# Jagged Alliance 3 - Skill Check Objects by...

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Jagged Alliance 3 - Skill Check Objects by Sector

Extracted via Lua bytecode decompilation of every map's objects.lua.

Tip: Use your browser/editor's Find function (Ctrl+F) to jump to a sector — search for e.g. I-1 for the starting sector Flag Hill, H-4 for The Fortress, etc.


How Skill Checks Work

Discovery (Hack Devices, Herbs)

These objects are invisible until a merc passively discovers them by walking within 4 tiles. A skill check runs automatically — if the merc's stat meets the threshold, the object is revealed. The threshold = base difficulty +/- a random modifier (rolled once at map load, range -10 to +9).

  • Hack Devices check Mechanical (standard difficulty scale: Easy=30, Medium=50, Hard=70, VeryHard=90)
  • Herbs check Wisdom using a higher scale: Trivial=75, Easy=80, Medium=85, Hard=90, VeryHard=95

Trap Detection and Disarming

Traps have TWO separate checks:

  • Reveal: Passive, triggers when a merc has line-of-sight within ~3 tiles. Checks Explosives > reveal threshold. No random modifier — the threshold is fixed. Default reveal difficulty is Easy (need >30 Explosives).
  • Disarm: Active interaction after reveal. Checks Explosives > disarm threshold + random[0-9]. Default disarm difficulty is Medium (need >50+[0-9]). Failure detonates the mine (with a ~10% dud chance).

Lockpicking

Doors and containers with a lock check Mechanical >= difficulty + random[0-9]. Failing by >20 points permanently breaks the lock (can no longer be picked).

Bypassing Impossible Locks and Obstacles

Objects with Impossible (-1) lockpick difficulty cannot be picked or broken with a crowbar. Alternatives:

  • Wire cutters: Cut chain-link fences with no skill check (tool loses condition each use, cannot be repaired). Lets you route around impossible doors by cutting an adjacent fence.
  • Explosives (grenades, dynamite): Destroy doors (~30 HP) and fences outright
  • 12-gauge Breacher ammo: 200x object damage multiplier — destroys doors AND fences in one shot
  • Regular gunfire: Any firearm can damage doors/fences, just takes more shots
  • Wall destruction: Blow up an adjacent wall slab with explosives to create an alternate path

Perks That Matter

Perk Effect Mercs With It
MrFixit Reduces difficulty for Hack discovery, Lockpicking, and Trap disarm Barry, Larry (Clean), Livewire, Red, Steroid
Inside Dope When hacking grants Intel, discover a bonus second sector's intel Livewire only

Hack Device Rewards

Hacking grants either Money or Intel (weighted random, typically 70/30):

  • Money: base amount x (random 1-4 + difficulty modifier)
  • Intel: Reveals intel for a random sector within 2 tiles, making hidden containers visible there

Reading the Entries Below

  • Difficulty numbers are base thresholds before perks
  • +/- random[-10,+9] means the actual threshold varies per map load (can be easier or harder)
  • +[0-9] means the random modifier only makes it harder (0 to 9 added)
  • need >X means strictly greater than (you need X+1 or more)
  • >=X means greater than or equal (X is enough)
  • Conditions explain when objects appear (e.g., some traps only exist after the mid-game Betrayal)
  • After World Flip sections list items that appear only after Corazon's betrayal triggers the World Flip (Act 2). This is a mid-game event where Adonis forces deploy across the map, adding new minefields, containers, and enemies to previously cleared sectors.

See the Container Loot System section in Game Mechanics Reference below for full drop tables with exact percentages for all container types and tiers.


GAME MECHANICS REFERENCE

Scouting (GatherIntel) Operation

  • Speed stat: Wisdom. Each point above 50 gives +2% speed. Wisdom 50 = base, Wisdom 100 = 2x speed. Formula per merc: base_progress(75) * (100 + max(0, (Wisdom-50)*2)) / 100 per 15-min tick.
  • JackOfAllTrades perk (Wolf's personal perk): +33% to THAT merc's progress only (not the whole operation). Wolf has Wisdom 75, so his per-tick = 75 * 150/100 * 1.33 = ~150. Any merc with JackOfAllTrades gets the bonus.
  • Max 2 mercs per scouting operation. Each merc ticks independently, contributing to a shared progress pool. Progress is ADDITIVE — 2 mercs contribute roughly double the progress of 1 merc (adjusted for individual stats).
  • Completion threshold: 1500 per undiscovered intel sector within 2-tile radius.

Multi-Merc Scouting Speed Comparison (per-tick progress, 1 intel sector = 1500 threshold)

Setup Per-Tick Ticks to Complete Relative Speed
1 merc, Wisdom 90 135 ~11.1 1.0x (baseline)
1 merc, Wolf (Wis 75 + JackOfAllTrades) ~150 ~10.0 1.11x
1 merc, Wisdom 90 + JackOfAllTrades ~180 ~8.3 1.33x
2 mercs, both Wisdom 90 270 ~5.6 2.0x
2 mercs, Wolf (75) + Wisdom 90 merc ~285 ~5.3 2.11x
2 mercs, both Wis 90 + 1 has JOAT ~315 ~4.8 2.33x
Takeaway: A 2nd merc nearly halves duration regardless of Wolf. Wolf's +33% is modest compared to adding a 2nd scout.
Caveat: Bonus intel sectors (3rd/4th) use AVERAGE Wisdom across all assigned mercs. Adding a low-Wisdom 2nd merc
speeds up completion but dilutes the bonus sector chance. Ideal: 2 high-Wisdom mercs, one with JackOfAllTrades.
  • There is no fail state. Scouting always succeeds. Higher Wisdom = more intel discovered:

    • 2 sectors: always (guaranteed)
    • 3rd sector: random roll < (avg_Wisdom - 25). E.g., Wisdom 80 = 55% chance.
    • 4th sector: random roll < (avg_Wisdom - 55). E.g., Wisdom 80 = 25% chance. Wisdom <= 55 = impossible.
  • Completion also grants: 48-hour temporary map visibility (2-tile radius), ~49% chance of quest hint, 25% chance of spawning diamond briefcase enemy squad.

  • 61% chance of random event on completion (InteractionRand(100) <= 60, so 0-60 = 61 values pass). Events use weighted random selection — each event has a weight, probability = weight / sum(all weights). The weight for stat-based events IS the raw stat value of the highest-stat merc in the squad.

    Event Weight Formula Effect
    FoundMeds highest Medical stat (e.g., 80) Gain 15-24 Meds
    FoundSupplies highest Explosives stat (e.g., 70) Gain Parts + ScoutActivityLoot table
    Tired fixed 30 (always) All mercs become Exhausted
    EnemyScuffle highest Wisdom stat* (e.g., 75) All mercs -20% HP, +1 wound, +100 XP
    WildAnimals highest Wisdom stat* (e.g., 75) 1 random merc -50% HP, +2 wounds, +150 XP

    *EnemyScuffle only fires if enemy squads exist within 2 sectors. WildAnimals always eligible. *BUG: EnemyScuffle and WildAnimals were INTENDED to use descending weight (higher Wisdom = lower chance), but a typo ('Desending' vs 'Descending') means the code never enters the descending branch. Result: higher Wisdom actually makes bad events MORE likely, not less.

    Example (Medical 80, Explosives 70, Wisdom 75, enemies nearby): Total pool = 80 + 70 + 30 + 75 + 75 = 330. FoundMeds = 80/330 = 24.2%, FoundSupplies = 70/330 = 21.2%, Tired = 30/330 = 9.1%, EnemyScuffle = 75/330 = 22.7%, WildAnimals = 75/330 = 22.7%. Absolute (with 61% gate): Meds 14.8%, Supplies 12.9%, Tired 5.5%, Scuffle 13.9%, Animals 13.9%, Nothing 39%. Without enemies nearby: pool = 255, WildAnimals = 75/255 = 29.4% conditional (18.0% absolute).

  • Intel reveals in tactical: enemy positions, loot containers, MG emplacements, explosive barrels, searchlights.

Sector Operations Reference

All operations tick every 15 game-minutes in satellite view. Progress = cumulative ticks toward a threshold.

Training (TrainMercs) — Raise Merc Stats

  • Roles: 1 Teacher + unlimited Students per sector. Solo practice available (no teacher needed).
  • Trainable stats: Any stat (Marksmanship, Medical, Mechanical, Explosives, Leadership, Agility, Strength, Dexterity, Wisdom, Health).
  • Teacher requirement: Teacher's stat must exceed student's stat. Student stat cannot exceed 90 (max_learned_stat).
  • Solo practice: Caps at stat 80. 3x slower (SoloTrainingSpeedModifier = 300%).
  • Hard Lessons game rule: -40% training speed penalty (if enabled).
  • Stat gain formula:
    • Per-tick progress (with teacher): (teacher_stat * (100 + teacher.Leadership) / 100) + 25
    • Teacher perk: +MercTrainingBonus% to teacher's contribution.
    • JackOfAllTrades perk: +activityDurationMod% speed bonus.
    • Threshold per stat point: learning_speed(250) * student_current_stat * (100 + 50 - max(0, (student.Wisdom-50)*2)) / 100
    • Higher student Wisdom = lower threshold = faster learning. Wis 50 = baseline, Wis 80 = threshold * 80/100.
    • Higher current stat = proportionally harder to gain. Going from 70->71 takes 2.8x longer than 25->26.
  • OldDog perk: Blocks merc from being a student (cannot learn).
  • Duration: 48 hours base per full cycle. Actual time depends on teacher quality vs student stat level.

Militia Training

  • Max trainers: 2 mercs per sector.
  • Speed stat: Leadership. Formula: 10 + (Leadership * 15 / 100) progress per tick.
    • Leadership 50 = 17.5/tick, Leadership 80 = 22/tick, Leadership 100 = 25/tick.
  • Threshold: const.Satellite.MilitiaTrainingThreshold (3500). Progress is additive across trainers.
  • Teacher perk: +MilitiaTrainingBonusPercent% to that merc's progress.
  • JackOfAllTrades perk: +activityDurationMod% speed bonus.
  • Negotiator perk: Reduces training cost (money-based, scales with city loyalty).
  • Prerequisite: Sector must have Militia = true. Limited by sector.MaxMilitia.
  • Cost: Money (affected by city loyalty — lower loyalty = higher cost, min_loyalty_cost_mul = 3x at 0 loyalty).

Treat Wounds (TreatWounds)

  • Roles: Doctors (unlimited) + Patients (3 per doctor, PatientSlotsPerDoctor = 3).
  • Speed stat: Medical. Healing per tick: 15 * healing_bonus / 100 where healing_bonus scales with Medical.
  • Threshold per wound: 1500 (HealWoundThreshold). Total threshold = wounds_being_treated * 1500.
  • Doctor minimum stat: Medical >= 30.
  • Cost: 5 Meds per wound being treated (MedicalCostPerWound = 5).
  • JackOfAllTrades perk: +activityDurationMod% to healing speed.
  • Special: Doctor can also be a patient simultaneously. Patients auto-switch to Idle when fully healed.

Repair Items (RepairItems)

  • Max mechanics: 2 per sector.
  • Speed stat: Mechanical. Per-tick progress: sum(each mechanic's Mechanical * 200 / 100).
  • Condition restored: 20 condition points per Part consumed. First 20% condition repaired free per Part.
  • Mechanic minimum stat: Mechanical >= 20.
  • JackOfAllTrades perk: Increases repair speed.
  • Special: Multiple mechanics stack stats additively. Automatically unjams weapons. Min 6-hour operation time.
  • Queue system: Items queued via SectorOperationFillItemsToRepair(). Operation interrupts if Parts run out.

R&R (Rest and Relaxation)

  • Max mercs: Unlimited per sector.
  • Speed stat: None — flat 800 progress per tick for all mercs.
  • Duration: 18 hours (threshold = 18 * 4 * 800 = 57,600). Fixed regardless of stats.
  • Healing: Also heals HP at 900/tick with 900 threshold per heal increment. Removes Exhausted/Tired status.
  • JackOfAllTrades perk: Reduces R&R duration.
  • Cost: Money (250-300 base, varies with loyalty).
  • vs Idle: R&R actively heals wounds and removes tiredness. Idle is passive (no healing, no cost).

Crafting (CraftAmmo / CraftExplosives)

  • Max crafters: 1 per operation type per sector.
  • Speed stat: Explosives (for ammo and explosives). Per-tick progress: 250 (PerTickProgress).
  • Crafter minimum stat: Explosives >= 50.
  • Prerequisite: Sector must have RepairShop = true.
  • Cost: 300 Money base (MoneyCostBase). Reduced by Negotiator perk and city loyalty > 50.
  • Queue system: Recipes processed sequentially. Ingredients taken from squad inventory on start.
  • MrFixit perk: +50 bonus to crafting operations.
  • JackOfAllTrades perk: +activityDurationMod% crafting speed.

Quick Comparison Table

Operation Speed Stat Max Mercs Key Perk Base Duration
Scouting Wisdom 2 JackOfAllTrades (+33%) ~2.8-5.6 hrs
Training Trained stat + Leadership 1 teacher + N students Teacher, JoAT 48 hrs base
Militia Leadership 2 trainers Teacher, Negotiator Varies (3500 threshold)
Treat Wounds Medical Unlimited docs, 3 patients/doc JoAT 1500/wound
Repair Mechanical 2 mechanics JoAT Varies by items
R&R None (flat) Unlimited JoAT 18 hrs fixed
Crafting Explosives 1 crafter MrFixit (+50), Negotiator Varies by recipe

Loyalty System

  • All cities start at 0 loyalty. No per-city variation. +5 on initial takeover (conflict win bonus). No passive gain over time — only the listed effects change loyalty.
  • Range: 0-100. Mine income formula: income * (50 + loyalty/2) / 100
    • 0 loyalty = 50% income, 50 = 75%, 70 = 85%, 100 = 100%
  • Combat loyalty changes (per ConflictEnd, once per sector until lost and recaptured):
    • +5 merc-assisted win ('Enemies cleared')
    • +5 militia-only win ('Enemies cleared by militia')
    • +5 winning combat in a non-city sector adjacent to a city sector (GetLoyaltyCityNearby radius 1 check). Purely geographic — enemies don't need to be heading toward the city. Any combat win next to a city counts.
    • -15 retreat
    • -5 defeat (all mercs/militia wiped)
    • -5 enemy takeover (outside combat)
  • Civilian death: -5 per death (max -30 cumulative per city)
  • Hospital treatment: minimum loyalty 5 required. Cost multiplier: 3x at 0 loyalty, scales down with loyalty.

Loyalty Thresholds and Sources by City (all start 0, +5 on initial takeover)

Ernie Village (starts 0, +5 on initial takeover): Thresholds: >= 20 (Basil friendly greeting), >= 40 (boat ride discount to mainland),

= 45 (Counter Attack quest — hidden quest, triggers when Pierre still active + Ernie liberated while H4 enemy-held; Pierre sends attack squad from H4 to H2 over 16hrs; defending completes quest), = 70 (+10 Pierre GoodImpression), >= 75 (Basil_Reward: FAMAS [LaserDot + ScopeCOGQuick] at 90% condition + SkillMag_Mechanical 'Nuts and Bolts' magazine; requires H-4 fort captured) Sources: +5 refuse Emma's money (I-1), +5 Basil 'no payment' w/ Leadership>=50 or Negotiator (H-2), +5 Martha 'save husband' w/ Leadership>=60 no Scoundrel (H-2), +5 Luc 'spare Pierre' promise (H-2), +5 Deedee 'stop bombs' w/ Explosives>=80 or Scoundrel (I-3), +5/+10/+20 hanging choice (+20 hang Herman, +10 hang Luc, +5 spare both) (H-2), +5 Jose 'drop guns' w/ Scared (H-3), +5 PierreMerc auto-resolves Jose 2nd (H-3), +10/+15 FortifyErnie quest (FortifyErnie.Completed loyalty grant) (H-2), +10 TakeTheFortress quest completion (H-4), +30 execute Pierre (H-4), +30 send Pierre home (F-19), +5 per combat win in non-city sectors adjacent to Ernie island sectors. Penalties: -5 demand w/o Scoundrel (I-1), -5 Basil 'spare some coin' (H-2), -5 Martha Scoundrel (H-2), -10 PierreMerc w/ low stats (H-2), -10 World Flip (all Ernie sectors flip to enemy).

