Part VII of Jagged Alliance 2 Walkthrough.
Tixa Jagged Alliance 2
Tixa prison is located five sectors to the west of Alma. We haven't located the humvee or ice-cream truck at this point, and Skyrider's helicopter can't fly us there due to the nearby SAM site (it'll get shot down), so we have to hike for 10 hours in order to arrive there.
We stop one sector short of entering Tixa. Why? In order to rest. Never enter hostile sectors while under the effects of fatigue; as in real life, it adversely affects every aspect of our performance. Thankfully, we didn't meet with any aggro en route or when resting.
The foul-faced Warden is married to a disgusting fat slob named Brewster. They live in a fenced-in house on the prison grounds.
We use wire cutters to breach the razor-wire fenceline.
Now, Warden only goes home for dinner; that is, for one hour each day between the hours of 5.00 and 6.00 p.m. She demands that her husband cook for her; smart. Otherwise, she's in her office. However, the time of confrontation doesn't matter because she can't be bargained with or reasoned with at any time of the day.
Upon catching sight of us, she draws out her MAC-10 submachine gun, and goes ape-shit.
The best thing to do is just cap her in the head through the window, under cover of stealth.
Now that's what I'm talking about!
However, this act draws redshirt aggro unless we executed a silent kill (e.g., Silenced MAC-10). And that means Brewster is too busy cowering on the floor in fear. And that means he won't spill his guts to us and give us the shiny key to the Warden's office until we've cleared the entire sector. Unless we cap him, too. Then we can loot his fat corpse for the key.
Not that we can't get in without keys: there are other doors that can be unlocked conventionally, aka by a locksmith such as Barry (see above map). And remember that explosives "open doors" as well, so to speak [recap pic]. Not just that, but redshirts also open certain doors, once aggro'd. If, however, we enter the prison and start making a noise without first having slain the Warden, she hits a switch in her office that releases a toxic knockout gas, prison-wide. No gasmask? Big trouble.
Brewster
If we don't knock on the warden's door at dinner time, only Brewster is around (the Warden is in her office). Brewster is a pure dickhead:
Conrad then scores an Interrupt on a redshirt trying to escape the gas (left). Then, he gets the jump on another redshirt who appeared from outside:
Another redshirt miraculously escapes a gas-choked corridor, only to run into Conrad's fourth successive burst:
What does the gas do, though? It knocks out everyone within the AoE (drains all EPs). Since the alarm wasn't sounded no one has their gasmasks on, so they succumb. That said, there are several rooms in the prison that the gas plume doesn't reach.
The several redshirts based outside were mowed down pretty easily. Below depicts the viewport width at 640px. It's appoximately 130 paces. And yes, Conrad (far right) can get reliable headshots on that redshirt (far left). Without a sniper rifle.
Once the initial aggro is dealt with, the squad needs to explore inside the prison. It's likely there are a few straggling redshirts holed up inside. One bastard was holed up in one of the torture chambers: when Barry unlocked the door, he was shot in the guts - twice. That made me butthurt because it was the last redshirt standing, and in a previous post I made a mental note to keep Barry out of harm's way. Well, it couldn't be helped: the one who unlocks the door also opens it automatically. And Barry is my only Locksmith.
Anyway, the I.M.P stormed straight in and blew the bastard away.
Thus, the main prison sector is cleared, yielding 15 kills in total. We've still got to negotiate the basement, though.
Most notably, we find the following firearms: MAC-10 x1, H&K G41 w/ Sniper Scope x1, M-14 x1...
We also find LAW x2 and Compound 18 x2.
Compound 18 is a liquid coating that can be applied to body armor. A Spectra vest grants 38% armor. With C18? 45%. There is a better coating than Compound 18. It's called Royal Jelly, and it's looted from the Crepitus Queen's corpse (53%). C18 and RJ can be applied to leggings and helmet, too. A full Spectra setup coated in RJ results in 99% armor [pic].
Dynamo Location
We recruit Dynamo from one of the holding cells in Tixa Prison. This is the guy Matt of Alma sent us looking for [recap pic].
Bobby Ray's stock is semi-random, but it's level-scaled or progression-scaled. We're not going to be able to order Spectra armor and H&K G41s at this point, but we can still order some useful stuff:
In addition, and I forgot all about it, but on Day 2 an amateur version of A.I.M becomes available: M.E.R.C!
As with A.I.M we look for High Wisdom mercs; namely, Florence and Gumpy. Their physical stats suck, but they can be trained. I personally prefer to train them for non-combat utility purposes (Leadership, Medical and Mechanical).
The squad heals their wounds and repairs their items. During that time, Deidranna's forces conduct their third raid on B13: Drassen Airport:
Two militia units were promoted to Veteran status. As can be seen, that one that died in the last raid wasn't replaced. Militia can only be replaced by sending a Teacher up there to train new recruits. That means Ira and Buns. Or Florence and Gumpy, who I transport by heli from Omerta to Drassen. Amusingly, upon their arrival, these rank amateurs got caught up in a small skirmish:
Flo scored Marksmanship +1. :P
Both Flo and Gumpy will remain in Drassen in order to train militia and receive shipments from Bobby Ray's. Now, shipments have a tendency to go missing, so it's best that they throw some cash Pablo's way.
Next up: Tixa Basement & Caves.
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