This website is not maintained anymore. However, I want to redirect you to this continuation
), who continued the Stracciatella project
in March 2013. He has precompiled versions
available for Mac and Windows, and added the much desired freedom to play at any resolution
. If you are looking for any more information related to JA2: Stracciatella, refer to the JA-Galaxy forum
, which has been the central point of communication throughout the past decade (!). Much credits forever to Tron, for his great initiative to create Straciatella back in 2009.
Missing Scientist / Robot
Somewhere at the beginning-middle of the game, you’ll know from an animated
scene of Queen Deidranna and Elliot, that a scientist that worked for her is now
missing, leaving the queen totally pissed oﬀ, since he was working on a important
secret pro ject. What this scientist is working on, is in a Robot mercenary, trying
to develop a kind of super mercenary that ﬁghts all day long, with no need to
rest or eat and don’t keep complaining about his teammates (an all-day reality
in JA2. . . ) So, if can ﬁnd the scientist, maybe you can convince him to borrow
the Robot, to help you liberating Arulco, this of course, if he has already ﬁnished
the Robot. . .
The Location of the Scientist
Locating the scientist (most known as “MadLab”) can be a little bit diﬃcult,
because is location is random every game. But his location is always limited to
Farmland sectors somewhere at central/south map. The best way to ﬁnd him,
is to keep travelling a lot in the Strategic Map screen between sectors. If you
pass through a sector of interest (that could have the scientist) you will get a
message like. . . “Your squad notices someone in sector xx”. Then you might
want to look to see if he is in there. But even being random here are some
locations of where he was already found:
- H7 (between Cambria and Estoni)
- E4 (below San Mona Mine)
- I11 (between Cambria, Alma and Tixa)
- Around Balime
- East of Alma
When you get to the sector where he is, you should ﬁnd a house and a barn.
He’s in a hidden compartment of a barn that you can open by operating a
swith in the house. To ﬁnd the switch, enter the house, ﬁnd and open a drawer (cabinet) and there will be a switch in there. Turning on the switch will open up
the secret door to a room in the barn. Go in the barn and talk to the escaped
scientist, who is working on the bot.
How to get and use the Robot:
If you talk to the scientist using someone with pretty high leadership, he will
tell about his plans and explain what you have to do to get the Robot. He’ll say
in order to ﬁnish the Robot, you have to bring two items to him. A riﬂe and
Video Camera. You can get a Video Camera in one shop of electronics or in
the Museum of Balime. Go get them if you don’t have them and return, giving
them to the scientist.
Note: You should repair the riﬂe and the Video Camera before giving them to
the scientist, if they are not in perfect condition. To activate the Robot, one of
your mercs needs to wear the headset (remote control) the scientist provides you.
Then move the Robot like you would move a normal merc. To have reloaded his
weapon, make another merc do it for him (he’s kind of limited still. . . ). If you
need to repair him later, go to the Strategic screen (map and assignments), you
can change someone’s assignment who has a toolbox to Repair/Robot. Also,
sometimes when giving the stuﬀ, the Robot may ask for “7.62 cyber ammo” or “0
caliber ammo”. Well, don’t take it literally, he only needs his weapon reloaded.
Robot Merc abilities and capabilities:
After one of your mercs put the Headset remote control, the Robot can move,
shoot, and act almost like a merc (he can’t climb, lay prone, throw grenades
though). The Robot may not have great stats, but he can be very useful to you.
First take a look at his stats:
Agility 50 Dexterity 30
Strenght 30 Leadership 1
Wisdom 5 Marksm. 80
Explosives 0 Mechanical 0
Medical 0 Health 95
Experience Level 1
As you can see only Health and maybe Marksmanship are the good things
about him. But it’s his Health what can help you. The Robot takes a lot less
damage than a normal merc would when has been shot. And a good Mechanical
merc can ﬁx him up pretty easy. So the Robot is especially good in close quarters
situations when you’d rather not have your mercs get hurt. One example is when
taking out the Bloodcats since they are in large number and get close to you
pretty easily. With some backup from the rest of your guys he shouldn’t be
beat up to bad (it takes about 5 to 8 damage oﬀ for each hit from a Bloodcat
compared to the 20+ damage it would do to a merc). Another bad thing about
him is that the remote control weared on somebody’s head prevent this guy
from using gas mask, headsets, night goggles and sun glasses.
Choosing a weapon for the Robot Merc:
When the scientist asks you for a gun to mount on the Robot, you should choose
wisely, because the gun you choose will be forever attached to the Robot. So you
can’t change it anymore! If you want him to be in the front line in close quarters
situations, that means you need to give it a weapon with low action points and
large ammo capacity (no need for long ranges). Thus far I ﬁnd the M16A2/C7
(with rod and spring) to be one of the better choices for the Robot. The G11
also ﬁts these criteria as many others. But giving him a low end weapon may
limit him a little bit. So you can also think “I should give him the most powerful
weapon I currently have right now ’cause once it’s attached to the robot’s body,
it’ll be the only weapon the robot’ll ever use.” So, once again, choose wisely.
Also, it seems you can’t give modiﬁed guns to the Robot (either permanent or
temporary). When you try giving one to him, all the attached stuﬀ to the gun,
end in a pile on the ﬂoor (not certain about this).
Beware! If you give him the Rocket Riﬂe as the weapon make sure the
gun is “clean of ﬁngerprints”, because if it has been already used by someone,
you’ll not be able to use it and therefore useless to the Robot (get the “Invalid
ﬁngerprint ID” message). If you want to do that, get the Rocket Riﬂe ﬁxed by
the electronics guy ﬁrst and then give it to MadLab, and the Robot will be able
to ﬁre it. Trust me, I’ve done it!