Refugee Camp (starts 0, +5 on initial takeover): Thresholds: < 30 (Shaman won't share Smiley location), >= 30 (Smiley location available),

= 50 (warmer greeting + blood sample negotiation unlocked + mine income boost), = 70 (ShamanArmor gift — accept blessing for unique armor item) Sources: +50 MetavironGiven to Shaman (E-9, ENORMOUS — instantly past all thresholds), +5 Shaman quarantine w/ Medical>=70 (E-9), +5 Scoundrel 'Maman sent us' lie (E-9), +5 Shaman Treatment sector operation per patient (repeatable, no cap!), +10/+25/+5/+5 RefugeeBlues quest stages (various bonuses for quest progression), +5 per combat win in non-city sectors adjacent to Refugee Camp. Penalties: -5/-10 VirusSample negotiation paths (E-9).

Ille Morat (starts 0, +5 on initial takeover): Thresholds: >= 50 (Wlad unlocks AK74 + RPG7 crafting — see Wlad at D-17 for stats),

= 60 (Beast quest progression — Belle Eau liberation chain) Sources: +5 Beast 'formidable fighter' w/ Negotiator/Len/Sidney (D-17), +10 'punish bad guys' w/ Leadership>=75 (D-17), +5 'help other people' w/ Wisdom>=50 (D-17, mutually exclusive with +10), +5-10 merc interjections (D-17), +5 expose Beast w/ Wisdom>=85/Kalyna (C-14), +5 cookies w/ Mouse/Scope (C-14), +5 per combat win in non-city sectors adjacent to Ille Morat. Penalties: -5 'enjoy killing' w/ Psycho/Flay (D-17), -10 'Hands up!' at Beast cabin (C-14).

Pantagruel (starts 0, +5 on initial takeover): Thresholds: >= 50 (Chimurenga post-betrayal: supportive greeting + +5 loyalty option + Clinic negotiation gate),

= 100 (PantagruelDramas auto-triggers: Chimurenga retires, YoungHearts quest starts, RebelManifesto auto-completes) Sources: +50 Chimurenga Biff diamond handover w/ Wisdom>=75 or Negotiator (D-8, ENORMOUS), +25 give necklace to Maman free (D-7), +10 sell necklace w/ Scoundrel/Negotiator (D-7), +5 Chimurenga 'didn't do it' w/ Leadership>=70 or Scoundrel (D-8), +5 Hyena fake map w/ Scoundrel (C-5), +5 Graaf 'leave and never return' (A-2), +1-5 Maquis Manifesto pamphlets per NPC (repeatable at many locations), +5/+5/+5/+20 PantagruelDramas quest stages, +5 per combat win in non-city sectors adjacent to Pantagruel. Penalties: -5 Chimurenga w/ Leadership<70, -5 hire Graaf.

Fleatown (starts 0, +5 on initial takeover): Thresholds: >= 50 (CorazonCaptureMine: mine income multiplier jumps to 125% 'greatly increased'; below 50 = 110% 'increased'. Both Refugee Camp and Fleatown can provide workers for the mine.) Sources: +15/+20 donate Pirate Gold to Tooker (H-8, +20 if treasure map donated before digging), +2/trade first 5 diamond trades then +1/trade next 5 (H-8, max +15), +20 support Blaubert vs Luigi (I-9), +10 Blaubert partnership (I-9), +10 Luigi 'meet in Rimville' (L-6), +10 arrange mine jobs w/ Leadership>=50 or Negotiator (H-7), +5/+10 Broker necklace sale (H-9), +5 Docks quest completion (K-9), +10 Docks full liberation, +5 per combat win in non-city sectors adjacent to Fleatown. Penalties: -5 keep Pirate Gold (H-8), -5 regular pamphlet at Blaubert (I-9).

Port Cacao (starts 0, +5 on initial takeover): Thresholds: >= 50 (Emma_2 dialogue: unlocks 'UndergroundEntrance' for Luigi's prison quest at L-6 + sector intel on L-6. Below 50 = Emma refuses to help.) Sources: +15 kill Elliot w/ Stony story (H-14), +10 Elliot to jail (H-14), +5 kill Elliot w/o story (H-14), +15 give Gran's shotgun free (K-9), +10 trade shotgun for gang help (K-9), +5 sell shotgun (K-9), +5 buy Hue's shotgun at $2k (K-9), +3 per treasure to Emma museum (L-8), +15 donate Green Diamond (L-8), +3 Itsadi w/ Wisdom>=90 (L-8), +5/+10 Kronenberg cure (H-12), +15 Gruselheim 'go to jail' (B-12U DLC), +10 Gruselheim 'run Sanatorium' (B-12U DLC), +5 per combat win in non-city sectors adjacent to Port Cacao. Penalties: -5 Hue blackmail w/ Scoundrel (K-9), -5 hire Graaf (A-2).

Landsbach (starts 0, +5 on initial takeover): Thresholds: >= 25 (flavor banter only — female villager praises mercs, no gameplay effect) Sources: +5 confront Siegfried about Paix (B-12), +5 super soldiers topic (B-12), +5 Bounce Diesel entry (B-13), +10 Night Club fight completion (B-13), +5 Doc Robert killed (F-13), +10 Middle of Nowhere quest (B-14), +5 Mole quest completion (killed), +2 prisoner release via Luigi system, +20 Gruselheim 'free to leave' (B-12U DLC), +40 Gruselheim 'run Diesel Clinic' (B-12U DLC, biggest single loyalty reward in game), +5/+20/+30 various quest completions (Siegfried Diesel, Landsbach liberation chain), +5 per combat win in non-city sectors adjacent to Landsbach.

Payak/Wassergrab (starts 0, +5 on initial takeover): no documented quest thresholds Sources: +30 GoodWitch resolution (J-18), +10 EvilWitch (J-18), +15 Monday full quest (I-19), +10 Kronenberg cure (H-12), +5 per combat win in non-city sectors adjacent to Payak.

Chalet de la Paix (starts 0, +5 on initial takeover): no documented quest thresholds Sources: +5 stop Kronenberg experiments (H-12), +10 Kronenberg cure (H-12), +5 per combat win in non-city sectors adjacent to Chalet.

Other cities (starts 0, +5 on initial takeover): loyalty increases from combat wins (including adjacent sectors) + Luigi prisoner releases (+2 each, affects multiple cities simultaneously).

Container Loot System

All containers use weighted random selection — each roll picks exactly 1 item (no empty rolls). Loot table selected by sector tier (1-4, mapped from sector difficulty 10/20/30/40). Higher tiers = better items. Items with RandomizeCondition: base condition +/-30 (random). Difficulty penalty: additional -0-10 (Normal) or -0-20 (Hard). IndustrialContainer rolls 3 sub-tables: tools+parts (always), explosives (23%), upgrades (37%).

SmallContainer (consumables, armor, grenades — 1 random item per opening)

Item T1 % T2 % T3 % T4 %
GlowStick/FlareStick (x1-3) 14.6% ea
Grenade pack (Frag/Concussive) 14.6%
Knife / Knife (x2-5) 10.2% / 2.6%
Knife_Balanced / (x2-5) 8.8% / 2.2%
Machete / Machete_Sharpened 7.3% 1.7%
Meds (x30-60) 5.8% 3.9% 5.6%
PipeBomb + BlackPowder 4.4% 7.0%
FirstAidKit + Meds 4.4% 3.3%
Tools + Parts 4.4% 5.8% 5.5%
FlareGun + ammo 3.6% 5.8% 2.2%
FlakArmor / LightHelmet / FlakLeggings 2.9/2.2/1.8% 3.5/3.5/2.3%
TinyDiamonds / ChippedSapphire (x1-3) 2.2% ea 3.5% ea
JunkMoney (Parts+MoneyBag) 2.2% 5.8%
.44 Cal ammo 11.6%
GasMask 5.8%
CombatStim (x1-3) 8.1% 3.9%
Molotov (x2-4) 5.8%
TearGasGrenade (x1-4) 3.5% 4.4%
CamoArmor_Light 6.4%
HE Grenade (x1-4) 5.8% 2.8%
Combination item (random) 5.8%
Weapon Upgrade Kit 1.7% 2.2% 2.5%
5.56mm / 12ga ammo 4.4/2.2% 3.5% ea
Kevlar (Chest/Helmet/Legs/Vest) 3.9/3.9/3.3/3.9%
ToxicGasGrenade (x2-5) 4.4% 3.2%
SmokeGrenade (x3-6) 2.8%
Ceramic Plates 8.3%
TNT / C4 4.4/7.2%
.50 cal ammo 8.3% 5.3%
7.62 WP ammo 3.5%
MortarShell_HE/Gas/Smoke (x2-5) 8.4/7.0/7.0%
40mm Frag/Flashbang (x1-3) 7.0/5.6%
Heavy Armor (Chest/Torso/Helmet/Legs) 4.9/4.9/3.5/3.5%
Explosives (varied utility) 3.5%
PETN 2.1%
Explosives Batch (60% TNT/35% C4/5% PETN) 1.1%

LargeContainer (weapons, armor — 1 random item per opening)

Item T1 % T2 % T3 % T4 %
DoubleBarrelShotgun (Long/Short) 8.5% ea
Auto5 / UZI / MP5 8.5% ea
Bereta92 7.7%
HiPower (Long/Short barrel) 6.0% ea
MP40 (large mag) 6.0%
DragunovSVD 5.1%
Gewehr98 (Suppressor+Optics / COG) 4.3% ea
Winchester 1894 8.8%
ColtPeacemaker (Long/Short) 8.8% ea
AK47 (Grip+Laser / Bipod+COG) 8.8% ea
RPK74 / MG42 / M14 SAW 8.8% ea
FN FAL 7.1%
M24 Sniper 2.7%
Upgradeable FAMAS 8.8% 9.5%
M16A2 9.5%
Upgradeable AR-15 7.6%
AUG / FN Minimi / M41 Shotgun 7.6% ea
PSG1 / AKSU 9.5% ea
G36 5.0%
AK74 5.9%
Barrett M82 3.5%
AA12 4.0%
HK21 / M4 Commando 5.0% ea
Desert Eagle 6.9%
Colt Anaconda 5.9%
RPG-7 / Mortar / MGL 3.0% ea
Light Armor set 4.3% 7.1%
Medium Armor / Camo set 6.7/3.3%
Heavy Armor (Chest/Torso/Helmet/Legs) 5.0% ea
Launcher Upgrade 5.3%
TNT / C4 3.5% 5.7%
Special Ammo Bucket 4.0%
Explosives Batch 3.5%
War Chest (sub-roll) 1.7% 17.7% 19.0% 14.9%

SmallContainer_Exceptional (premium consumables — rarer, found in special locations)

Item T1 % T2 % T3 % T4 %
Weapon Upgrade Kit 14.9% 13.8% 15.6%
Special Optics 22.4%
BigDiamond 10.4% 6.9%
CombatStim + Meds 7.5% 6.9% 13.0% 16.5%
MetaviraShot 3.0% 5.5% 15.6% 8.3%
Combination item (random) 7.5% 9.7%
Skill Magazines (x2 random) 7.5% 6.9% 5.2% 12.4%
Light Armor set 7.5% 13.8%
Explosives (varied utility) 10.4%
Kevlar Chestplate / Vest 7.6/6.9%
PETN 6.9% 6.5% 16.5%
Launcher Upgrade 9.0%
Medium Armor set / Camo 15.6/6.5%
40mm Frag / Warhead_Frag 9.1/10.4%
Heavy Armor (Chestplate) 7.1%
Heavy Armor full set 16.5%
.50 cal ammo (x3) 24.8%
Sniper/Stormer Upgrade Pack 9.9/9.9%

LargeContainer_Exceptional (premium weapons — upgradeable named weapons)

Item T1 % T2 % T3 % T4 %
Upgradeable Beretta 14.3%
Upgradeable Glock 17.0%
Upgradeable Auto5 17.9%
Upgradeable M41 Shotgun 10.7% 11.6%
Upgradeable UZI 14.3%
Upgradeable MP5 / MP5K 10.7% ea
Upgradeable Dragunov / M24 7.1/5.4%
Upgradeable AK47 22.2%
Upgradeable RPK 22.2%
Upgradeable FN FAL / M14 11.1/15.6%
Galil 11.1%
ColtAnaconda / KevlarVest / CamoMed 6.7/6.7/2.2%
Weapon Launcher 2.2%
Upgradeable AKSU / AR-15 / AUG / M16 12.5/18.8/15.0/12.5%
Upgradeable PSG1 / Minimi / M41 5.0/10.0/12.5%
HK21 / AA12 / AK74 / M4 Commando 2.5/3.8/5.0/3.8%
Heavy Armor Torso / WeavePadding 6.3/5.0%
Mortar / RPG-7 3.8% ea
Upgradeable G36/AK74/AA12/HK21/M4 11.6% ea
Upgradeable DesertEagle / Anaconda 9.3/7.0%
RPG-7 / Mortar / MGL 7.0% ea

SmallContainer_BushesTreasure (hidden bush caches — same tier structure as Exceptional)

Nearly identical to SmallContainer_Exceptional but found hidden in bushes. T1-T3 identical pools. T4 replaces MetaviraShot with RuinsTreasureRandom (unique treasure item, 7.2%).

IntelSecretStash (appears after discovering sector intel via scouting/hacking)

Large variant (33% chance) — 1 random upgradeable weapon:

Item % Item %
Auto5 9.2% Beretta 7.4%
Glock 8.8% M41 Shotgun 5.5%
MP5 / MP5K 5.5% ea UZI
AUG / M16 5.5% ea AK47 4.6%
AKSU / M4 4.6% ea AK74 4.6%
FN FAL / M14 2.3/3.2% Minimi 3.7%
Anaconda / DesertEagle 2.8/3.7% Galil 2.3%
Dragunov / M24 / PSG1 Mortar/RPG/MGL 2.8% ea

Small variant (67% chance) — 1 random consumable/gear:

Item % Item %
Special Optics 14.2% Upgrade Kit 9.5%
Upgradeable MP5 11.4% BigDiamond 6.6%
Upgradeable AA12 / AKSU 9.5% ea Launcher Upgrade 6.2%
MetaviraShot 4.7% CombatStim+Meds 4.7%
Skill Magazines (x2) 4.7% Combination item 4.7%
Light Armor set 4.7% CamoArmor_Light 4.7%
Explosives (varied) 6.6% Upgradeable M24 5.7%
Mortar / RPG-7 5.7% ea

WarChest (sub-roll inside LargeContainer — higher tiers = more likely to appear)

Sub-table % Contents
Special Ammo 23.4% All special ammo types (AP, HP, Match, Tracer, etc.)
Valuables 23.4% Diamonds, sapphires, money bags
Combination Items 15.6% Random combination items (x2 quantity)
Medicine 15.6% Meds, stims, first aid kits
Upgrade Items 15.6% Weapon upgrade components
Skill Magazine 6.3% Random skill magazine

Fence and Wall Destruction

  • Uses PenetrationClass vs armor_class binary check: if weapon PenClass >= object armor_class, full damage; else 0 damage.
  • Knives and melee weapons CANNOT damage fences — melee targeting only targets Units (fences aren't valid targets), and knives (PenClass 4) can't penetrate wire fences (armor_class 5) anyway.
  • Most guns CANNOT damage wire fences — same PenetrationClass issue. Only weapons with PenClass 5 can damage wire fences.
  • Wire cutters are the intended tool for fences (instant, no damage check needed).

