Jagged Alliance 3 Walkthrough and Guide (2024)

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The easiest way to play is through stealth, even during the day. While the mercenary is in stealth, he is less visible, that is, enemy snipers pose a lesser threat.

Jagged Alliance 3 Walkthrough and Guide (1)

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Julia Kushnaryova

Date of publication

18 July 2023

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Jagged Alliance 3 Walkthrough on Difficulty Mission: Impossible


The easiest way to play is through stealth, even during the day. While the mercenary is in stealth, he is less visible, that is, enemy snipers pose a lesser threat. At the same time, a stealth shot has a chance to immediately kill the enemy, even if it causes minimal damage.

You can hide anywhere, even in an open field, with one keystroke; the main thing is that none of the enemies at this moment see the mercenary. Therefore, if the stealth button is not available, you need to take the fighter a few steps back or hide behind the wall, and hide it already there.

AI responds to fire from stealth according to two main algorithms. Snipers - continue to hide in their positions, everyone else - rod ahead and try to find shooters. Therefore, it is good to cover your positions with a machine gunner. Ideally, put it so that it is not visible to enemy snipers (closed by a wall or stones), but the oncoming enemies would fall under fire before they burn our shooters.

Another effective option is to shoot at light. Send forward the best stealth, who himself will not shoot - only mark enemies, and the rest of the team will shoot at the coordinates. This will reduce the effectiveness of the fire, but increase the survivability of the squad.


Features and how to download them

  • Health - hit points.
  • Agility - is responsible for the number of action points and the effectiveness of stealth.
  • Dexterity (dexterity) - gives bonuses to accuracy, healing, repairing objects and clearing mines.
  • Strength - increases inventory and melee damage.
  • Intelligence - increases the speed of learning (for students).
  • Leadership - increases the speed of learning (for teachers).
  • Accuracy - Accuracy when shooting from firearms.
  • Mechanics - repairing items, modifying weapons, picking locks, disarming traps (electric shock, alarm).
  • Sapper business - neutralization of booby traps, creation of objects (grenades, cartridges). Effects the damage dealt by explosives.
  • Medicine - treatment of wounds.

In quests, these parameters are sometimes checked. For example, a quest to investigate a murder in sector L18 requires 80+ medicine to correctly determine the cause of death.

Even in the dialogues, the presence of the perks "negotiator", "grated kalach" (scoundrel) and "psychopath" is checked. Sometimes they allow you to save money, sometimes you can get an additional reward, and sometimes you can't complete the quest without them at all.


Therefore, in an active party there must be at least one "negotiator", one "kalach" and one "psychopath". If there are more than one of them, the game randomly chooses which of them will speak with the NPC. The result is the same anyway.

IMPORTANT : if the non-script does not open a distant dialog window, ie his phrases are displayed above him on the tactical map - you need to speak to him specifically with the mercenary who has the necessary perk.


Skills are pumped in three ways:

  1. practice . If a mercenary is wounded, his health is pumped. Treat - the doctor swings "medicine". He beats someone in close combat - strength swings. Well, and so on. The most difficult thing is to download intelligence. It rises when the mercenary finds healing herbs at the location, but over the entire game it will grow by a couple of points. Finding (and disabling) traps brings much more, so sappers will be the wisest in the team.
  2. magazines . They immediately give +1 to a certain characteristic. Each characteristic has its own thematic magazine. You can find them in chests in locations, they are given as a reward for quests, plus they can be bought in Fleettown. In sectors H8 and H9 there are stalls where you can buy a random magazine for $1000 once a day.
  3. Training , ie when one mercenary teaches another. You can teach anything except the intellect. The speed of learning depends on three factors: 1) the leadership of the teacher, 2) the intelligence of the student, 3) the difference in performance between them. If the teacher has the basic "training" perk, the process will go faster.

IMPORTANT : the learning rate does not depend on the number of trainees! Therefore, it is better to teach the whole gang at once.

