Home » SIRTECH CLASSICS » Jagged Alliance & Deadly Games » JA1: Crates
JA1: Crates[message #241169]
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Mon, 04 January 2010 21:37
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LordHaHa |
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Messages:17
Registered:November 2005 Location: Midwest, USA |
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Kind of funny that I'd de-lurk over JA1 rather than 2, but I guess that's how it rolls.
Anyway, got a quick question regarding those soddered-together, super-glued and nanotech-bonded crates scattered around Metavaria (sic?). Its the most obvious question; what is the best way to open them? I've read the guides, and it appears that Breath is a factor along with Health, but another article suggests that Mechanical is also a factor. The formula may also involve the condition of the crowbar.
If health is the best way to open them, would hiring Hurl (maxed at 100) be a good idea? If Mechanical aptitude is also a factor, who would be a good alternative?
I do have to say (on my second JA1 game and my first proper playthrough) that, in comparison to JA2, its nice to see the crowbar actually have some useful attributes rather than dumping it when you have a Mechanical 60+ guy with Lock Picking on your team busting through every portal you find.
LordHaHa
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