PenetrationClass Scale

1=None, 2=Light, 3=Medium, 4=Heavy, 5=Super-Heavy

Weapons that reach PenetrationClass 5 (can damage wire fences + Concrete walls):

  • RPG-7: base PenClass 5 (craftable at Wlad for 75 Parts, Ille Morat loyalty >= 50)
  • Mortar: base PenClass 5
  • C4 explosive: defaults to PenClass 5 (from ExplosiveProperties)
  • AK74 + 7.62 WP AP ammo: base 3 + 2 from AP ammo = PenClass 5
  • GoldenGun + 7.62 WP AP ammo: base 3 + 2 = PenClass 5
  • NOTE: FragGrenade, HE Grenade, TNT are all PenClass 4 — they CANNOT damage wire fences!

Wall Materials (ObjMaterial, from weakest to strongest)

Material armor_class max_hp Notes
Sticks 1 30 Weakest — any weapon damages
Adobe 1 50 Slightly tougher than sticks
Tin 2 40 Light weapons sufficient
Wood 2 60 Light weapons sufficient
Planks 3 50 Needs medium PenClass
Brick 3 80 Needs medium PenClass
ConcreteThin 5 100 Needs super-heavy (RPG/C4/etc)
Concrete 5 - Invulnerable — cannot be destroyed
WireFence 5 10 Needs super-heavy OR wire cutters
Doors use Breakdown_defense for bashing. Walls have destruction_propagation_strength for cascading destruction to neighbors.

Mine/Trap Disarm System

  • Disarm check: merc's Explosives skill vs trap's disarmDifficulty rating.
  • Success: mine defused, 1-2 Parts salvaged. Failure: detonation (damage to nearby units).
  • Failed detonation has a triggerChance for dud (explosion FX but no damage).

World Flip (Betrayal) — Act 1 to Act 2 Transition

The World Flip is the mid-game event where Adonis forces deploy across the entire map. See Quest Trigger Reference > Betrayal Chain below for the full trigger mechanism (territory thresholds, proximity, RescueBiff completion).

What Changes When World Flip Fires (ALL SIMULTANEOUS)

  1. Ernie Island flips to enemy: H2/H3/H4/I1/I2/I3 all become enemy. Player squads forcibly relocated. 5 Adonis squads spawn. -10 Ernie loyalty.
  2. Fort Brigand (K16) flips: Becomes enemy guardpost with Army attackers.
  3. 7 attack lanes spawn squads targeting ~20 sectors across the map:
    • Adonis attacks: Camp Savane (F7), Fleatown (H7/H8/H9), Diamond Red (A2/B2), Pantagruel (D7/D8/D10), Barrier Camp (G10)
    • Army attacks: Port Cacao (K10/K9/L8), Croc Camp (H14), southern sectors (I18/F19/D17/D18/F13/E16)
    • If you own the sector: attack squad travels toward it. If you don't: enemies spawn in place (except C7/D8/L8/K9/F19/D17 which only get attacked if player-owned).
  4. Guardpost objectives activated everywhere except A20.
  5. 12-day aggro grace period before guardposts start counter-attacking.
  6. Quests force-completed/failed: JoseFamily, PierreDefeated, ReduceFortressStrength, Ernie_CounterAttack completed. RefugeeBlues, LegionFlag, DiamondRed failed.
  7. NPCs lose immortality: GreasyBasil, Martha, Herman, Luc can now die.

Quests Unlocked After World Flip

  • 05_TakeDownCorazon (H4/H4U): Gather evidence from Hermit, Biff, Refugee Camp, Major, Fort Brigand, or Ernie Fort.
  • 05_TakeDownFaucheux (K16): Retake Fort Brigand.
  • 05_TakeDownMajor (A20): Confront the Major at Eagle's Nest.
  • 06_Endgame: Resolves when all three above are completed.
  • ErnieSideQuests_WorldFlip: Partisan support when recapturing Ernie (partisans + Basil + Pierre help in combat if alive, extra militia if loyalty >= 40).

Green Diamond Endgame Split (3 outcomes)

  • Diamond to AIM: Player still has TheGreenDiamond in any merc's inventory.
  • Diamond to Emma/country: Player gave it to Emma (RescueBiff.EmmaGivenDiamond).
  • Diamond stays with MERC: Biff alive, diamond not given away to Chimurenga or Emma.

Hidden Steam Achievements

These 15 achievements are marked secret = true in the game data — Steam hides their names and descriptions until unlocked. Source: Data/Achievement.lua

Combat Hidden Achievements

Achievement Steam Description Unlock Condition (from source)
A Long Shot Killed an enemy at extreme range. Kill an enemy 40+ tiles away (distance / voxelSizeX >= 40). Requires your merc, your turn.
Friendly Fire Hurt your own merc with the bullet that killed an enemy. A single shot must both kill an enemy (damage >= prev HP) AND hit one of your own mercs. Bullet penetration required.
Two Birds One Stone Killed two enemies with a single shot. Kill 2+ enemies with exactly 1 shot (results.shots == 1, EnemiesKilled >= 2). Bullet penetration or explosives with single shot.

Character & Misc Hidden Achievements

Achievement Steam Description Unlock Condition (from source)
Apocalypse Later Hired the Major. Hire merc with session_id "Spike" (The Major). Requires Reputation >= 75 + MentionAdonis at A-20.
Ready, Woody! Hired Gus. Hire merc with session_id "Gus". Gus is an ex-Arulco merc available through A.I.M.
Rehab Helped Larry overcome his addiction. Complete the "AddictionTreatment" operation for Larry without interrupting it. Requires Larry recruited + hospital sector.
Psycho Chose a Psycho dialogue option 5 times. Pick 5 dialogue options flagged as Psycho across any conversations (cumulative, tracked in gv_Achievements).
Winner, Winner, Chicken Dinner Chicken murderer. Kill an Animal_Hen (chicken). Found in several maps. Any attack method works.

Story & Choices Hidden Achievements

Achievement Steam Description Unlock Condition (from source)
Prizefighter Defeated all fighters in the Night Club. Complete all cage fights at Landsbach Night Club (B-13). Quest: Landsbach, variable: AllFightersBeaten.
Say My Name Did three morally bad things. Do 3 of these 5 evil acts (any combination):

Say My Name — The 5 Evil Acts (need any 3):

  1. Hire Graaf as mine foreman at Diamond Red (A-2) — quest DiamondRed, var GraafForeman
  2. Kill Lurch AND take his shotgun — quest AyeMom, var GunTaken + NPC_Lurch.IsDead()
  3. Extort Bastien at Refugee Camp (E-9) — quest RefugeeBlues, var BastienShare
  4. Partner with Boss Blaubert (I-9) — quest Luigi, var BossPartnership
  5. Take Maquis mine by force (C-7 Underground) — quest PantagruelRebels, var MaquieEnemies + sector C7_Underground flips to player

Quest Hidden Achievements

Achievement Steam Description Unlock Condition (from source)
Love Cats Made Maman and Chimurenga get together. Quest PantagruelDramas, var YoungHearts = true. Requires Pantagruel loyalty >= 100 (auto-triggers retirement).
Proven Innocent Gathered enough evidence to clear your name. Quest 05_TakeDownCorazon, var Evidence >= EvidenceRequired. Collect evidence from: Hermit, Biff, Refugee Camp, Major, Fort Brigand, Ernie Fort.
Saw It Coming... Corazon betrayed you. Quest 04_Betrayal, var Completed = true. Unmissable — this is the main story betrayal (World Flip).
Truest Detective Caught the Teddy Bear killer. Quest Ted, var Completed = true. Find enough teddy bear clues scattered across sectors to trigger Ted's spawn.
Twelve Chairs Found Madam Lecoq's diamond necklace. Quest TheTwelveChairs, var FoundNecklace = true. Search the chairs in Pantagruel/Fleatown for the hidden necklace.

Quest Trigger Reference

Many quests trigger automatically based on game state rather than conversations. This section documents the non-obvious trigger chains. Source: Data/QuestsDef/*.lua

RescueBiff — "M.E.R.C.: Finding Biff" (Full Trigger Chain)

This quest uses a two-stage delayed trigger — no conversation starts it. It is entirely automated.

Stage 1 — Timer Initialization (CorazonCaptureMine.TCE_MajorRadio): Triggers when ALL of:

  • RescueBiff.TCE_TriggerCall has already fired (Biff attack sequence completed or resolved)
  • Player controls exactly 1 mine
  • 04_Betrayal is NOT Given yet (pre-betrayal)
  • 05_TakeDownMajor is NOT Completed Effect: Plays Radio_Biff1 banter, sets RescueBiff.Given = true, sets MERC_Mission.

Stage 2 — Attack Trigger (RescueBiff.TCE_TriggerCall): Prerequisite: CorazonCaptureMine.TCE_MajorRadio must be "done" (Stage 1 complete) Then a 920-unit game timer starts. Attack triggers when ANY of:

  • Timer (920 units) expires
  • Player controls 4+ mines
  • Player squad enters sector B8
  • Player squad enters sector A9 Effect: Radio_Biff3 banter ("Biff is under attack!"), MajorAttackStarted = true, attack squad spawns from B16 heading to A8 (Biff's location).

Stage 3 — Failure Condition (BiffDeadOnArrival): If the attack squad reaches Biff before you do (MajorSquadReachedBiff = true), OR you enter sectors A18/B18/B19/B20 (nearby but wrong location):

  • BiffDeadOnArrival = true, quest FAILS
  • Pantagruel loyalty -10

Key takeaway: To save Biff, rush to A8 after hearing the radio call. Do NOT enter A18/B18/B19/B20 first. Controlling 4+ mines or entering B8/A9 can trigger the attack before the timer expires.

Betrayal Chain — How the World Flip Triggers (03_DefeatTheLegion + 04_Betrayal)

The betrayal is a cascading event chain with multiple independent trigger paths:

Step 1 — StartBetrayal flag set by ANY of these (03_DefeatTheLegion TCEs):

Trigger Condition Delay
Territory threshold >= 12 city sectors OR >= 4 mines OR >= 70 total sectors 24-48 hour random timer
Proximity to Major Own ANY of: D14, D15, D16, C14, C15, C16, C20 (Highlands) IMMEDIATE — no timer
RescueBiff completed RescueBiff.Completed = true IMMEDIATE — no timer

Step 2 — 03_DefeatTheLegion.Completed fires when:

  • StartBetrayal = true (from Step 1) OR 04_Betrayal.WorldFlipDone = true
  • Satellite gameplay running
  • Plays Radio_BetrayalInvitation (if Biff quest not yet done) or Radio_Biff4_Dead/Saved (if done)
  • Sets 04_Betrayal.Given = true (which despawns E-9 squads)
  • Also sets 05_TakeDownCorazon.Given, 05_TakeDownFaucheux.Given, 05_TakeDownMajor.Given, 06_Endgame.Given

Step 3 — Player travels to E-9 (or skips by entering A18/B18/B19/B20):

  • At E-9: Faucheux ambush combat (mustard gas bombardments turns 2 and 4)
  • Skip: BetryalFightSkipped, E-9 enemy squad spawns instead
  • After fight/skip: TriggerWorldFlip fires -> see "World Flip" section above

Ernie Counter Attack

Hidden quest that triggers an enemy attack on Ernie Village (H-2). Trigger conditions (ALL must be true):

  • PierreDefeated.PierreInactive = false (Pierre is still active — not captured/killed)
  • Ernie_CounterAttack.Given = true
  • Ernie Village loyalty >= 45
  • Satellite gameplay running
  • LegionFlag quest is Failed OR not Given Effect: GuardPostAttack on H-2 after 57,600 ticks (~16 hours game time). How to trigger: Get Ernie loyalty to 45+ while Pierre is still active. See Loyalty section for sources.

PantagruelDramas — Chimurenga Retirement (Auto-Trigger)

Chimurenga's retirement and the YoungHearts romance triggers automatically at loyalty 100. Trigger conditions (ALL must be true):

  • Player controls >= 1 mine
  • Pantagruel city loyalty >= 100
  • PantagruelRebels: MaquieDefeated = false AND MaquieEnemies = false (Maquis not hostile) Effect: Plays Radio_PantagruelLoyalty, Chimurenga retires, YoungHearts quest starts, RebelManifesto auto-completes. Unlocks Love Cats achievement if conditions met. How to reach 100: Biff diamond handover (+50, at D-8 with Wisdom >= 75 or Negotiator) + necklace to Maman (+25, at D-7) gets you to 75+. Add pamphlets, quest stages, and combat wins for the rest.

Ted — Teddy Bear Killer (Random Threshold)

The serial killer spawns when you find enough teddy bear clues scattered across sectors. Trigger: TedClues (counter) >= TedRandom (random value 0-13, set at campaign start) Effect: TedSpawn = true, music changes to "Bloody Rocks", sector enters conflict. Key detail: The threshold is RANDOM per playthrough (0-13). You might need just 1 clue or up to 13. Teddy bear items are found at various crime scenes across the map.

CorazonCaptureMine — Radio Calls (Progressive)

Radio calls from Corazon play as you capture mines, giving quest updates.

  • TCE_MajorRadio (1st mine): Plays Radio_Biff1, sets RescueBiff.Given + MERC_Mission. Requires: betrayal not started.
  • TCE_MajorRadio_2 (2nd mine): Additional radio call. Requires: betrayal not started. These are informational — they tell you about Biff and the Major as you progress.

Quest Summary Reference

Complete quest guide organized by story progression. What triggers each quest, what to do, where to go, and what you get.

Main Story Quests (Sequential)

# Quest Trigger Location Objective Reward / Outcome
1 01_Landing Game start I-1 Meet Emma & Corazon at Flag Hill villa Story begins, tutorial combat
2 02_LiberateErnie Complete Landing H-2 Capture Ernie Village from Legion Port unlocked, satellite map revealed, $30k, unlocks Act 1 quests
3 03_DefeatTheLegion Complete LiberateErnie Map-wide Expand territory (auto-tracked) Triggers betrayal when threshold hit (see Quest Trigger Reference)
4 04_Betrayal Territory/proximity/Biff triggers E-9 Travel to Refugee Camp, survive Faucheux ambush WORLD FLIP — Act 2 begins, enemy reinforcements everywhere
5a 05_TakeDownCorazon World Flip H-4 / H-4U Assault Fort L'Eau, confront Corazon underground Kill or force surrender (4+ evidence = conversation option)
5b 05_TakeDownFaucheux World Flip K-16 / H-16 Assault Army Guardpost, find secret entrance to bunker Fort control, evidence against Corazon
5c 05_TakeDownMajor World Flip A-20 Reach Major's camp, rescue President Kill/recruit/release Major. Recruit requires 75+ reputation
6 06_Endgame Complete all three 05_ quests Ending determined by accumulated choices Multiple endings based on evidence, diamond, Biff, Major fate

Main Story — Key Decision Points

Evidence System (for 05_TakeDownCorazon): Collect evidence from up to 5 sources: Hermit, Biff, Refugee Camp (E-9 clues), Major (A-20 conversation), Fort Brigand (K-16), Ernie Fort (H-4). 4+ evidence = force Corazon to surrender via conversation (30k bribe + intel). Without evidence: combat only.

Major's Reputation (for 05_TakeDownMajor): Starts at 0. +5 per outpost captured, -5/-10 for delays, +50-100 from story choices, +5-15 from dialogue. 75+ = recruit Major (unlocks Apocalypse Later achievement + merc Spike). 50+ = get evidence against Corazon via conversation.