What weapon to choose

  • Snipers are the best weapon category in the game. Long-range, accurate (with maximum aiming, even a mercenary with poor accuracy (60) has a good chance of hitting the head). Powerful - a headshot usually kills on the spot, and the armor does not save (and if it saves, you need to plant a party sapper to make a couple of boxes of armor-piercing cartridges). And most importantly - you can wind a silencer on rifles. A party armed with silenced rifles can clear the entire map without ever picking up a nix at all.
  • Base Gewehr 98 will drop in large numbers from the start of the game. In sector H3 there is a whole pit with them, however, in poor condition - you will have to plant a party mechanic for repairs.
  • Dragunov in He's won quantities - be in unlimited camps (2000 is at night. .Masks can be sold or give it to the Port Cocoa museum (L8).
  • Dragunovs can be exchanged for Winchester 1894 , but this is to taste - the distance of the "Winchesters" is lower.
  • There is also M24 , but they slow down the mercenaries (deprive them of "free movement" at the beginning of the round), so it's also an amateur choice.
  • A definite upgrade is PSG1 , but they come across only closer to the final.
  • Machine guns are rubbish . High cost of shooting, low damage, poor accuracy.
  • Shotguns are also mostly trash . There are two exceptions: 1) if you need to get into overwatch and shoot the oncoming hyenas. 2) Enemies are in a bunch and I want to put the Supressed debuff on them. Although in such cases it is easier to shower them with grenades or decompose a machine gun.
  • Machine guns are characterized by high rate of fire, good accuracy and cheating mechanics: if a fighter lay down and laid out a machine gun, he automatically has overwatch on a cone in front of him. That is, if the enemy moves or tries to shoot, a long burst will immediately fly into him. Moreover, you can trigger this overwatch at least ten times per round. As a result, if the enemies lie in a bunch, you can run up as a machine gunner, lie down in front of them, and during their turn, the enemies themselves will be killed by our machine gun. Machine guns have three disadvantages: 1) high consumption of ammunition 2) they are heavy and therefore slow down the mercenary 3) low damage per bullet.
  • Thebase MG42 is a pretty bad gun and is likely to disappoint. But before you write off this category of weapons - wait for the HK21, fully modify it and hand it to Vicki Waters. It's just a hurricane.
  • A free HK21 can be picked up at B13 - it lies in a box in the middle of the street (a couple of pieces I came across before, but I completely forgot where).
  • Knives . The most powerful weapon for close and medium range, but requires appropriate training: high strength (to hit hard), agility (to hit) and agility (to reach).

A knife-wielding attack aircraft constantly uses "free movement": first to run to the enemy, then to run from enemy to enemy. Therefore, he cannot carry heavy weapons (machine gun or M24; "Dragunov" is possible) or use heavy armor. So he will often have to tank with hit points. Therefore, the stormtrooper needs high base health and perks that give "Willpower" (Grit): "full contact" and "vanguard". Since he will still get hurt, "fury" is good, giving +10% damage for each wound. To be honest, I don't even heal my knifemaker - the “willpower” buffer covers it well, and wounds only increase efficiency.

Of the common perks, "sprint-retreat" (free movement after a knife attack), "streak of murders" (increased damage when switching targets) and "concentration" (extra APs are not superfluous) are also important.


Another important "surprise attack" - many enemy attack aircraft have the "return fire" perk, when in response to the received damage they shoot (and hit). Surprise Attack will neutralize this enemy perk.

It is also very good if the cutter has the Hand-to-Hand Combat perk - in fact, this is a constant knife overwatch on neighboring cells.

In general, a knifeman requires targeted training, but such a fighter can cut out two to four soldiers each turn.

For a knife maker, the ideal weapon is the basic knife. It can be sharpened with a special whetstone, which is extremely rare - I've only met two in the entire game. One is in mines C7, and another one is in town F13.

Grenade launcher, RPG, mortar - things are rather weak, because the radius of destruction is small, and even a direct hit does not always kill the enemy. But with the help of RPGs it is very convenient to break walls, which allows you to get around some tightly locked doors.

Gathering the team - the main six

The main character is a knifemaker, sniper, "negotiator". Perks: hand-to-hand combat, training. Stats: health, agility, agility, strength, intelligence, accuracy - 85 each, leadership - 35, the rest - equally.

We take as partners:

