
Jagged Alliance 3 — Achievement Walkthrough
50 achievement guides · sign in to track your unlocks · Full game page →
Across normal play you naturally pick up pistols, SMGs, assault rifles, shotguns, machine guns, sniper rifles and melee. Deliberately land a kill with five distinct weapon types — swap a merc onto a shotgun or knife for a turn if you are short one type. It unlocks on its own for most players by the mid-game.
Early in the campaign you can visit the I.M.P. website (via the laptop) and build a custom merc by answering the personality quiz and assigning stat points. Creating one I.M.P. merc unlocks this — a cheap, permanent teammate and a good idea regardless.
Aim at the head in the targeting UI whenever your hit chance is reasonable; headshots do bonus damage and often one-shot lightly armoured enemies. High-Dexterity mercs with rifles rack these up fast. Cumulative across the whole campaign.
Some walls, fences and cover can be shot through (the targeting line shows a partial obstruction and a reduced hit chance). Machine guns and high-penetration rounds are best. Line up a shot where the enemy is behind destructible/penetrable cover and land the kill through it.
Train militia in a town sector (assign a merc to Train Militia on the map), then when that sector is attacked choose to fight the battle manually rather than letting the game autoresolve. Win with your mercs alongside the militia.
Diamond shipments move between sectors on the strategic map. Position a squad to intercept the convoy sector and win the fight to seize the case. Watch the map for the shipment route and cut it off.
Outposts have defensive shield/strength values shown on the sector. Take the actions that lower those defenses (destroying defenses, winning approaches) until all shields on one Outpost are reduced, then it can be taken.
This is a hidden achievement and its exact trigger is not shown in the Steam description — likely killing two enemies with a single shot or explosion. Trigger not verified — see a community guide for the precise condition.
Grinamm/the map has many sectors; steadily liberate and hold territory as you push across the country. Holding 50 sectors at once happens naturally in the back half of a full-map playthrough — keep expanding rather than backtracking.
Pick an Outpost you can approach with strong overwatch and stealth. Open with silent/stealth kills to thin the garrison, use overwatch to punish anyone who moves, and end the fight before an enemy ever lands damage on a merc. Save-scum a clean run if needed.
Set several mercs to Overwatch covering a chokepoint, then bait or wait for a wave of enemies to move through the cones during the enemy turn. With 3-4 mercs on overwatch a single enemy rush can trigger 10+ reaction shots.
Hidden achievement — the Steam description is blank. The name suggests an enemy killing another enemy, or a friendly-fire situation, but the exact trigger is not confirmed. Trigger not verified — see a community guide.
Stack Action Points and damage on one merc — a high-level shooter with a fast weapon, or a machine gunner — and clean up a weakened group in a single turn. Free Move/AP perks and cheap-to-kill enemies (low HP) make this easier.
Hidden achievement with no listed description — the name hints at overwatch or an interrupt kill, but the precise condition is not verified. Trigger not verified — see a community guide.
As your diamond income grows you can afford a bigger roster. Hire mercs (from A.I.M. and I.M.P.) until you have 12 on payroll at once. You do not need them all in one squad — total hired count is what matters.
Legendary mercs are the rare, expensive top-tier hires on A.I.M. Save diamonds and hire one once you can afford the fee. Just having one Legendary merc on the payroll unlocks this.
Outposts are special fortified sectors. Capture and hold five sectors that contain an Outpost over the course of expanding across the map.
Set up a tanky, high-HP merc in heavy armour as bait in cover and let a big group of enemies unload on your squad during one enemy turn. As long as the total damage taken reaches 300 and nobody dies or is downed, it counts. Bring a medic and healing items.
Level up a merc's Mechanical skill and gather weapon parts. At a workbench, keep attaching attachments/upgrades to one weapon until it has 7 mods installed. Higher-tier weapons have more mod slots.
Hidden achievement — no description shown, likely a small side-interaction involving a cat. Trigger not verified — see a community guide.
Loyalty rises when you liberate sectors, complete quests and help locals in a town. Focus on fully clearing and doing side content in five different towns until each passes 75 Loyalty. Loyalty also boosts income and militia, so it is worth doing anyway.
Requires a coordinated alpha strike — line up your whole squad on a clustered, weakened enemy group and burn all AP on kills in one turn. Grenades, machine-gun bursts and overwatch chains help push past 10.
Hidden, quest-related achievement with no listed description — tied to solving a specific investigation. Trigger not verified — see a community guide to avoid spoilers.