Green Diamond (06_Endgame split):

  • Diamond to AIM: still in merc inventory at endgame
  • Diamond to Emma/country: gave to Emma (RescueBiff.EmmaGivenDiamond)
  • Diamond stays with MERC: Biff alive, not given away

World Flip auto-completes/fails these quests:

  • Completed: JoseFamily, PierreDefeated, ReduceFortressStrength, Ernie_CounterAttack
  • Failed: RefugeeBlues, LegionFlag, DiamondRed

Major Side Quests

RescueBiff — "M.E.R.C.: Finding Biff"

  • Trigger: Auto-triggered by mine capture + timer (see Quest Trigger Reference above)
  • Where: D-8 (Carnival/last seen) -> A-8 (Biff's location, rush here when radio call plays)
  • Do: Reach A-8 before enemy attack squad from B-16 arrives. Defend Biff in combat.
  • Get: Green Diamond (endgame item), Biff as ally, evidence for Corazon trial
  • Fail: Biff dies if attack squad reaches him or you enter A18/B18/B19/B20 before saving him
  • WARNING: Completing this quest triggers betrayal IMMEDIATELY (no timer delay)

DiamondRed — "Liberating Diamond Red" (A-2)

  • Trigger: Scout A-2 or get lead from Corazon at I-1 ("Diamond Red?" dialogue)
  • Where: A-2 (slave mine operation)
  • Do: Liberate mine. Choice: free slaves (GoodWin) or violent takeover (BadWin)
  • Get: Mine control (income), Graaf as foreman option (+1 evil act for Say My Name)
  • Fail: Auto-fails on World Flip. Complete before betrayal.

PantagruelDramas — "Pantagruel Conflicts" (D-6/D-7/D-8)

  • Trigger: Visit Pantagruel (D-8)
  • Where: D-8 (Downtown), D-7 (Maman's), D-6 (Fifth Twin Inn)
  • Do: Resolve Chimurenga crisis (kill/exile/convince), clear infected at inn (D-6), build loyalty to 100
  • Get: At loyalty 100 + 1 mine + Maquis not hostile: Chimurenga retires, YoungHearts romance triggers, Love Cats achievement
  • Loyalty sources: Diamond handover (+50 at D-8, Wis>=75 or Negotiator), necklace to Maman (+25 at D-7), pamphlets, quests, combat wins

PantagruelRebels — "Maquis Rebels" (C-7/D-8)

  • Trigger: Visit Pantagruel Downtown (D-8)
  • Where: D-8 (Downtown combat), C-7 Underground (Maquis mine)
  • Do: Fight or negotiate with Maquis rebels. Choice: ally or take mine by force
  • Get: Downtown control. Taking mine by force = +1 evil act (Say My Name), makes Maquis hostile (blocks Love Cats)

Landsbach — "Diesel Super-Soldiers" (B-12/B-13)

  • Trigger: Visit Landsbach (B-12) or hear NPC rumors
  • Where: B-12 (town surface), B-13 (Night Club — cage fights), B-12U (underground bunker, DLC)
  • Do: Investigate Diesel program, find evidence, access underground bunker. Complete cage fights for Prizefighter achievement.
  • Get: Super-soldier program outcome (affects ending), Night Club fight rewards, +10 Landsbach loyalty per fight
  • DLC (B-12U Gruselheim): +20 loyalty (free to leave) or +40 loyalty (run Diesel Clinic — biggest single loyalty reward in game)

Luigi — "Right Hand Man" (I-9)

  • Trigger: Enter Fleatown territory (I-9)
  • Where: I-9 (Boss Blaubert's territory)
  • Do: Get invitation via completing tasks, negotiate or fight Boss
  • Get: Fleatown access, prisoner release system (+2 loyalty to multiple cities per release)
  • Choice: Partner with Boss = +1 evil act (Say My Name)

RefugeeBlues — "The Refugee Camp" (E-9)

  • Trigger: Visit E-9
  • Where: E-9 (Refugee Camp)
  • Do: Help refugees, resolve humanitarian issues, deal with Bastien
  • Get: Loyalty gains, refugee support
  • Choice: Extort Bastien = +1 evil act (Say My Name)
  • Fail: Auto-fails on World Flip (E-9 becomes betrayal ambush site)

TakeTheFortress — "Fort L'Eau" (H-4)

  • Trigger: Complete 02_LiberateErnie
  • Where: H-4 (Fort on Ernie Island)
  • Do: Assault Legion fortress, defeat garrison
  • Get: Fort control, strategic position. Later becomes Corazon's base in Act 2.

CorazonCaptureMine — "Diamond Mines"

  • Trigger: Email from Corazon after 02_LiberateErnie
  • Where: A-2 (Diamond Red), H-7 (Ruins Mine), other mine sectors
  • Do: Capture mines for income. Radio calls play at 1st and 2nd mine.
  • Get: Currency per mine, radio story progression. 1st mine triggers RescueBiff chain.
  • Fail: Auto-fails on World Flip

JoseFamily — "Bastien" (I-1/H-3)

  • Trigger: Meet Bastien at I-1 beach
  • Where: I-1 (beach encounter) -> H-3 (family hideout at Rust fortress)
  • Do: Confront Jose's criminal family, choose outcome
  • Get: Diamonds (if taken), hideout control. Auto-completes on World Flip.
  • Choice: Drop guns w/ Scared merc = +5 Ernie loyalty

Ernie_CounterAttack — Hidden quest (H-2/H-4)

  • Trigger: Ernie loyalty >= 45 + Pierre still active + H-4 still enemy-held (see Quest Trigger Reference)
  • Where: H-2 (Ernie Village — defend against attack)
  • Do: Defend Ernie from Pierre's counter-attack squad (arrives from H-4 after ~16 hrs)
  • Get: Quest completion, combat XP. Auto-completes on World Flip.

TheTwelveChairs — "The Necklace in the Chairs" (H-9 + 12 sectors)

  • Trigger: NPC hints in Fleatown/Pantagruel. Quest given via Broker (Lalee) at H-9.
  • Where: 12 luxury chairs (World_Throne entities) scattered across sectors: H-9, I-9, A-2, D-7, H-12, I-1, F-7, D-8, C-7U, G-10, D-10, B-12
  • Do: Destroy the chairs to search them. The necklace is not in a fixed chair — a random threshold decides which one drops it.
  • Key mechanic (HotDiamonds.lua:1383–1409, TwelveChairsChair:OnDie): At quest start, TargetChairs is randomly set between 7 and 11 (from QuestsDef/TheTwelveChairs.lua: Value = 7, RandomRangeMax = 11). Each time a chair is destroyed, NumberChairsFound increments. When NumberChairsFound >= TargetChairs, the current chair's hidden ContainerMarker is enabled, dropping the Diamond Necklace ($9,000 value). Once found, ChairPicked is set true and remaining chairs become inert.
    -- HotDiamonds.lua:1388-1409 (simplified)
    function TwelveChairsChair:OnDie(...)
        local quest = QuestGetState("TheTwelveChairs")
        if not quest then return end
        local chairFound = GetQuestVar("TheTwelveChairs", "ChairPicked")
        if chairFound then return end  -- necklace already found
    
        -- find this chair's hidden container via its collection
        local root_collection = self:GetRootCollection()
        local collection_idx = root_collection and root_collection.Index or 0
        if collection_idx ~= 0 then
            container = MapGetFirst(self, InteractableCollectionMaxRange,
                "collection", collection_idx, true, "ContainerMarker")
        end
    
        local currentCount = GetQuestVar("TheTwelveChairs", "NumberChairsFound") or 0
        local targetCount = GetQuestVar("TheTwelveChairs", "TargetChairs") or 0
        if currentCount >= targetCount then
            container.enabled = true  -- this chair drops the necklace
        end
    
        SetQuestVar(quest, "NumberChairsFound", currentCount + 1)
        CombatObject.OnDie(self, ...)
    end
    
    In practice: You must destroy 7–11 chairs before finding the necklace. Whichever chair you break after hitting the random threshold is "the one." Progress shows as <NumberChairsFound> / 12 Chairs checked in the quest log.
  • Get: Diamond Necklace + Medium XP on pickup (TCE_FoundNecklace triggers when UnitSquadHasItem("DiamondNecklace")). Then sell to one of two buyers:
    • Broker (Lalee) at H-9: $3,000 default / $12,000 haggle / $15,000 w/ Negotiator + Fleatown loyalty (see H-9 NPC section)
    • Maman Liliane at D-7: donate free for +25 Pantagruel loyalty (best for PantagruelDramas) / sell w/ Scoundrel or Negotiator for $9,984 + 10 loyalty (see D-7 NPC section)
  • Fail: Lalee (NPC_Lalee) dies before quest completion (TCE_Failed checks CheckIsPersistentUnitDead)
  • Achievement: Twelve Chairs

Ted — "Of Murders and Teddy Bears" (Farmlands: K-17/K-18/K-19/J-19/J-20/L-19)

  • Trigger: Rumors of murders in the Farmlands. Teddy bears appear at crime scenes across 6 sectors.
  • Where: Clue sectors: K-17, K-18, K-19, J-19, J-20, L-19. Ted spawns in whichever sector the player is in when the threshold is met.
  • Do: Investigate teddy bear clue sites. Each site increments TedClues. When enough clues are found, the killer spawns.
  • Key mechanic (QuestsDef/Ted.lua, TCE_TedSpawn): At quest start, TedRandom is randomly set between 9 and 13 (Value = 9, RandomRangeMax = 13). Each clue found increments TedClues. When TedClues >= TedRandom, TCE_TedSpawn fires:
    -- Ted.lua:169-194
    PlaceObj('TriggeredConditionalEvent', {
        Conditions = {
            PlaceObj('QuestIsVariableNum', {
                AgainstVar = true,
                Prop = "TedClues",
                Prop2 = "TedRandom",  -- random 9-13
                QuestId = "Ted",
            }),
        },
        Effects = {
            PlaceObj('QuestSetVariableBool', { Prop = "TedSpawn" }),
            PlaceObj('MusicSetTrack', { Track = "Music/Bloody Rocks" }),
            PlaceObj('SectorEnterConflict', { sector_id = "current" }),
        },
    })
    
    Ted spawns as NPC_Ted (unit "Tedd") and roams toward TedMove markers. When a merc comes within 3 tiles (UnitIsAroundOtherUnit, Distance=3), Ted flips to enemy2 side and goes hostile (TCE_TedApproached). In practice: You need 9–13 clues before Ted appears. The exact threshold varies per playthrough.
  • Get: Medium XP + +15 Payak loyalty on killing Ted (TCE_TedKilled)
  • Achievement: Truest Detective

HunterHunted — "Flay the Poacher Hunter" (Savanna: C-5/C-6/B-4/E-6)

  • Trigger: Scout C-5 or encounter dead poachers.
  • Where: C-5 (Poacher Camp, quest-giver Hyena), then Flay spawns at one of 3 locations: C-6, B-4, or E-6.
  • Do: Collect clues about Flay's location. 4 clues required (fixed). Then confront Flay — fight, recruit, or pacify.
  • Key mechanic (QuestsDef/HunterHunted.lua): CluesRequired = 4 (fixed, no randomization). Clues counter increments as you find dead poacher bodies. DeadBody_Random (Value=1, RandomRangeMax=3) randomizes which dead body variant appears. When Clues >= CluesRequired AND FlayNPC is on the map, TCE_FlaySpawned fires. Flay's spawn location depends on which sector the player is in at trigger time:
    -- HunterHunted.lua:590-633 (inside TCE_FlaySpawned effects)
    PlaceObj('EffectsWithCondition', {
        Conditions = { PlaceObj('PlayerIsInSectors', { Sectors = { "C6" } }) },
        Effects = { PlaceObj('QuestSetVariableBool', { Prop = "FlaySpawnedLoc_1" }) },
    }),
    PlaceObj('EffectsWithCondition', {
        Conditions = { PlaceObj('PlayerIsInSectors', { Sectors = { "B4" } }) },
        Effects = { PlaceObj('QuestSetVariableBool', { Prop = "FlaySpawnedLoc_2" }) },
    }),
    PlaceObj('EffectsWithCondition', {
        Conditions = { PlaceObj('PlayerIsInSectors', { Sectors = { "E6" } }) },
        Effects = { PlaceObj('QuestSetVariableBool', { Prop = "FlaySpawnedLoc_3" }) },
    }),
    
    Flay approaches within 3 tiles then goes hostile (same proximity trigger as Ted). Outcomes: Kill Flay (FlayDead), recruit Flay (FlayRecruited), pacify (FlayPacified), or set him hunting (FlayHunting).
  • Get: XP on spawning Flay. Compensation from Hyena. Flay can become a recurring encounter.

TreasureHunting — "Treasure Hunting" (H-7 + 5 treasure sites + 10 bush caches)

  • Trigger: Meet Lucky Veinard at Ruins Mine (H-7). He has a chicken named Schliemann that he believes can find treasure.

  • Where: 5 treasure sites unlocked sequentially: H-7 (hidden), E-14 (archaeological), J-11 (voodoo), L-17/K-18 (graveyard), C-3 (circles/final). Plus 10 randomized bush treasure caches across: G-13, F-9, C-16, L-17, E-20, B-18, E-12, J-12, K-15, A-10.

  • Do: Follow Veinard and his chicken to each treasure site. Find the treasure, then Veinard reveals the next lead.

  • Key mechanic (QuestsDef/TreasureHunting.lua): The quest has 5 main treasures that must be found in sequence. Each found treasure increments the treasures counter. The first 4 treasures are gated by banter triggers (talking to/overhearing Veinard):

    • hiddentreasure (H-7): unlocked by banter Ruins_LuckyVeinard02, grants H-7 intel
    • archtreasure (E-14): unlocked by banter Archeological_LuckyVeinard03, grants E-14 intel
    • voodootreasure (J-11): unlocked by banter Voodoo_LuckyVeinard03, grants J-11 intel
    • graveyardtreasure (L-17/K-18): unlocked by banter Graveyard_Overheard

    The 5th treasure (circles) is gated behind a counter:

    -- TreasureHunting.lua:1388-1403
    PlaceObj('TriggeredConditionalEvent', {
        Conditions = {
            PlaceObj('QuestIsVariableNum', {
                Amount = 3,
                Prop = "treasures",  -- need 3 treasures found
            }),
        },
        Effects = {
            PlaceObj('QuestSetVariableBool', {
                Prop = "SpawnCircles",  -- unlocks the final treasure site
            }),
        },
    })
    

    Quest completes when foundcirclestreasure is set (Medium XP reward).

    Bush treasure randomization: 10 sectors each have a BushesTreasure_<sector> variable with RandomRangeMax = 1 (coin flip: 0 or 1). This determines which of 2 bush positions in each sector contains the hidden cache. collections (Value=1, RandomRangeMax=5) selects which collection variant of treasures spawns across the map. Additional per-site treasures tracked: treasureA17, treasureF8, treasureF6, treasureG14.

  • Fail: Lucky Veinard (VeinardDead) dies before quest completion

  • Chicken companion: Schliemann the chicken follows Veinard to each dig site with scripted setpiece movements (ChickenMove1-3 etc.)