  • Phase ( Livewire ) - "grated kalach", mechanic, medic, potentially sniper. Her unique perk highlights ALL enemies on the map if the team has intel on that sector. She also has a device that allows her to find and hack objects in levels for intel or money, so she basically pays for herself. She also has high wisdom, so she will level up quickly and can immediately go to the lower branch of general perks: "distracting shot", "warning shot", "example for fighters" and "shock and awe". This will allow you to pump the morale of the team (which gives more AP per turn). Or it can be pumped into snipers / stealths: "sniper", "ambush", "return fire", "accurate shooter".
  • Barry Unger - demolition and sniper. By itself, it generates the most powerful grenades in the game, nothing else (apart from a low salary) is not remarkable, but very useful early on.
  • Fox - "grated kalach", medic, sniper and stealth. Her unique perk allows her to fire an extra shot when attacking from stealth before her enemies realize something. those. she alone can take down two sentries at once, which will break a significant part of the encounters.
  • Nails - "psycho", sapper, mechanic, melee, sniper. He has a nice unique perk that increases damage after the first kill, and has already picked up a few melee perks. It remains for him to pump up agility in order to take a "swoop-retreat", and then "full contact". He won't be as good as GG, but overall he will be a good company.
  • Vicki Waters - mechanic, machine gunner, sniper. Her unique trait is that if she shoots weapons that are fully modified (each slot has a custom part), then each bullet deals +7 damage, making her an ideal machine gunner. She also repairs worn equipment in a passive mode, so when you walk around the map or train the militia, you need to give her someone else's equipment so that she can patch it up for free. Vika also has a unique master key that can be repaired. Since there are a lot of closed doors and chests, it will come in handy.
  • If you fire Barry , you can take the Mouse - her unique ability allows her to ignore enemy overwatch, which makes her the perfect attack aircraft for those rare cases when the enemy behaves smartly and camps the entrance to the room instead of breaking out. Since this rarely happens, I still make her an optional hero.

Short run of the company

  1. Create a hero, hire Phase and Barry for two weeks. We beat off I2, H2, H3. We find three Gewehr, we return to Ernie.
  2. We are hiring Liska for two weeks. GG and Barry train the militia, Phase repairs snipers, winds silencers and optical sights on them (lenses can be found in H3).
  3. The Legion raid is coming. We kill, wait for the arrival of Liska, beat off H4. On the way back we go to I3 on the quest (save hubby).
  4. We return to Ernie. We train the militia, we repair equipment, we look at the melting account.
  5. Found bags with diamonds are NOT CASHED - they will come in handy later. GG can read magazines if they are in his profile (accuracy, dexterity, agility, health, intelligence) The rest of the magazines are still collecting
  6. We make a raid on B2, take the mine A2. A2 must be taken at night and on stealth, because if you make some noise, then the bandits will start killing the miners, reducing our future income. We train the militia, we repair objects, we hire Nails (Nails) with the arrival in B2
  7. Capture F5 as a staging post, then free Flytown (H7-H9). Don't try to find Smiley in H8 - the team doesn't have enough leadership right now for everything to end well.
  8. In H9, we change diamonds for loot boxes until we get a dose of Metaviron. We go with her to F7, recapture the fort and give Larry a dose of Metaviron.
  9. We hire Vicki Waters, and, if there is enough money, Ron "Raider" Higgens. If there is not enough money, we recapture the Cocoa Port.
  10. If you want to change Barry to Mouse or anyone else, now is the time, because then the team will be essentially formed.
  11. So, we sit down in a cheerful crowd and go to G10. This is an important staging area through which almost all Legion attacks go, so you can sit here for a long time without harming the campaign as a whole. Which we will do, because the training time begins.
  12. First, Ron must train everyone present (including Larry) in leadership. The more the better, but 60 is enough for most quests.
  13. After that, the role of the teacher passes to the GG: he teaches the others accuracy, strength, agility (especially Nails) and everything else that is necessary and that he himself has already pumped. Ron and Larry are not present at the same time - they are support characters, their role is to run around the map and train the militia where they were knocked out.
  14. If you want to optimize the process, you can leave Ron and Larry in G10 and the surrounding area, and move the main gang to Pantagruel, and then to the C5 poacher camp in order to buy all the Dragunovs in between training sessions.
  15. In any case, in this phase of the game you can safely afford long training sessions, and at the end you will have a team of natural terminators. True, their salaries will also grow, but given the number of working mines, there is nothing criminal in this. And when the mines begin to dry up, you will already have a giant cash cushion, which will last until the end of the game.
  16. Plus, there are several more mines within walking distance: we capture the Chalet de la Paix, from there by water to D17 and I18. Plus, you can demolish the forts on E16, F19 and H24, practically stopping the pressure of the Legion. After that, you can already calmly study the map and do a side game (well, or quickly complete the game).
  17. True, don't go too far east before you save Biff at A8. The fact is that this will trigger powerful pressure from the enemy: a separate army will move on each of your captured objects. You won't be able to intercept them all, and the militia on autopilot will also fail, so get ready for the fact that you will have to fight off the conquered in the second round. But after the initial rush, the pressure from the enemy will decrease to almost zero.

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Jagged Alliance 3 Walkthrough and Guide (2024)

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