Cambria, which has been
going pretty well, UNTIL...
There's a building on the site, with one door, and no outside windows.

|D ----------
| E|
| |________
| | |
| | |
| | |
| | |
| E | |
--------------

With D being the door, and the E's the locations of the two enemy guards
(my ascii art is pretty bad). The mission is at night. When I open the
door with a merc, he gets pasted by one of the two enemies, and when I try
to move into the room, my guys get all shot up. To make things worse, if
I wound one of the mercs, he runs off into a door I can't see and sets off
some sort of alarm, which results in some sort of gas being released.

So, is there an elegant way to solve this puzzle? Does it matter that
the alarm is triggered (beyond my mercs getting gassed)?

--
Kevin McGuire
University of Pennsylvania
#Remove the 2 "moo" to reply#

David Conner

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Sep 10, 1999, 3:00:00 AM9/10/99
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In article <7rb5v7$iv0$2...@netnews.upenn.edu>,

I had a hell of a time with this building too. The first time I tried
it was *way* too early, on the theory that taking that SAM site would
give me free rein over the center of the map. Got totally torn up
once I tried getting into the bunker. So I reloaded and decided
to take it on again much later.

Later, I did just that. I'm not sure what other methods might work, but
my reasoning was: The enemy is in a great defensive position, protected
by two layers of walls. Solution? Tear down those walls! I set up a
perimeter
around the area, then fired two LAWs (pretty much diagonally through
the "D" in your map, if you follow me). That opened up the bunker,
then I tossed a mustard gas and a tear gas grenade in to flush out
anybody who still wanted to stay put, into a field of fire of my
choosing. It worked quite well, though my LAW firer got torn up by a
surprisingly competent resident of the bunker....


Sent via Deja.com http://www.deja.com/
Share what you know. Learn what you don't.

Erland Andreassen

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Sep 10, 1999, 3:00:00 AM9/10/99
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On 10-Sep-99 15:52:23 the geek with name Kevin McGuire wrote:
>With D being the door, and the E's the locations of the two enemy guards
>(my ascii art is pretty bad). The mission is at night. When I open the
>door with a merc, he gets pasted by one of the two enemies, and when I try
>to move into the room, my guys get all shot up. To make things worse, if
>I wound one of the mercs, he runs off into a door I can't see and sets off
>some sort of alarm, which results in some sort of gas being released.

>So, is there an elegant way to solve this puzzle? Does it matter that
>the alarm is triggered (beyond my mercs getting gassed)?

I had someone go to the backside and fire into the wall (it did draw attention
from the door). Then had someone throw a smokegrenade in the doorway since the
door was allready open. then just used stealth and sneaked in and pop'ed them
both. You can use TNT and blow the wall wide open too if you feel like it.
Btw: in that smaller inner room in that building I encoutered Mike. Had Shadow
open the door and "Uh? Mike"... oh well, he couldn't stand burstfire two times
amied at his head :)


Rune Boersjoe

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Sep 10, 1999, 3:00:00 AM9/10/99
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>both. You can use TNT and blow the wall wide open too if you feel like it.

I don't know... TNT is hard to come by it seems. I have like three packs, merged
with RMX to make HMX sitting at my armory at Cambria hospital. I also have about
20 LAWs, 5 mortar shells, and perhaps 50 40mm grenades and like a hundred
grenades of various sorts.

Their priority seems screwed up... you might as well use a LAW as a TNT, since
they are easier to come by. Does Bobby Ray even ever sell TNT?
--


Top fact to piss off Conservatives:
Jesus was black, a jew, and came from poor conditions in the ghetto.

#1460
EAC Space Program Director
ICQ UIN: 1104409
Reply by mail to jb...@jancomulti.com

Erland Andreassen

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Sep 10, 1999, 3:00:00 AM9/10/99
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On 10-Sep-99 16:20:21 the geek with name Rune Boersjoe wrote:
>20 LAWs, 5 mortar shells, and perhaps 50 40mm grenades and like a hundred
>grenades of various sorts.
>Their priority seems screwed up... you might as well use a LAW as a TNT,
>since they are easier to come by. Does Bobby Ray even ever sell TNT?