Minor / Location Side Quests

Quest Location Trigger What to Do Reward
AyeMom (Headshot Hue) K-9 Visit sector Find red wig, give to Hue for prank on Lurch Comedy setpiece. Taking Lurch's shotgun + killing him = +1 evil act
Ted (Teddy Bear Killer) K-17/L-19 area Find teddy bear clues Collect 9–13 clues (random threshold per playthrough) to trigger Ted's spawn — see detailed entry above +15 Payak loyalty, Truest Detective achievement
TheTwelveChairs H-9 + scattered NPC hints Search luxury chairs across sectors for hidden diamond necklace Necklace to Maman = +25 Pantagruel loyalty. Twelve Chairs achievement
Sanatorium H-12 / H-12U Visit clinic Clear infected outbreak (les cadaveres), cure Kronenberg experiments Clinic control, medical supplies, +5-10 Chalet/Payak loyalty
HunterHunted (Flay) C-5/C-6/B-4/E-6 Scout C-5 Collect 4 clues from dead poachers, then confront Flay — see detailed entry above XP, Hyena compensation, Flay recruit option
TreasureHunting (Lucky Veinard) H-7 + 5 sites Meet Veinard at H-7 Follow Veinard & chicken to 5 treasure sites (3 needed to unlock final) + 10 bush caches — see detailed entry above Medium XP, treasure loot, museum donations
Beast Cursed Forest Visit or rumors Encounter dangerous creature — fight, feed, or survive Rare encounter. Beast may randomly spawn in sectors after
Hermit G-8 area Find clues Find Hermit in wilderness, learn his name, reunite with mansion Butler at G-8 +1 evidence for Corazon trial (CorazonEvidence_Hermit)
Witch (Wassergrab) J-18 Visit farmlands Meet witch, dialogue options GoodWitch = +30 Payak loyalty, EvilWitch = +10 loyalty
Monday I-19 Visit sector Complete Monday's full quest chain +15 Payak loyalty

Quest Timing Strategy

Before World Flip (Act 1 — do these first):

  • DiamondRed (A-2) — auto-fails on flip
  • RefugeeBlues (E-9) — auto-fails on flip, and E-9 becomes ambush site
  • CorazonCaptureMine — auto-fails on flip
  • LegionFlag — auto-fails on flip
  • Ernie loyalty quests (counter-attack at 45+, Basil reward at 75+ needs H-4 captured)
  • RescueBiff — completing this triggers IMMEDIATE betrayal, so do it last if you want to delay the flip

Betrayal delay strategy: Avoid: 4+ mines, entering B-8/A-9, owning D14/D15/D16/C14/C15/C16/C20, 12+ city sectors, 70+ total sectors. Complete side quests and build loyalty first.

After World Flip (Act 2):

  • 05_TakeDownCorazon (H-4/H-4U) — gather evidence from Hermit, Biff, Refugee Camp, Major, Fort Brigand, Ernie Fort
  • 05_TakeDownFaucheux (K-16) — assault Army Guardpost
  • 05_TakeDownMajor (A-20) — build reputation before arrival, rescue President
  • ErnieSideQuests_WorldFlip — recapture Ernie with partisan support (if loyalty >= 40 + NPCs alive)

Any time (not affected by World Flip):

  • Ted, TheTwelveChairs, TreasureHunting, Sanatorium, Beast, Hermit, Witch, Monday
  • PantagruelDramas/Rebels — persist through flip but Maquis hostility blocks Love Cats
  • Landsbach — persists through flip

A-2 - Diamond Red

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer x2: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IndustrialContainer: Wirecutter, Crowbar, Lockpick, Parts x15-40, C4 x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, PETN x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, TNT x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, GasMask, Combination_CeramicPlates, Combination_WeavePadding, Combination_BalancingWeight, Combination_Sharpener, OpticalLens, FineSteelPipe, Microchip
  • DiamondRed_IntelStash: Combination_Detonator_Time x3-3, TNT x5-5 (Group: Intel_Explosives)

NPC Interactions & Branching Choices

Graaf: Diamond Red slave master — BRANCHING CHOICE (affects Pierre GoodImpression by +/-25)

  • Pierre OR Ivan in squad: Graaf automatically EXECUTED (setpiece, overrides all)
  • Fidel/Meltdown/Nails in squad: "You deserve to die" -> instant psycho execution (GraafDead)
  • Without above: choice available:
    • Kill Graaf -> +25 GoodImpression toward Pierre, positive karma
    • "Give us the diamonds and leave" (ransom) -> Graaf_Stash_bonus loot, negative karma (took bribe)
    • "Leave and never come back" (no ransom) -> +5 Pantagruel loyalty (Ivan/Pierre disapprove)
    • Hire as foreman (only if no Pierre/Ivan): Graaf_Stash loot, -5 Pantagruel loyalty, -5 Port Diancie loyalty, -20 GoodImpression Net GoodImpression swing: 45 points between kill (+25) and hire (-20). Biggest factor after hanging choice.

A-6U - Mfumu's Mausoleum

No skill-check objects, loot containers, or NPC interactions found.


A-8 - Hill Station

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #4: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #5: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #6: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 1x Door_Planks_Single_03: Mechanical >= 70+[0-9] to pick, state=locked
  • 1x Door_Planks_Single_03: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x Door_Planks_Single_03: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x Door_Shanty_Single_04: Mechanical >= 50+[0-9] to pick, state=locked

Loot Containers

  • SmallContainer x2 LOCKED (Mechanical >= 50+[0-9]): tier-scaled random consumables/gear (see Container Types legend)
  • Biff_Robbed: Galil, 7.62 NATO FMJ x5-18, Knife, FlakVest, LightHelmet (Group: Loot_DeadBiff) Condition: if NOT Completed (RescueBiff)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

NPC Interactions & Branching Choices

Biff: M.E.R.C. leader (pre-siege)

  • "Spike?" -> reveals Major = Spike Scallion (only if Spike NOT in squad)
  • "Who is she?" -> reveals Corazon/Adonis connection (MERC_LegionAdonis)
  • "Time to face the Legion!" -> triggers siege combat + XP

Biff (post-siege): Green Diamond

  • "Can you help us expose Corazon?" -> CorazonEvidence_Biff (endgame evidence)
  • Larry_Clean OR Smiley in squad: pressure Biff -> TheGreenDiamond given to player + large XP
  • Without Larry_Clean/Smiley: Biff keeps the diamond (large XP still given)

A-9 - Wasteland

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

A-10 - Wasteland

Loot Containers

  • SmallContainer_BushesTreasure: tier-scaled hidden bush cache (see Container Types legend)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

A-11 - Middle Of Nowhere

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

A-16 - Wasteland

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

A-17 - Wasteland

Loot Containers

  • RuinsTreasureRandom: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Bones Open) Condition: if treasureA17 (TreasureHunting)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

A-18 - Wasteland

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

A-19 - Wasteland

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Trap/Mine (Explosives)

  • 14x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[Minefield]

Loot Containers

  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)

A-20 - The Majors Camp

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer_Exceptional LOCKED (Mechanical >= 70+[0-9]): tier-scaled premium weapon/armor (see Container Types legend)
  • LargeContainer x2: tier-scaled random weapon/armor (see Container Types legend)
  • PilesOfCash: MoneyBag x8-12 Condition: if NOT MoneyLootedByNPCs (05_TakeDownMajor)
  • OutpostResources: 5.56mm AP x30-60, 5.56mm FMJ x30-90, 5.56mm HP x30-60, 5.56mm Match x30-60, 5.56mm Tracer x30-60, 7.62 NATO AP x30-60, 7.62 NATO FMJ x30-90, 7.62 NATO HP x30-60, 7.62 NATO Match x30-60, 7.62 NATO Tracer x30-60, 7.62 WP AP x30-60, 7.62 WP FMJ x30-90, 7.62 WP HP x30-60, 7.62 WP Match x30-60, 7.62 WP Tracer x30-60, .50 BMG FMJ x10-30, .50 BMG HE x10-20, .50 BMG Incendiary x10-20, .50 BMG SLAP x10-20, 12ga Breacher x24-48, 12ga Buckshot x24-48, 12ga Flechette x24-48, 12ga Salt Shot x24-48, .44 Cal AP x12-36, .44 Cal FMJ x24-36, .44 Cal HP x12-36, .44 Cal Match x12-36, .44 Cal Shock x12-36, 9mm AP x30-60, 9mm FMJ x40-120, 9mm HP x30-60, 9mm Match x30-60, 9mm Shock x30-60, 9mm Subsonic x30-60, 9mm Tracer x30-60, Meds x30-60 (Group: OutpostLoot)

NPC Interactions & Branching Choices

The Major (Spike Scallion): Final antagonist at Eagle's Nest

  • Reputation system (numeric tracker — all sources below are at SEPARATE choice points, ALL stackable in one visit):
    • Len/Gus/Ivan present OR MERC_Scallion known: "You were a merc" -> +5 Reputation (after 'Why kill president?' topic)
    • Leadership >= 70 + LegionBeatenByMilitia: "Legion could have performed better" -> +10 Reputation (after 'We will destroy your Legion' topic)
    • "Biff was your friend" -> -5 Reputation (independent topic, avoid this)
    • Max in-conversation: +15 (take +5 and +10, skip Biff). Thresholds of 50/75 require Reputation from outside sources.
  • Reputation >= 50: Major gives evidence against Corazon (CorazonEvidence_Major). Critical for endgame.
  • Reputation < 50: Major claims he burned the contract (no evidence)
  • FATE — MUTUALLY EXCLUSIVE outcomes:
    • "Time to die" -> MajorDead, +30 Pierre GoodImpression, karma effect
    • Len/Gus/Ivan present: "Go to jail" -> they execute him anyway (overrides mercy). MajorDead.
    • Without Len/Gus/Ivan: "Go to jail" -> MajorJail, karma effect (true mercy only without these 3)
    • "What if WE hire you?" (Reputation >= 75 + MentionAdonis): -> Spike joins as merc (The Major recruitable!). -10 Pierre GoodImpression.

President (post-rescue):

  • Negotiator + Spike NOT present: "Anything about Faucheux?" -> sector intel K-16
  • Negotiator + Spike present: same question but no intel (President distracted by Spike)
  • Without Negotiator: topic never appears (miss K-16 intel entirely)
  • Trade-off: bringing Spike blocks the best intel outcome from President

B-2 - Smugglers Port

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer x2: tier-scaled random weapon/armor (see Container Types legend)

B-3 - Raider Outpost

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer x3: tier-scaled random weapon/armor (see Container Types legend)

B-4 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

B-5 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

B-8 - Wasteland

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • SmallContainer LOCKED (Mechanical >= 50+[0-9]): tier-scaled random consumables/gear (see Container Types legend)

B-9 - Wasteland

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

B-10 - Wasteland

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

B-10U - Lost Basin

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 8x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • Grotto_Fixed: MetaviraShot x3-3, SkillMag_Wisdom

B-11U - U-Bahn Station

No skill-check objects, loot containers, or NPC interactions found.


B-12 - Landsbach Mine

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: Intel only
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 1x Door_Planks_Double_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x Door_Shanty_Single_02: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x TallDoor_Colonial_Double_01: Mechanical >= 70+[0-9] to pick, state=locked

Loot Containers

  • SmallContainer x5 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random consumables/gear (see Container Types legend)
  • Container_Explosives_C4: C4 x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4 (Group: Container Marker) Condition: if Given (Landsbach)
  • IndustrialContainer: Wirecutter, Crowbar, Lockpick, Parts x15-40, C4 x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, PETN x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, TNT x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, GasMask, Combination_CeramicPlates, Combination_WeavePadding, Combination_BalancingWeight, Combination_Sharpener, OpticalLens, FineSteelPipe, Microchip
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

NPC Interactions & Branching Choices

Siegfried: Landsbach industrialist, diamond mine owner

  • "What is this Night Club?" (Bounce alive) -> Coin item (Night Club entry)
  • Confront about Chalet de la Paix (requires PaixDisease quest progress): +5 Landsbach loyalty + XP
  • "It's not just the training?" (super soldiers topic): +5 Landsbach loyalty
  • Diesel return — CRITICAL DECISION:
    • Give Diesel (standard): get Landsbach Diamond Mine
    • Give Diesel + know SecretPlan: get mine + 8 free militia at B-12 (best outcome)
    • Refuse Diesel: Siegfried flees, must take mine by force
    • Attack Siegfried (Bounce alive): combat vs Siegfried's guards AND Bounce's men simultaneously
  • "Bounce took your Diesel" (snitch): Siegfried kills Bounce. Marked as consequential choice.

B-12U - Diesel Klinik

Loot Containers

  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • Klinik_BookShelf: SkillMag_Health, SkillMag_Strength, MoneyBag
  • Klinik_LabEquipment: Meds x40-40, Reanimationsset, CombatStim x2-2
  • LargeContainer x2: tier-scaled random weapon/armor (see Container Types legend)

NPC Interactions & Branching Choices

Dr. Gruselheim (DLC U-Bahn, in person post-Siegfried): Diesel Klinik

  • Frozen Nazis: seal/kill/send to court (all give medium XP)
  • Gruselheim's fate (5 options, large XP each):
    • "Free to leave": +20 Landsbach loyalty
    • "Go to jail": +15 Port Diancie loyalty
    • "Run the Sanatorium" (requires MangelExposed): +10 Port Diancie loyalty
    • "Run the Diesel Clinic" (requires Landsbach progress): +40 Landsbach loyalty (blows past 25 banter threshold — biggest single loyalty reward in game)
    • "Work in Weapons Lab": no loyalty, workshop access

B-13 - Landsbach Docks

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: Intel only
  • HackMarker #3: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 1x Door_Planks_Single_04: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.

Loot Containers

  • LargeContainer x3: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer x5: tier-scaled random consumables/gear (see Container Types legend)

NPC Interactions & Branching Choices

Bounce: Landsbach Night Club owner

  • Entry methods (break and enter without proper approach = combat):
    • Coin from Siegfried: peaceful entry
    • "Siegfried sent us": peaceful entry
    • Break and enter + Psycho: peaceful (Bounce impressed)
    • Break and enter + Negotiator: "This was the only way" -> peaceful
    • Break and enter + (Scoundrel OR Wisdom >= 85) + DieselMention: "Here's your reason: Diesel" -> +5 Landsbach loyalty
    • Break and enter without above: COMBAT (lose all Bounce quest content)
  • Diesel decision: give to Bounce -> PSG1 sniper rifle + 10x 7.62 NATO HP ammo (alliance vs Siegfried)
  • Refuse Diesel to Bounce: COMBAT

B-16 - The Fracture

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Trap/Mine (Explosives)

  • 5x mine: Reveal=Medium (need >50 Explosives, no random), Disarm=Hard (need >70+[0-9] Explosives), Group=[Minefield]
  • 1x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Easy (need >30+[0-9] Explosives), Group=[Minefield]

Locked Door/Gate (Mechanical)

