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The official way to do this is slowly advance, sending some people ahead, with others behind providing covering fire. Do this until you reach the compound.
The cheap way to do this is bring in a ton of stun bombs and tear gas, and knock out as many enemies as you can. Unconscious enemies are not dead enemies, and the computer has a maximum of how many enemies it can have. (8, I think? Not sure.) Knock out as many as you can, and then advance while they're all on the ground gasping for breath.
I did try slowly advancing after initially trying this tactic, made it to Santino but basically had 2 dead mercs and a bunch of wounded. It doable with save/restore but an easier way would be the way I came up with back in the 90's when I first played this game and subsequently re-beat on hard with.
How you beat it:
The enemies will be out front of the building for the most part guarding it. Every time you kill an enemy, one will spawn from the front door and you will just keep on constantly dealing with them. When you enter the sector from sector 2 I believe it is (which ever sector is the one directly to the east of Sector 1), you enter at the highest point that keeps all of your guys within the wall. Run them up to the burned out building and hide behind it. There is a bush that blocks you from moving along that north wall, blow the wall up with C4, then once it is blown up, you can blow up the wall behind the bush blocking you. This allows a path for your mercenaries to move into the water, around the shrub and close to the east door which is the door for the room directly next to Santino's. You can give cover fire using the bushes for one guy to run around and blow up the wall outside of the door and then walk your guys AROUND the edge of the wall (don't go into the water, it will ruin your weapons and snakes will get you if you try to shortcut it). The wall gives them protection from the enemies and then they can enter right next to the door and block the corridor which is favorable for you since you can hide behind the bush, the shrub and the jagged cuts in the wall. You really only need 2 guys to beat this final sector. Mike and Magic work well, especially if you have to pick the lock for the door, I cant remember, don't think you do though, but anyways here is the key, once you reveal a room where the guys come from, of which this east door room is one of them, they stop spawning there. So in theory you could just occupy every room in the building and they wont spawn. However, all you have to do from the east room is open the door to Santino's room, sit in the doorway and that will stop the guys from spawning in both rooms. Once you make it that far though, unless you just want to mess around and explore you are pretty much in the clear, you wont really have to worry about guys chasing you down. Don't forget to grab the sapling after he blows the place up. The pattern I have most often seen is a 45 degree line down and to the left of him with explosions, then one in the middle of the room that has a wide radius. I don't think its necessary to get the sapling to win the game but I do think it helps your rating that they provide at the end...if you can catch it before DosBox closes it.
Also, I thought I should mention this, I read a guide online where someone said they didnt understand what retrieving the headstone does for you and that Jack hurrying you is just a bunch of B.S. and is just a side quest no more no less. This is WRONG, and I mention here because it will help you prepare for this zone and have the team and the gear you will need to beat it. The headstone gives you 100% loyalty from the natives, you no longer have to pay them any more money and they wont quit if you put no mercs on for the day and let them do all the fighting. It also gives you a 500 cap on employing natives that never increases or decreases as far as I have seen. This is super important because one it allows you to build a sizeable amount of money to afford mercenaries even if you are taking a loss by employing them all and two, you need to enter Sector 1 with all of your guys going in having modified M14's or M16's (M16's are optimal but only by a small margin). Modified M14's/M16's are M14's/M16's that have had a steel pipe attached to them. Make sure the weapon is fully repaired to 100%, you can get jams as low as 94%. Spectra shield and kevlar helmet treated with compound 17. Dont worry about the vest that gives you extra protection, you need the pockets to carry all your stuff unless you are doing a true smash and grab. Once you have the headstone you can just let natives do all the fighting while resting your guys to save money and having your mechanics fix everything up to 100%. Mechanics can improve the quality of all armor even if treated and re-damaged, all weapons, explosive devices (from useless), etc...
Spec is a D1 grab you never take into the field. You dont want to bring him in D2 because it will cost 1000 dollars to bring him in and he is so cheap you can get 3 days out of him before he costs 1000. Just rest him on D1 and save the 150 dollars or whatever it is. Spec will eventually after repairing enough stuff go from 99 to 100 in mechanical skill. Eventually you will want to bring on Glen "Boss" to repair along with Spec because you will be getting so much stuff and taking damage, etc... He will also quickly go to 100 skill. Mechanics that dont go into the field are a huge part in playing this game and surviving it. You will likely want 2 mechanics on at all times. Eli the doctor can substitute as a mechanic when not in doc mode until you get someone better. You will pretty much have Ivan and Spec from D1 to the end. I recommend starting with Ivan, Ice, Fidel, and Spec for D1. It is a bit expensive (on hard) but if you can get the micropurifier D1 and take 3 sectors a day for the first 4 days, you are in good shape. A good strategy to follow is from the starting sector, take every sector in those last 2 columns on the map. It is doable in 3-4 days and the reason it is important is because for most of the game, you are never needing to employ more than 64 guards a day since all they have to do is hold that left most sector. You dont need to put guards in any sector behind them. So just work your way column by column moving guards over to the west as needed. If you do a staggered approach, you may need to hire more than 64 guards since you essentially have a bigger border to protect. For example, you conquer the two right most columns as i have said to do and you own them. Then you want to go get Brenda's Journal, so you bee line right for it and take to sectors to the left, now you have to guard both of those sectors instead of just moving men from the one sector into the adjacent left sector. this strategy to save money early on works because you and santino's men cannot attack adjacently.
Hope this helps.
- played on normal difficulty
- i read that the last sector has a limited pool of a hundred enemies
- i put guards in sector 2 and 11 and waited over mutliple days with my squad in sector 2 at the bottom of the screen where the wall is closest of the edge.
- using time compession (c) i waited until the sector got attacked (up to 3 times per day, sometimes none) and it was fairly easy to defeat the attacks.
- funny thing is they never attacked sector 11, only sector 2 where i was waiting
- after killing about 80+ enemies over mulptie days there were no attacks 3 days in a row.
- then i attacked sector 1 and there were 7 enemies left.
-after defeating the enemies i didnt enter the last building but ended the day to have a save point just before the ending.
- on the last day i used scully to unlock the doors and get the sampling and thus ending the game, fist time i wasnt fast enough but i had a save game were i only needed to enter the building