Devin in San Mona will supply you with all you need :) Heck I blew Kingpin's
house wide open with 14-15 TNT's with remote detonators, That was a memorable
show to watch. strange the roof didn't fall down :) Grenades I use when I have
them, saving up isn't worth it. First time i did JA2 I had loads of unused
grenades and stuff, so now I have this "use when you have it" attitude when I
play :)


Nan Wang

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Sep 10, 1999, 3:00:00 AM9/10/99
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I would just go in front of the door and take a couple of bullets, move him
away to get bandaged, then send a couple of other guys to take out the guard
facing the door. Wait until the gas comes (you do have gas masks, right?)
and send in the calvary.

Kevin McGuire <kevi...@mail2.sas.upenn.edu> wrote:
> I'm trying to clear out the SAM site south of Cambria, which has been
> going pretty well, UNTIL...
> There's a building on the site, with one door, and no outside windows.

> |D ----------
> | E|
> | |________
> | | |
> | | |
> | | |
> | | |
> | E | |
> --------------

> With D being the door, and the E's the locations of the two enemy guards


> (my ascii art is pretty bad). The mission is at night. When I open the
> door with a merc, he gets pasted by one of the two enemies, and when I try
> to move into the room, my guys get all shot up. To make things worse, if
> I wound one of the mercs, he runs off into a door I can't see and sets off
> some sort of alarm, which results in some sort of gas being released.

> So, is there an elegant way to solve this puzzle? Does it matter that
> the alarm is triggered (beyond my mercs getting gassed)?

> --

Rune Boersjoe

unread,
Sep 10, 1999, 3:00:00 AM9/10/99
to
>Devin in San Mona will supply you with all you need :) Heck I blew Kingpin's
>house wide open with 14-15 TNT's with remote detonators, That was a memorable
>show to watch. strange the roof didn't fall down :) Grenades I use when I have
>them, saving up isn't worth it. First time i did JA2 I had loads of unused
>grenades and stuff, so now I have this "use when you have it" attitude when I
>play :)

Eh? I've never tried the remote... but like... if you could place an explosive
or two right around every of the major enemies in San Mona that would help hehe

Brian C Robinson

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Sep 10, 1999, 3:00:00 AM9/10/99
to
Kevin McGuire (kevi...@mail2.sas.upenn.edu) spewed forth:
: With D being the door, and the E's the locations of the two enemy guards

: (my ascii art is pretty bad). The mission is at night. When I open the
: door with a merc, he gets pasted by one of the two enemies, and when I try
: to move into the room, my guys get all shot up. To make things worse, if
: I wound one of the mercs, he runs off into a door I can't see and sets off
: some sort of alarm, which results in some sort of gas being released.

: So, is there an elegant way to solve this puzzle? Does it matter that
: the alarm is triggered (beyond my mercs getting gassed)?

:
Hmm. I didn't notice an alarm in the Cambria SAM site. But I
think the best way to handle this would be to scare up some TNT and blew a
hole in the wall on top of one of the guys.

--
George Gilder: Moore's Law governs Silicon Valley, but moron's law
governs Washington, DC.
--------------------------------------------------------------------------
Jagged Alliance 2 FAQ: http://pegasus.cc.ucf.edu/~bcr19374/ja2faq.htm


Jimmy Chan

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Sep 10, 1999, 3:00:00 AM9/10/99
to
On 10 Sep 1999 14:52:23 GMT, kevi...@mail2.sas.upenn.edu (Kevin
McGuire) wrote:

>I'm trying to clear out the SAM site south of Cambria, which has been
>going pretty well, UNTIL...
>There's a building on the site, with one door, and no outside windows.
>
>|D ----------
>| E|
>| |________
>| | |
>| | |
>| | |
>| | |
>| E | |
>--------------
>

>With D being the door, and the E's the locations of the two enemy guards
>(my ascii art is pretty bad). The mission is at night. When I open the
>door with a merc, he gets pasted by one of the two enemies, and when I try
>to move into the room, my guys get all shot up. To make things worse, if
>I wound one of the mercs, he runs off into a door I can't see and sets off
>some sort of alarm, which results in some sort of gas being released.
>
>So, is there an elegant way to solve this puzzle? Does it matter that
>the alarm is triggered (beyond my mercs getting gassed)?

\________________________
| |
| |
| |
| ________ E2 |
| \ \ |
| | | |
| | | |
| | | |
| |_______| |
| X |
| X X |
| E1 X |
|_________________________|

\ - Door
X - Crates
E - Enemy

I managed it in daylight but after a few restarts...8-(.