  • 1x BunkerInterior_FenceWire_Door: Mechanical >= 70+[0-9] to pick, state=locked

Loot Containers

  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • Fracture_Rigged_Loot: OpticalLens, FineSteelPipe, Microchip, ConcussiveGrenade x2-4, SmokeGrenade x1-4, TearGasGrenade x1-2, OpticalLens x1-2, NightVisionGoggles x1-2, Parts x1-30, BigDiamond x1-2, CombatStim x1-3, Meds x40-60, Medkit, LightHelmet, FlakArmor, FlakLeggings, Combination_CeramicPlates, Combination_WeavePadding, Combination_BalancingWeight, Combination_Sharpener, SkillMag_Agility x2-2, SkillMag_Dexterity x2-2, SkillMag_Explosives x2-2, SkillMag_Health x2-2, SkillMag_Leadership x2-2, SkillMag_Marksmanship x2-2, SkillMag_Mechanical x2-2, SkillMag_Medical x2-2, SkillMag_Strength x2-2, SkillMag_Wisdom x2-2, SkillMag_Agility x2-2, SkillMag_Dexterity x2-2, SkillMag_Explosives x2-2, SkillMag_Health x2-2, SkillMag_Leadership x2-2, SkillMag_Marksmanship x2-2, SkillMag_Mechanical x2-2, SkillMag_Medical x2-2, SkillMag_Strength x2-2, SkillMag_Wisdom x2-2, MetaviraShot, CombatStim x1-3, Meds x40-60, Medkit, OpticalLens, FineSteelPipe, Microchip, Parts x15-30, MoneyBag x2-4, BigDiamond x1-2, LightHelmet, FlakArmor, FlakLeggings, KevlarChestplate, KevlarVest, PETN x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, Combination_CeramicPlates, Combination_WeavePadding, Combination_BalancingWeight, Combination_Sharpener, FineSteelPipe, 40mm Flashbang x1-2, 40mm Frag Grenade x2-2, SkillMag_Agility x2-2, SkillMag_Dexterity x2-2, SkillMag_Explosives x2-2, SkillMag_Health x2-2, SkillMag_Leadership x2-2, SkillMag_Marksmanship x2-2, SkillMag_Mechanical x2-2, SkillMag_Medical x2-2, SkillMag_Strength x2-2, SkillMag_Wisdom x2-2, SkillMag_Agility x2-2, SkillMag_Dexterity x2-2, SkillMag_Explosives x2-2, SkillMag_Health x2-2, SkillMag_Leadership x2-2, SkillMag_Marksmanship x2-2, SkillMag_Mechanical x2-2, SkillMag_Medical x2-2, SkillMag_Strength x2-2, SkillMag_Wisdom x2-2, MetaviraShot x1-2, MetaviraShot x3-5, CamoArmor_Medium, KevlarHelmet, KevlarLeggings, KevlarVest, SkillMag_Agility x2-2, SkillMag_Dexterity x2-2, SkillMag_Explosives x2-2, SkillMag_Health x2-2, SkillMag_Leadership x2-2, SkillMag_Marksmanship x2-2, SkillMag_Mechanical x2-2, SkillMag_Medical x2-2, SkillMag_Strength x2-2, SkillMag_Wisdom x2-2, SkillMag_Agility x2-2, SkillMag_Dexterity x2-2, SkillMag_Explosives x2-2, SkillMag_Health x2-2, SkillMag_Leadership x2-2, SkillMag_Marksmanship x2-2, SkillMag_Mechanical x2-2, SkillMag_Medical x2-2, SkillMag_Strength x2-2, SkillMag_Wisdom x2-2, CombatStim x1-3, Meds x40-60, Medkit, OpticalLens, FineSteelPipe, Microchip, 40mm Frag Grenade x3-6, Warhead_Frag x2-5, PETN x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, HeavyArmorChestplate, MetaviraShot x1-2, HeavyArmorHelmet, HeavyArmorLeggings, HeavyArmorTorso, SkillMag_Agility x2-2, SkillMag_Dexterity x2-2, SkillMag_Explosives x2-2, SkillMag_Health x2-2, SkillMag_Leadership x2-2, SkillMag_Marksmanship x2-2, SkillMag_Mechanical x2-2, SkillMag_Medical x2-2, SkillMag_Strength x2-2, SkillMag_Wisdom x2-2, SkillMag_Agility x2-2, SkillMag_Dexterity x2-2, SkillMag_Explosives x2-2, SkillMag_Health x2-2, SkillMag_Leadership x2-2, SkillMag_Marksmanship x2-2, SkillMag_Mechanical x2-2, SkillMag_Medical x2-2, SkillMag_Strength x2-2, SkillMag_Wisdom x2-2, PETN x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, CombatStim x1-3, Meds x40-60, Medkit, .50 BMG FMJ x10-30, .50 BMG HE x10-20, .50 BMG Incendiary x10-20, .50 BMG SLAP x10-20, OpticalLens x2-2, SkillMag_Marksmanship, SkillMag_Mechanical, .50 BMG SLAP x20-20, 7.62 NATO Match x60-60, Microchip x2-2, NightVisionGoggles, Combination_CeramicPlates, HeavyArmorHelmet, HeavyArmorLeggings, HeavyArmorTorso, SkillMag_Health, SkillMag_Strength, 12ga Breacher x10-10, 5.56mm AP x30-30, 7.62 WP AP x30-30, Microchip, Machete_Sharpened, SmokeGrenade x2-2, GasMask, MetaviraShot x1-2, Bereta92, OpticalLens, FineSteelPipe, Microchip, Glock18, OpticalLens, FineSteelPipe, Microchip, M41Shotgun, OpticalLens, FineSteelPipe, Microchip, M24Sniper, OpticalLens, FineSteelPipe, Microchip, DragunovSVD, OpticalLens, FineSteelPipe, Microchip, MP5, OpticalLens, FineSteelPipe, Microchip, MP5K, OpticalLens, FineSteelPipe, Microchip, UZI, OpticalLens, FineSteelPipe, Microchip, Auto5, OpticalLens, FineSteelPipe, Microchip, ColtAnaconda, Galil, KevlarVest, CamoArmor_Medium, MGL, 40mm Frag Grenade x2-2, AK47, OpticalLens, FineSteelPipe, Microchip, RPK74, OpticalLens, FineSteelPipe, Microchip, FNFAL, OpticalLens, FineSteelPipe, Microchip, M14SAW, OpticalLens, FineSteelPipe, Microchip, AKSU, OpticalLens, FineSteelPipe, Microchip, AR15, OpticalLens, FineSteelPipe, Microchip, AUG, OpticalLens, FineSteelPipe, Microchip, M16A2, OpticalLens, FineSteelPipe, Microchip, PSG1, OpticalLens, FineSteelPipe, Microchip, FNMinimi, OpticalLens, FineSteelPipe, Microchip, M41Shotgun, OpticalLens, FineSteelPipe, Microchip, HeavyArmorTorso, HeavyArmorTorso_WeavePadding, HK21, AA12, AK74, M4Commando, MortarInventoryItem, MortarShell_HE x3-6, RPG7, Warhead_Frag x1-2, G36, 5.56mm AP x30-60, OpticalLens, FineSteelPipe, Microchip, AK74, 7.62 WP Tracer x30-60, OpticalLens, FineSteelPipe, Microchip, AA12, 12ga Breacher x24-48, 12ga Flechette x24-48, OpticalLens, FineSteelPipe, Microchip, HK21, 7.62 NATO FMJ x30-90, 7.62 NATO Tracer x30-60, OpticalLens, FineSteelPipe, Microchip, M4Commando, OpticalLens, FineSteelPipe, Microchip, 5.56mm HP x30-60, 5.56mm FMJ x30-90, DesertEagle, OpticalLens, FineSteelPipe, Microchip, ColtAnaconda, OpticalLens, FineSteelPipe, Microchip, RPG7, Warhead_Frag x1-2, MortarInventoryItem, MortarShell_HE x3-6, MGL, 40mm Frag Grenade x2-2

B-17 - Oasis

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer LOCKED (Mechanical >= 50+[0-9]): tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

B-18 - Wasteland

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Trap/Mine (Explosives)

  • 6x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • SmallContainer_BushesTreasure: tier-scaled hidden bush cache (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

B-19 - Wasteland

Trap/Mine (Explosives)

  • 9x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

B-20 - Clifftop Camp

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • LargeContainer x4 LOCKED (Mechanical >= 90+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)

C-3 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

C-4 - Savanna

No skill-check objects, loot containers, or NPC interactions found.


C-5 - Poacher Camp

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer x2 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • TreasureBoxSmall: TinyDiamonds x1-4 Condition: if HippoSkullTreasureFound (PoacherCampGeneral)
  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

NPC Interactions & Branching Choices

Hyena: Poacher Camp bounty hunter, hunting Flay

  • Flay killed (away from camp): default bounty $7,500
  • Flay killed (away) + Negotiator: "You can do better" -> $10,000 (double default)
  • Flay killed (in camp): auto $10,000
  • Flay recruited + present: keep him -> $5,000 (Hyena unhappy)
  • Flay recruited + absent: auto $5,000
  • Flay pacified: auto $7,500
  • Scoundrel: "It's directions to buried treasure" -> $500 + 5 Pantagruel loyalty (con Hyena with fake map)
  • Wisdom >= 80: "Any more details about Flay?" -> +1 Clue for HunterHunted quest
  • Psycho: "You should be afraid of us" -> HyenaScared (enables intel if offended)
  • Calling poachers cowards: HyenaOffended (blocks Larry location intel unless Psycho scared him)
  • Post-quest: Boss Blaubert partnership deal: $5,000 (Boss alive) or $7,500 (Boss dead, you're in charge)

C-6 - Savanna Cave

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • SmallContainer_Exceptional x2: tier-scaled premium consumables/gear (see Container Types legend)

C-7 - Fosse Noire

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 12x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[landmines]

Locked Door/Gate (Mechanical)

  • 1x Door_Planks_Single_01: Mechanical >= 50+[0-9] to pick, state=locked

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IndustrialContainer: Wirecutter, Crowbar, Lockpick, Parts x15-40, C4 x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, PETN x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, TNT x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, GasMask, Combination_CeramicPlates, Combination_WeavePadding, Combination_BalancingWeight, Combination_Sharpener, OpticalLens, FineSteelPipe, Microchip
  • LargeContainer x2 LOCKED (Mechanical >= 50+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

C-7U - Fosse Noire Mine

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • LargeContainer x5: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer x6: tier-scaled random consumables/gear (see Container Types legend)

C-9 - Wasteland

Loot Containers

  • SmallContainer x2 LOCKED (Mechanical >= 50+[0-9]): tier-scaled random consumables/gear (see Container Types legend)

C-10 - Wasteland

No skill-check objects, loot containers, or NPC interactions found.


C-11 - Old Gas Station

Loot Containers

  • SmallContainer x3 LOCKED (Mechanical >= 50+[0-9]): tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)

C-12 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

C-13 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • ErnieSecretStash2: Meds x30-50, FlakArmor, SkillMag_Marksmanship

C-14 - Beast Lair

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x Door_Shanty_Single_01: IMPOSSIBLE to lockpick, state=open Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.

Loot Containers

  • LargeContainer LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)

NPC Interactions & Branching Choices

Beast (2nd encounter, cabin): Post-meeting follow-up

  • Wisdom >= 85 OR Kalyna: expose identity -> +5 Ille Morat loyalty + cabin flags set
  • "Are those cookies!?" -> accept -> SkillMag_Health (Mouse/Scope present: +5 loyalty each)
  • "Hands up!" -> Beast attacks. "Sorry" -> -10 Ille Morat loyalty
  • Recruitment: requires BeastMet + BeastSatisfied + QuestLoyalty (multi-step)

C-15 - Middle Of Anywhere

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

C-16 - Cursed Forest

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x Door_Shanty_Single_05: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • SmallContainer_BushesTreasure: tier-scaled hidden bush cache (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

C-20 - Wasteland

Trap/Mine (Explosives)

  • 4x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • SmallContainer_Exceptional x2: tier-scaled premium consumables/gear (see Container Types legend)

C-20U - Freeloaders Cavern

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Trap/Mine (Explosives)

  • 2x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer x4 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • FreeloaderCavern_AA12: AA12 (Group: AA12_Loot)
  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)

D-4 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

D-5 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer_Exceptional x3: tier-scaled premium weapon/armor (see Container Types legend) (Group: MERC_Backpack) Condition: if Backpack_SavannaD5 (PantagruelLostAndFound)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

D-6 - Pantagruel Outskirts

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer_Exceptional x3: tier-scaled premium weapon/armor (see Container Types legend) (Group: MERC_Backpack) Condition: if Backpack_Outskirts (PantagruelLostAndFound)
  • SmallContainer x5: tier-scaled random consumables/gear (see Container Types legend)

D-7 - Pantagruel Slums

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #4: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x Door_Planks_Single_03: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x Door_Planks_Single_03: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x Door_Planks_Single_04: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x TallDoor_City_Double_03: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x TallDoor_Warehouse_Triple_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x TallDoor_Warehouse_Triple_01: Mechanical >= 50+[0-9] to pick, state=locked

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • SmallContainer x4: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer x2: tier-scaled random weapon/armor (see Container Types legend)
  • LargeContainer_Exceptional x3: tier-scaled premium weapon/armor (see Container Types legend) (Group: MERC_Backpack) Condition: if Backpack_Slums (PantagruelLostAndFound)

NPC Interactions & Branching Choices

Maman Liliane: Pantagruel Slums (Le Lys Rouge), necklace quest + brothel quests

  • Necklace (TheTwelveChairs quest):
    • Give necklace for free: +25 Pantagruel loyalty (toward 50 for Chimurenga dialogue + mine income boost, 100 for PantagruelDramas + RebelManifesto) + positive karma (best ethical outcome)
    • Scoundrel/Negotiator: sell for $9,984 + 10 Pantagruel loyalty
    • Keep necklace: sell to Broker at H-9 for $3,000-$15,000 (no Pantagruel loyalty)
  • Kill 3 brothel abusers: $2,000 + SkillMag_Marksmanship

D-8 - Pantagruel Downtown

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #4: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #5: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #6: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 5x Door_Planks_Single_03: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x Door_Planks_Single_04: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x Door_Shanty_Single_04: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x TallDoor_Colonial_Single_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x TallDoor_Warehouse_Triple_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.

Loot Containers

  • SmallContainer x3: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

NPC Interactions & Branching Choices

Chimurenga: Pantagruel Downtown resistance leader

  • Post-betrayal (WorldFlip + Pantagruel loyalty >= 50):
    • Leadership >= 70: "We didn't do it!" -> +5 Pantagruel loyalty
    • Leadership < 70: same line FAILS -> -5 Pantagruel loyalty (penalty!)
    • Scoundrel: "It is all part of our plan" -> +5 Pantagruel loyalty (always works)
  • Biff diamond confrontation (Wisdom >= 75 OR Negotiator): peaceful handover -> +50 Pantagruel loyalty (ENORMOUS — instant 50 threshold for mine income boost, halfway to 100 for endgame quests). Without: combat (risk -loyalty).
  • Retirement + Maman romance (YoungHearts): Chimurenga_Reward loot table + LionRoar weapon + positive karma

Chimurenga Defeated (if you fought him):

  • Wisdom >= 85 OR Ivan OR Negotiator: can achieve YoungHearts (romantic retirement with Maman)
  • "Your revolution ends here" -> ChimurengaLeave (peaceful exile)
  • "Time for you to leave" -> Chimurenga becomes ENEMY later (reappears as lieutenant!)
  • "Time to die" -> Maquis become enemies, Maman hates you

Tim Turtledove: Vulture of Hope clinic (Pantagruel Downtown)

  • Multiple paths to open the clinic (ClinicWorking=true):
    • Pay $3,000 donation (default, no Negotiator)
    • Negotiator: pay only $1,000 (saves $2,000)
    • Negotiator + Maquis topics explored: "Maquis as law enforcement" -> FREE clinic opening (no money, no militia, no violence)
    • Train 2+ militia in sector, then return -> FREE clinic opening
    • Flay in squad OR Psycho: "Open the clinic NOW" -> FREE clinic opening (intimidation)
  • Without any of the above: must complete the money or militia path

D-9 - Savanna

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

D-10 - Crossroads Camp

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • OutpostResources x2: 5.56mm AP x30-60, 5.56mm FMJ x30-90, 5.56mm HP x30-60, 5.56mm Match x30-60, 5.56mm Tracer x30-60, 7.62 NATO AP x30-60, 7.62 NATO FMJ x30-90, 7.62 NATO HP x30-60, 7.62 NATO Match x30-60, 7.62 NATO Tracer x30-60, 7.62 WP AP x30-60, 7.62 WP FMJ x30-90, 7.62 WP HP x30-60, 7.62 WP Match x30-60, 7.62 WP Tracer x30-60, .50 BMG FMJ x10-30, .50 BMG HE x10-20, .50 BMG Incendiary x10-20, .50 BMG SLAP x10-20, 12ga Breacher x24-48, 12ga Buckshot x24-48, 12ga Flechette x24-48, 12ga Salt Shot x24-48, .44 Cal AP x12-36, .44 Cal FMJ x24-36, .44 Cal HP x12-36, .44 Cal Match x12-36, .44 Cal Shock x12-36, 9mm AP x30-60, 9mm FMJ x40-120, 9mm HP x30-60, 9mm Match x30-60, 9mm Shock x30-60, 9mm Subsonic x30-60, 9mm Tracer x30-60, Meds x30-60 (Group: OutpostContainer)
  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

D-11 - Jungle Bridge

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • SmallContainer x4 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer x3 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)

D-12 - Jungle

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 2x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • LargeContainer LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • RuinsTreasureRandom: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

D-13 - Jungle River

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

D-14 - Cursed Forest

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • IntelSecretStash x2: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