A big-numbers turn: a full high-level squad with strong weapons, buffs and grenades focus-firing a dense group. Easiest in a large late-game battle where many enemies are packed together. Explosives contribute a lot of the total.
This follows a specific questline involving the Red Rabies outbreak. Progress that quest chain to its conclusion where the cure is obtained. Follow the quest markers — details withheld to avoid spoilers.
Approach a sector at night with high-Agility, stealthy mercs and knives/suppressed weapons. Use Sneak mode, break line of sight, and take enemies down one at a time so the alarm never triggers combat. Getting 7 stealth kills before detection takes patience and positioning.
Hidden, story/quest achievement with no shown description. Trigger not verified — follow the relevant questline or see a community guide.
Diamond mines are the key income sectors. Capture and simultaneously hold every mine sector on the map — a late-game goal once your forces can cover the whole country. Militia and Outposts help you hold them all at once.
Boost crit chance (aimed shots, high Dexterity, crit perks, certain weapons) and spread fire across a group so many shots roll criticals in the same turn. Aimed headshots crit often — stack a few crit-focused mercs.
Hidden achievement, no listed description. Trigger not verified — see a community guide.
A side quest reward — follow the Madam Lecoq questline and recover the hidden necklace. Explore and complete the associated quest steps; markers point you to it.
Hidden, quest-linked achievement with no shown description. Trigger not verified — see a community guide.
Keep one merc in the fight consistently — they gain XP from kills and using skills. By the mid-to-late campaign a front-line merc naturally reaches Level 10. Concentrate XP on a favourite to hit it sooner.
Use a high-Agility merc with lots of AP on open terrain (no combat, or Run mode) and spend the whole turn moving. Free-move perks and the Run stance let you cover 35+ tiles at once.
The Green Diamond is a specific, valuable story item obtained through the main plot. Progress the campaign to the point where it is acquired — no missable window to worry about for most routes.
Hidden achievement — no description shown. Trigger not verified — see a community guide.
Hidden achievement — the name hints at a very long-range kill, but the exact condition is not confirmed. Trigger not verified — see a community guide.
A side questline referred to as the Diesel problem — complete its steps in the relevant sector to resolve it. Follow the quest log and NPC prompts.
A full-run challenge — no merc may die OR be downed the entire campaign. Play cautiously, keep a medic, use stealth and overwatch, and reload from a save if anyone drops. Best paired with careful, methodical play on a run you are already comfortable with. Save often.
Hidden achievement, likely a character/quest interaction — no description shown. Trigger not verified — see a community guide.
Follow the Lucky Veinard questline and dig up/recover his hidden treasures. Explore the marked sectors and complete the associated steps.
Hidden achievement — no listed description, likely tied to a fist-fighting or arena encounter. Trigger not verified — see a community guide.
Take an Outpost using only melee/unarmed attacks and thrown weapons — no gunfire. Bring high-Strength/Agility mercs with knives or brass knuckles, use stealth to close distance, and clear the garrison hand-to-hand. Pick a smaller Outpost to make it manageable.
Hidden achievement with no shown description. Trigger not verified — see a community guide.
Hidden, quest/story achievement — no description shown. Trigger not verified — see a community guide.
Never land a killing blow on a civilian for the whole run. The real risk is stray explosives and area attacks near townsfolk, and overwatch shots catching civilians — keep grenades and machine-gun cones away from non-combatants. Track your fire carefully in populated sectors.
A restricted-roster run — never have more than two mercs on payroll simultaneously. Pick two well-rounded, high-stat mercs (strong shooting, medical, mechanical between them) and lean on militia to hold territory. Much harder fights, so upgrade gear aggressively.
The solo-run challenge — only ever one merc on payroll. Build an all-rounder (a strong custom I.M.P. works well), rely heavily on stealth, overwatch and militia, and avoid fights you cannot win alone. Extremely demanding; do it on a lower combat difficulty unless also going for Ironman separately.
A speed run against the in-game calendar. Push the main story efficiently, skip optional content, keep squads moving and minimise travel/rest time. Beeline objectives rather than fully liberating the map.
The ultimate run — start a new campaign with every hardest option enabled, including Dead is Dead (no reloading — one save that overwrites). There is no save-scumming, so play slowly and safely: stealth openings, strong overwatch, never overextend, keep a medic, and retreat from losing fights. Master the combat on easier runs first.