Just line up a couple of mercs in the outer building door, prone is
better, and have another merc open the door, prone or crouched
preferably. At most you may get an interrupt from E1 but because
you're still outside the door E2 doesn't surprise you. In some
retries, E1 never gets an interrupt and my mercs can hit him while he
moves from West - East. You may get one or two shots by E1 but after
that you let your mers snipe him from a distance. Once you have E1
removed as a threat or he runs behind the wall, E2 usually moves away
south. Btw, you have picked up all those gas masks that are lying
around haven't you? You can just have a couple of your best mercs
move into the outer building and leave the rest at the outer door to
provide cover fire.

Move your mercs south, take out E1 if not already done and then move
around the inner building and use the crates as cover, and take out
E2. Then wait for the next surprise.

Spoiler follows.

Once you have taken out E2, there are 2 other enemies in the inner
building and one carries a LAW, this one pissed me off, he was
critical and then he went and blew one of my mercs to pieces and one
section of the inner building wall also. To handle this situation
make sure you have gas masks on, did I forget that the switch to the
gas is in the inner building?, anyway the two enemies will hit the gas
and then pop out of the inner building. Strategically, position mercs
to cover the two doors from a distance as they come out firing....


Gary White

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Sep 10, 1999, 3:00:00 AM9/10/99
to
I tossed a light stick in as far to the SW as possible, then a smoke
grenade just inside the door. Immediately had mercs fire at the walls
behind the 2 enemies from outside to get them to turn towards the wall.
The SW one had his back turned and went down easy, the SE one got a shot
off but that was all.

Kevin McGuire wrote:
>
> I'm trying to clear out the SAM site south of Cambria, which has been
> going pretty well, UNTIL...
> There's a building on the site, with one door, and no outside windows.
>
> |D ----------
> | E|
> | |________
> | | |
> | | |
> | | |
> | | |
> | E | |
> --------------
>
> With D being the door, and the E's the locations of the two enemy guards
> (my ascii art is pretty bad). The mission is at night. When I open the
> door with a merc, he gets pasted by one of the two enemies, and when I try
> to move into the room, my guys get all shot up. To make things worse, if
> I wound one of the mercs, he runs off into a door I can't see and sets off
> some sort of alarm, which results in some sort of gas being released.
>
> So, is there an elegant way to solve this puzzle? Does it matter that
> the alarm is triggered (beyond my mercs getting gassed)?
>

> --
> Kevin McGuire
> University of Pennsylvania
> #Remove the 2 "moo" to reply#

--
Gary White
Lansing, Michigan, USA

mailto:garywh...@att.net
ICQ# 575452

Erland Andreassen

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Sep 10, 1999, 3:00:00 AM9/10/99
to
On 10-Sep-99 17:45:51 the geek with name Rune Boersjoe wrote:
>>of unused grenades and stuff, so now I have this "use when you have it"
>>attitude when I play :)
>Eh? I've never tried the remote... but like... if you could place an
>explosive or two right around every of the major enemies in San Mona that
>would help hehe

Yeah it did. btw: not evry civilian in San Mona is an enemy when fighting with
Kingpin's people. Its quite cool though, set like 4-5 explosives with remote
detonators to the same signal. And make them all blow up at once :) Like when
fighting in Alma (in the sector where the general) is.. blew the walls wide
open all around would have been a great show to watch :)


Kevin McGuire

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Sep 14, 1999, 3:00:00 AM9/14/99
to
Kevin McGuire (kevi...@mail2.sas.upenn.edu) wrote:
: I'm trying to clear out the SAM site south of Cambria, which has been
: going pretty well, UNTIL...
: There's a building on the site, with one door, and no outside windows.

: |D ----------
: | E|
: | |______ |<== Fidel put bomb here!
: | | |
: | | |
: | | |
: | | |
: | E | |
: --------------

: With D being the door, and the E's the locations of the two enemy guards
: (my ascii art is pretty bad). The mission is at night. When I open the
: door with a merc, he gets pasted by one of the two enemies, and when I try
: to move into the room, my guys get all shot up. To make things worse, if
: I wound one of the mercs, he runs off into a door I can't see and sets off
: some sort of alarm, which results in some sort of gas being released.

Thanks to everyone for the advice! It turns out that I didn't have a
single gas mask for any of my guys, but Fidel was carrying some
explosive, so I decided to take out a chunk of wall. The explosion took
out the red shirt who was next to the wall section that vanished, and Fox
got an interrupt on the guy inside the middle room (though not before he
triggered the alarm!), and as Wolf says, "nothing left but funerals here."

Now I've got to go send some flowers to Deirdranna...

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