D-15 - Cursed Forest

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

D-16 - Ille Morat Outskirts

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer x2: tier-scaled random weapon/armor (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

D-17 - Ille Morat

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #4: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #6: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x Door_Planks_Single_01: IMPOSSIBLE to lockpick, state=locked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 2x Door_Planks_Single_04: Mechanical >= 50+[0-9] to pick, state=locked

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

NPC Interactions & Branching Choices

The Beast: Ille Morat armored old lady

  • Default: Beast remains guarded, no loyalty bonus
  • Greeting phase (stackable with root-level topics below):
    • Negotiator OR Len/Sidney in squad: "You are a formidable fighter" -> +5 Ille Morat loyalty (then pick a navigation option to proceed)
    • Psycho OR Flay in squad: "No, we enjoy killing" -> -5 Ille Morat loyalty (penalty! also in greeting phase)
  • Root-level topics (all independently selectable via GoTo root returns, stackable):
    • Leadership >= 50: "Where is your cabin?" -> cabin location revealed
    • Leadership < 50: same question fails, Beast refuses
    • Wisdom >= 70: "Anything valuable in mansion?" -> sector intel on D-18
    • "So the Beast is just an old granny" -> merc interjections: Larry/Reaper/Grunty +5 each (1st list), Len/Grizzly +5 each (2nd list). Up to +10 per visit from interjections.
  • "Will you help us?" subtree — MUTUALLY EXCLUSIVE choices (AutoRemove parent, pick ONE then returns to root):
    • Leadership >= 75: "To punish the bad guys" -> +10 Ille Morat loyalty (toward 50 for AK74+RPG7 crafting at Wlad, 60 for Beast quest)
    • Wisdom >= 50: "To help other people" -> +5 Ille Morat loyalty
    • (These are siblings inside the same AutoRemove branch — you CANNOT get both)
  • "YOU are the Beast" (Wisdom >= 85 OR Kalyna): this is in Beast_2.lua at C-14, not this conversation. See C-14.
  • Max single visit: +30 loyalty (formidable fighter +5, interjections +10, punish bad guys +10, Raven interjection on ties +5)
  • WARNING: If you killed Wlad, Beast turns hostile permanently. If Wlad is dead (not by you), Beast leaves.
  • 2nd encounter at C-14 cabin (see C-14)

Wlad: Engineer, Beast's ex-husband

  • Crafting unlocked after discovering his workshop (BeastEffigy/drawingboard/jacuzzi):
    • Machete: 1 Knife + 10 Parts (one-time)
    • Crowbar: 10 Parts (one-time)
    • Kevlar Chestplate: 20 Parts (one-time)
    • PostApo Helmet: 1 KevlarHelmet + 20 Parts (one-time)
    • AK47: 25 Parts (repeatable — only non-one-time recipe)
    • AK74: 1 AK47 + 20 Parts (requires Ille Morat loyalty >= 50). Stats: 30 damage, PenClass 3 (5 with 7.62 WP AP ammo), 95 reliability, 7.62 WP caliber. Best craftable assault rifle.
    • RPG7: 75 Parts (requires Ille Morat loyalty >= 50). Stats: PenClass 5, range 45, 600% object damage. Only craftable weapon that can destroy wire fences and concrete walls.
  • "We will liberate Belle Eau" -> starts Beast quest (Belle Eau liberation)
  • WARNING: Beast dead = Wlad permanently refuses all conversation. No crafting, no quests.

D-18 - Belle Eau Lake

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer x2: tier-scaled random weapon/armor (see Container Types legend)
  • IndustrialContainer: Wirecutter, Crowbar, Lockpick, Parts x15-40, C4 x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, PETN x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, TNT x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, GasMask, Combination_CeramicPlates, Combination_WeavePadding, Combination_BalancingWeight, Combination_Sharpener, OpticalLens, FineSteelPipe, Microchip

NPC Interactions & Branching Choices

Beast connection: Belle Eau Lake relates to Beast's flooded mansion

  • Wisdom >= 70 (at Beast conversation in D-17): "Anything valuable in the mansion?" -> grants sector intel on D-18

D-19 - Cursed Forest

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • RuinsTreasureRandom: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: CharonsReward) Condition: if Completed (CharonsBoat)

D-20 - Cursed Forest

Loot Containers

  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

E-4 - Savanna

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash x2: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

E-5 - Middle Of Elsewhere

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

E-6 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

E-7 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer_Exceptional x3: tier-scaled premium weapon/armor (see Container Types legend) (Group: MERC_Backpack) Condition: if Backpack_SavannaE7 (PantagruelLostAndFound)

E-8 - Savanna

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

E-9 - Refugee Camp

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)
  • LegionGoon x4: HiPower, FlakLeggings, FlakVest, FlakLeggings_WeavePadding, FlakVest_CeramicPlates, 9mm AP x30-60, 9mm FMJ x40-120, 9mm HP x30-60, 9mm Match x30-60, 9mm Shock x30-60, 9mm Subsonic x30-60, 9mm Tracer x30-60, .44 Cal AP x12-36, .44 Cal FMJ x24-36, .44 Cal HP x12-36, .44 Cal Match x12-36, .44 Cal Shock x12-36 (Group: LegionBodiesLoot) Condition: if RefugeCampEnemyControl (04_Betrayal)
  • RefugeeCampPostWorldFlip: 5.56mm AP x30-60, 5.56mm FMJ x30-90, 5.56mm HP x30-60, 5.56mm Match x30-60, 5.56mm Tracer x30-60, 7.62 NATO AP x30-60, 7.62 NATO FMJ x30-90, 7.62 NATO HP x30-60, 7.62 NATO Match x30-60, 7.62 NATO Tracer x30-60, 7.62 WP AP x30-60, 7.62 WP FMJ x30-90, 7.62 WP HP x30-60, 7.62 WP Match x30-60, 7.62 WP Tracer x30-60, .50 BMG FMJ x10-30, .50 BMG HE x10-20, .50 BMG Incendiary x10-20, .50 BMG SLAP x10-20, 12ga Breacher x24-48, 12ga Buckshot x24-48, 12ga Flechette x24-48, 12ga Salt Shot x24-48, .44 Cal AP x12-36, .44 Cal FMJ x24-36, .44 Cal HP x12-36, .44 Cal Match x12-36, .44 Cal Shock x12-36, 9mm AP x30-60, 9mm FMJ x40-120, 9mm HP x30-60, 9mm Match x30-60, 9mm Shock x30-60, 9mm Subsonic x30-60, 9mm Tracer x30-60, Meds x30-60, DiamondBriefcase, MoneyBag x4-8 (Group: PostWF_OutpostContainer) Condition: if Given (04_Betrayal)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

After World Flip (Post-Betrayal)

These items appear after Corazon's betrayal triggers the World Flip — Adonis forces deploy across the map.

  • OutpostResources: 5.56mm AP x30-60, 5.56mm FMJ x30-90, 5.56mm HP x30-60, 5.56mm Match x30-60, 5.56mm Tracer x30-60, 7.62 NATO AP x30-60, 7.62 NATO FMJ x30-90, 7.62 NATO HP x30-60, 7.62 NATO Match x30-60, 7.62 NATO Tracer x30-60, 7.62 WP AP x30-60, 7.62 WP FMJ x30-90, 7.62 WP HP x30-60, 7.62 WP Match x30-60, 7.62 WP Tracer x30-60, .50 BMG FMJ x10-30, .50 BMG HE x10-20, .50 BMG Incendiary x10-20, .50 BMG SLAP x10-20, 12ga Breacher x24-48, 12ga Buckshot x24-48, 12ga Flechette x24-48, 12ga Salt Shot x24-48, .44 Cal AP x12-36, .44 Cal FMJ x24-36, .44 Cal HP x12-36, .44 Cal Match x12-36, .44 Cal Shock x12-36, 9mm AP x30-60, 9mm FMJ x40-120, 9mm HP x30-60, 9mm Match x30-60, 9mm Shock x30-60, 9mm Subsonic x30-60, 9mm Tracer x30-60, Meds x30-60 (Group: PostWF_OutpostContainer)

NPC Interactions & Branching Choices

Shaman / Sangoma: Refugee Camp healer (FaithHealing + FindSmiley quests)

  • Default: Shaman is guarded, no virus sample available
  • Medical >= 70: "Are they quarantined?" -> +5 Refugee Camp loyalty (separate branch, stacks with sample path loyalty)
  • VirusSample — ONE per playthrough from Shaman (Sample_RefugeeCamp flag prevents re-entry):
    • MetavironGiven path (give MetaviraShot to Shaman — see Larry at F-7 for item sources): free VirusSample + +50 Refugee Camp loyalty (ENORMOUS — instantly past 30 Smiley info, 50 blood sample/mine income, reaches 70 ShamanArmor gift). Best path by far.
    • ActivityHealed path (healed family via doctor activity instead): opens MUTUALLY EXCLUSIVE sub-choices:
      • Medical >= 80: "For science" -> VirusSample, no loyalty change (cleanest option)
      • Medical < 80: "For science" FAILS -> -5 loyalty, no sample
      • Negotiator/Spiritual/loyalty >= 50: "You owe us" -> VirusSample but -10 loyalty
      • Scoundrel: "To appease the Spirits" -> VirusSample but -5 loyalty
      • Without Scoundrel: "To appease the Spirits" FAILS -> -5 loyalty, no sample
    • (MetavironGiven and ActivityHealed are mutually exclusive quest states — you cannot do both)
    • (Within ActivityHealed, all sub-choices are siblings at the same choice point — pick ONE)
  • Scoundrel: "Maman sent us" -> lie, +5 Refugee Camp loyalty (separate from sample branch, stackable)
  • LOYALTY THRESHOLDS (Refugee Camp):
    • < 30: cannot get Smiley info directly, must help camp first
    • = 30: Smiley location info available directly (Lead_Shaman)

    • = 50: warmer greeting + blood sample negotiation option unlocked

    • >= 70: ShamanArmor gift (accept blessing -> unique armor item)
  • Pamphlet distribution: +1-5 Pantagruel/Refugee Camp loyalty (small repeatable gains)

Bastien (3rd encounter): Refugee Camp food racket

  • Default: Bastien overcharges refugees, no resolution
  • Negotiator OR Scared2: "You will work pro bono" -> BastienProBono (cited positively by Pierre later)
  • Scoundrel OR Scared2: "You will work for us" -> BastienShare (take a cut of his racket)
  • Without Negotiator/Scoundrel/Scared2: confrontation requires BastienProfiteer first

Martha & Herman (2nd encounter, Refugee Camp E-9, requires Herman alive):

  • Pay $2,000: help refugees, positive karma (ApplyGuiltyOrRighteous positive)
  • Negotiator OR Leadership >= 50 + own sector H-7: arrange mine jobs for refugees (MarthaHermanJob)
  • Without Negotiator/Leadership 50+: mine job offer FAILS, Martha angered, no resolution
  • Refuse to help: MarthaHermanRefusal -> permanently hostile greetings in future

E-10 - Jungle River

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

E-11 - Minefield

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 21x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer x2: tier-scaled random weapon/armor (see Container Types legend)

E-12 - Jungle

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer_BushesTreasure: tier-scaled hidden bush cache (see Container Types legend)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

E-13 - Jungle River

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

E-14 - Archeological site

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • RuinsTreasureRandom x4: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Bones Open)
  • RuinsTreasureRandom x2: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Sarcophagus 2)
  • RuinsTreasureRandom x2: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Tomb Open)
  • RuinsTreasureRandom: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Stone Open)
  • RuinsTreasureRandom x2: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Altar Open)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

E-15 - Cursed Forest

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)

E-16 - River Camp

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer_Exceptional x2 LOCKED (Mechanical >= 70+[0-9]): tier-scaled premium weapon/armor (see Container Types legend)
  • OutpostResources x2: 5.56mm AP x30-60, 5.56mm FMJ x30-90, 5.56mm HP x30-60, 5.56mm Match x30-60, 5.56mm Tracer x30-60, 7.62 NATO AP x30-60, 7.62 NATO FMJ x30-90, 7.62 NATO HP x30-60, 7.62 NATO Match x30-60, 7.62 NATO Tracer x30-60, 7.62 WP AP x30-60, 7.62 WP FMJ x30-90, 7.62 WP HP x30-60, 7.62 WP Match x30-60, 7.62 WP Tracer x30-60, .50 BMG FMJ x10-30, .50 BMG HE x10-20, .50 BMG Incendiary x10-20, .50 BMG SLAP x10-20, 12ga Breacher x24-48, 12ga Buckshot x24-48, 12ga Flechette x24-48, 12ga Salt Shot x24-48, .44 Cal AP x12-36, .44 Cal FMJ x24-36, .44 Cal HP x12-36, .44 Cal Match x12-36, .44 Cal Shock x12-36, 9mm AP x30-60, 9mm FMJ x40-120, 9mm HP x30-60, 9mm Match x30-60, 9mm Shock x30-60, 9mm Subsonic x30-60, 9mm Tracer x30-60, Meds x30-60 (Group: OutpostContainer)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

E-20 - Swamp

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer_BushesTreasure: tier-scaled hidden bush cache (see Container Types legend)
  • LargeContainer x2: tier-scaled random weapon/armor (see Container Types legend)

F-5 - Abandoned Beach

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

F-6 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 7x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

F-7 - Savanna Camp

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 19x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Hard (need >70+[0-9] Explosives)

Loot Containers

  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • DeedeeExplosives: FragGrenade x3-4, ConcussiveGrenade x1-2, SkillMag_Explosives (Group: DDExplosives)
  • OutpostResources: 5.56mm AP x30-60, 5.56mm FMJ x30-90, 5.56mm HP x30-60, 5.56mm Match x30-60, 5.56mm Tracer x30-60, 7.62 NATO AP x30-60, 7.62 NATO FMJ x30-90, 7.62 NATO HP x30-60, 7.62 NATO Match x30-60, 7.62 NATO Tracer x30-60, 7.62 WP AP x30-60, 7.62 WP FMJ x30-90, 7.62 WP HP x30-60, 7.62 WP Match x30-60, 7.62 WP Tracer x30-60, .50 BMG FMJ x10-30, .50 BMG HE x10-20, .50 BMG Incendiary x10-20, .50 BMG SLAP x10-20, 12ga Breacher x24-48, 12ga Buckshot x24-48, 12ga Flechette x24-48, 12ga Salt Shot x24-48, .44 Cal AP x12-36, .44 Cal FMJ x24-36, .44 Cal HP x12-36, .44 Cal Match x12-36, .44 Cal Shock x12-36, 9mm AP x30-60, 9mm FMJ x40-120, 9mm HP x30-60, 9mm Match x30-60, 9mm Shock x30-60, 9mm Subsonic x30-60, 9mm Tracer x30-60, Meds x30-60 (Group: OutpostContainer)

NPC Interactions & Branching Choices

Larry: Amnesiac merc near Savanna Camp (FindTheMentor quest)

  • Default: Larry remains confused, no recruitment. Must advance through clue/rapport paths.
  • Explosives >= 75: "It's awesome!" -> recognize explosive art talent, Larry.Liked, Larry.Art (+rapport)
  • Medical >= 60: "You have amnesia" -> diagnose Larry's condition. No perk alternative for diagnosis.
  • Scoundrel: rude/manipulative dialogue. Can still set Larry.Liked via dark humor.
  • Len in squad: Len recognizes Larry (interjection, skips 'Who are you?' question)
  • Vicki in squad: Vicki interjects about Larry (same as Len)
  • Memory restoration chain (must complete in order):
    1. Diagnose: Medical >= 60 "You have amnesia" (success) OR conquered Diamond Red (A-2) "Remember Diamond Red?" -> unlocks "What have you snorted?"
    2. "What have you snorted?" -> Larry admits he snorted drugs at a Carnival celebration -> LarryDrugged = true (quest note: "Larry took drugs during Carnival")
    3. Give MetaviraShot: If you have MetaviraShot in squad -> "Here, take this Metaviron" -> item consumed, MetavironGiven = true If you DON'T have MetaviraShot -> "Magic pill?" appears -> Larry says "find me Metaviron" -> MagicPill = true (quest journal updated). Return later with MetaviraShot.
    4. "Do you remember now?" -> MemoryRestored = true -> Larry becomes Larry_Clean (gains MrFixit perk). Can now recruit.
  • MetaviraShot is a contested resource: You can also give it to the Shaman at E-9 to heal his family -> +50 Refugee Camp loyalty (enormous). MetaviraShot sources: B-10U Lost Basin grotto container (3x guaranteed), H-12 Sanatorium medicine cabinet (1x guaranteed), FleatownBoss enemy drop at I-9 (1x guaranteed), Refugee Camp lieutenant at E-9 (1-2x guaranteed), B-10U Grotto Looney enemy drop (1x guaranteed), SmallContainer_Exceptional random drop (3-15.6% by tier), IntelSecretStash small variant (4.7%). Plenty exist — you can give one to the Shaman AND one to Larry.
  • Recruitment: "Let's go!" -> Larry joins as merc. Grants sector intel on F-7, D-8, A-2.
  • Send home: grants sector intel on F-7 only
  • Rehab achievement: Complete the AddictionTreatment operation with Larry at a hospital sector (sector with Hospital = true).
  • WARNING: Larry_Clean accepting Hermit's mushroom stew at L-12 -> RELAPSES to drugged Larry state (permanently reverts to non-Clean Larry)

F-8 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • RuinsTreasureRandom: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Bones Open) Condition: if treasureF8 (TreasureHunting)

F-9 - Jungle Road

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer_BushesTreasure: tier-scaled hidden bush cache (see Container Types legend)
  • LargeContainer_Exceptional x2: tier-scaled premium weapon/armor (see Container Types legend) Condition: if BusGang_wait2completed (FleatownGeneral)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

F-10 - Jungle River

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer x3 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

F-11 - Old Fortifications

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

F-11U - The Drop

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 2x Door_Concrete_Single_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 2x TallDoor_Concrete_Triple_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x TallDoor_Concrete_Triple_01: IMPOSSIBLE to lockpick, state=locked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.

Loot Containers

  • SmallContainer x4: tier-scaled random consumables/gear (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • LargeContainer_Exceptional x2: tier-scaled premium weapon/armor (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

F-12 - Jungle

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)

F-12U - U-Bahn Station

No skill-check objects, loot containers, or NPC interactions found.


F-13 - Chalet de la Paix

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer x6 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer LOCKED (Mechanical >= 50+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

NPC Interactions & Branching Choices

Doc Robert: Chalet de la Paix coroner (villain, infected the village)

  • "Can you provide medical aid?" -> sector becomes hospital
  • "You are right, Wanda needs to die" -> WRONG choice, kills innocent (Doc Robert manipulates you)
  • "We know you infected the whole village" (requires diary page evidence) -> Doc Robert confesses, turns hostile with thugs

F-19 - Camp Bien Chan

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x Door_Planks_Single_03: Mechanical >= 70+[0-9] to pick, state=locked
  • 1x Door_Planks_Single_03: Mechanical >= 50+[0-9] to pick, state=locked

Loot Containers

  • OutpostResources: 5.56mm AP x30-60, 5.56mm FMJ x30-90, 5.56mm HP x30-60, 5.56mm Match x30-60, 5.56mm Tracer x30-60, 7.62 NATO AP x30-60, 7.62 NATO FMJ x30-90, 7.62 NATO HP x30-60, 7.62 NATO Match x30-60, 7.62 NATO Tracer x30-60, 7.62 WP AP x30-60, 7.62 WP FMJ x30-90, 7.62 WP HP x30-60, 7.62 WP Match x30-60, 7.62 WP Tracer x30-60, .50 BMG FMJ x10-30, .50 BMG HE x10-20, .50 BMG Incendiary x10-20, .50 BMG SLAP x10-20, 12ga Breacher x24-48, 12ga Buckshot x24-48, 12ga Flechette x24-48, 12ga Salt Shot x24-48, .44 Cal AP x12-36, .44 Cal FMJ x24-36, .44 Cal HP x12-36, .44 Cal Match x12-36, .44 Cal Shock x12-36, 9mm AP x30-60, 9mm FMJ x40-120, 9mm HP x30-60, 9mm Match x30-60, 9mm Shock x30-60, 9mm Subsonic x30-60, 9mm Tracer x30-60, Meds x30-60 (Group: OutpostContainer)
  • SmallContainer_Exceptional LOCKED (Mechanical >= 50+[0-9]): tier-scaled premium consumables/gear (see Container Types legend)
  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)

NPC Interactions & Branching Choices

Pierre (prisoner, only if spared at H-4):

  • BRANCHING CHOICE: Pierre's fate (culmination of GoodImpression system)
  • GoodImpression >= 50 (or 40 with Negotiator) AND Luc alive:
    • "Join us" -> Pierre joins as merc + sector intel (F-19, H-4, A-2, A-20)
    • "Go home" -> +30 Ernie loyalty (massive — jumps past multiple thresholds) + same intel
  • GoodImpression < threshold OR Luc dead: Pierre refuses
  • Spike present: dramatic reunion. Spike + Negotiator: +10 GoodImpression (apology scene)
  • Spike present without Negotiator: leads to cruel taunting, -15 GoodImpression if "Karma is a bitch"
  • Scoundrel: "They just used you" -> +5 GoodImpression (if GI >= 40 or Scoundrel)
  • Scoundrel: "Hired Graaf to keep him in check" (lie) -> +15 GoodImpression (requires GraafForeman)
  • "Karma is a bitch" -> -5 GoodImpression (or -15 with Spike present). Avoid this. GoodImpression sources: +20 base, +15 hang Herman, +25 kill Graaf, +20 Bastien pro bono (Negotiator), +30 kill Major, +10 King Chicken, +10 Ernie loyalty >= 70. Easiest: base 20 + Bastien pro bono 20 = 40 (with Negotiator).

King Chicken: Con man / snitch at Camp Bien Chien

  • Default (no perks, low stats): King Chicken alerts guards when you leave (KingChickenAlert = ambush)
  • Psycho: "Back to your shack, maggot" -> KingChickenScared, no alert, XP
  • Scoundrel: "You passed the test" -> KingChickenScared, no alert, XP (tricks him into cooperation)
  • Wisdom >= 90: "You are working for the guards" -> confrontation, enables "Die!" option
  • Strength >= 85 OR Agility >= 85: Kill King Chicken, XP. (Only Str/Agi check in the game.)
  • KingChickenScared + Pierre quest: "Tell us about this place" -> sector intel for F-19
  • Without KingChickenScared: same question gives no intel

F-20 - Swamp

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

G-6 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

G-7 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

G-8 - Colonial Mansion

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 16x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[Minefield]
  • 8x mine: Reveal=Hard (need >70 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[Minefield]
  • 5x mine: Reveal=VeryHard (need >90 Explosives, no random), Disarm=VeryHard (need >90+[0-9] Explosives), Group=[Minefield]
  • 3x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Hard (need >70+[0-9] Explosives), Group=[Minefield]

Locked Door/Gate (Mechanical)

  • 1x TallDoor_Colonial_Double_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 2x TallDoor_Colonial_Single_01: Mechanical >= 50+[0-9] to pick, state=locked

Loot Containers

  • LargeContainer x3: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • SmallContainer x2 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash x2 LOCKED (Mechanical >= 50+[0-9]): 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

NPC Interactions & Branching Choices

Butler / Luthando: Colonial Mansion caretaker (GhostStories quest)

  • Gather 4+ clues -> Butler exposed as mine-planting defender, XP
  • Kill thugs -> GhostStories complete: GhostButler loot table + medium XP + sector intel G-8
  • "Die, ghost!" -> kills Butler, permanently loses Hermit/Mr. Ditch quest and $15,000 treasure

Butler (post-thugs, above ground): Mr. Ditch quest

  • Scoundrel: "Mr. Ditch is dead" (lie) -> $15,000 (MansionTreasureTricked)
  • "Mr. Ditch is alive!" (truth) -> XP, Butler leaves to find Ditch (HermitReunionDone). No money.
  • Can confess the lie later if you told truth about Ditch being alive

G-8U - The Cellar

Loot Containers

  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)

G-9 - Jungle Road

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • IndustrialContainer: Wirecutter, Crowbar, Lockpick, Parts x15-40, C4 x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, PETN x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, TNT x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, GasMask, Combination_CeramicPlates, Combination_WeavePadding, Combination_BalancingWeight, Combination_Sharpener, OpticalLens, FineSteelPipe, Microchip Condition: if ElectrofisherDone (FleatownGeneral)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

G-10 - Island Camp

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer_Exceptional x2: tier-scaled premium weapon/armor (see Container Types legend)
  • OutpostResources: 5.56mm AP x30-60, 5.56mm FMJ x30-90, 5.56mm HP x30-60, 5.56mm Match x30-60, 5.56mm Tracer x30-60, 7.62 NATO AP x30-60, 7.62 NATO FMJ x30-90, 7.62 NATO HP x30-60, 7.62 NATO Match x30-60, 7.62 NATO Tracer x30-60, 7.62 WP AP x30-60, 7.62 WP FMJ x30-90, 7.62 WP HP x30-60, 7.62 WP Match x30-60, 7.62 WP Tracer x30-60, .50 BMG FMJ x10-30, .50 BMG HE x10-20, .50 BMG Incendiary x10-20, .50 BMG SLAP x10-20, 12ga Breacher x24-48, 12ga Buckshot x24-48, 12ga Flechette x24-48, 12ga Salt Shot x24-48, .44 Cal AP x12-36, .44 Cal FMJ x24-36, .44 Cal HP x12-36, .44 Cal Match x12-36, .44 Cal Shock x12-36, 9mm AP x30-60, 9mm FMJ x40-120, 9mm HP x30-60, 9mm Match x30-60, 9mm Shock x30-60, 9mm Subsonic x30-60, 9mm Tracer x30-60, Meds x30-60 (Group: OutpostContainer)
  • IslandCamp_Cache: 9mm Match x90-90, Parts x50-50, FragGrenade x2-2, ConcussiveGrenade

G-11 - Jungle Road

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 2x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

G-12 - Jungle

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer x2 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random consumables/gear (see Container Types legend)

G-12U - Waffenlabor

Loot Containers

  • Military_ArmorCase LOCKED (Mechanical >= 70+[0-9]): Combination_Kompositum58, CamoArmor_Medium
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • Container_Tools_Parts: Wirecutter, Crowbar, Lockpick, Parts x15-40
  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)
  • Military_Grenades: HE_Grenade x3-3, ProximityC4 x3-3, 40mm Frag Grenade x3-3 (Group: GunPiles)
  • Military_AKS: AKSU, 7.62 WP HP x60-60, 7.62 WP AP x60-60 (Group: GunPiles)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend) (Group: GunPiles)

NPC Interactions & Branching Choices

Dr. Gruselheim (DLC U-Bahn, phone): Underground Nazi complex

  • Wisdom >= 80: "Inconsistencies in your story" -> LeadVitrification, XP

G-13 - Jungle

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer_BushesTreasure: tier-scaled hidden bush cache (see Container Types legend)

G-14 - Swamp

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • RuinsTreasureRandom: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Bones Open) Condition: if treasureG14 (TreasureHunting)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

G-14U - U-Bahn Station

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

G-15 - Swamp

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

G-19 - Swamp

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • IntelSecretStash x3: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

H-2 - Town of Erny

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • Village_Frigde: Meds x30-30, .44 Cal FMJ x6-18
  • Village_Cupboard: 12ga Buckshot x12-24
  • Village_SleepTable: Knife, Lockpick

After World Flip (Post-Betrayal)

These items appear after Corazon's betrayal triggers the World Flip — Adonis forces deploy across the map.

  • Village_SecretStash: .44 Cal Match x18-36, Winchester1894, Parts x12-12

NPC Interactions & Branching Choices

Greasy Basil (1st meeting): Ernie Village leader

  • Leadership >= 50 OR Negotiator: "We don't require payment" -> +5 Ernie loyalty
  • Without Negotiator AND Leadership < 50: "We don't require payment" -> no loyalty change (neutral)
  • Scoundrel: "You can spare some coin" -> $1,000 + MoneyBag but -5 Ernie loyalty
  • Without Scoundrel: "You can spare some coin" -> -5 Ernie loyalty and NO money
  • Negotiator (post-militia): "Help us help you!" -> receive 20 Parts
  • Ernie loyalty >= 75 + fort H-4 captured: Basil_Reward = FAMAS [LaserDot + ScopeCOGQuick] at 90% condition + SkillMag_Mechanical (Nuts and Bolts magazine)
  • Ernie loyalty >= 40: boat ride discount to mainland
  • PierreMerc in squad -> special greeting:
    • Leadership >= 70: "We will keep him in check" -> no penalty
    • Wisdom >= 70: "All fools deserve a second chance" -> no penalty
    • Leadership < 70 AND Wisdom < 70: -10 Ernie loyalty ("It is our decision" = -5)

Martha (1st encounter): RescueHerMan quest giver

  • Leadership >= 60 + NO Scoundrel: "We'll save your husband!" -> +5 Ernie loyalty + MarthaDeedee
  • Without Leadership 60 (no Scoundrel): standard promise, MarthaDeedee set but no loyalty bonus
  • Scoundrel: WORST outcome -> -5 Ernie loyalty + MarthaRude (hostile future dialogues). Having Scoundrel HURTS here.
  • "None of our business" -> MarthaRude, cuts off future cooperation entirely
  • Post-rescue: revealing Herman's secrets (HermanDeeDee=true) also sets MarthaRude

BRANCHING CHOICE: The Hanging at Ernie (RescueHerMan quest) After rescuing Herman from the mine, Greasy Basil plans to hang Luc (Pierre's father).

  • "None of our business" -> HangLuc=true: Luc dies. +10 Ernie loyalty (jumps toward 40 boat discount, 45 counter-attack). Get Confidante from Herman (silent sniper, 0 noise, 43 dmg, .44 Cal, 20% crit). PERMANENTLY LOCKS OUT PIERRE RECRUITMENT.
  • "Herman did it!" -> hang Herman -> HangHerman=true: +20 Ernie loyalty (huge — nearly halfway to 45 counter-attack). +15 GoodImpression. Pierre recruitable. If you promised Herman secrecy: negative karma for broken promise.
  • "Herman did it!" -> spare both -> HangNoOne=true: +5 Ernie loyalty. Pierre recruitable. No karma penalty. Downstream: Pierre recruitment requires GoodImpression >= 50 (or 40 with Negotiator). Hanging Herman gives +15. The Confidante is a unique weapon obtainable ONLY via HangLuc. This is the game's biggest mutually exclusive choice.

Luc (Pierre's father, Ernie Island):

  • "We'll do our best to spare Pierre" -> +5 Ernie loyalty + PromisedLuc (downstream: failing this = negative karma)
  • "Pierre is a criminal!" -> no reward, Luc saddened
  • After Pierre spared/joined (alive): Luc gives 3 TinyDiamonds (savings, gratitude)
  • After Pierre dies + promise made: negative karma (broken promise)

H-3 - The Rust

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 58% Money (base $250) / 42% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #6: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #7: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #8: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #9: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #10: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • BastienFamily: AK47, 7.62 WP FMJ x30-60, MP40, 9mm FMJ x40-80, FragGrenade
  • Rust_Container_Flare: FlareStick x2-3
  • AdonisMortar: ColtAnaconda, MortarInventoryItem, HE_Grenade x2-2, TearGasGrenade x2-4, ConcussiveGrenade x2-4, TimedC4 x2-4, HeavyArmorTorso, HeavyArmorHelmet, HeavyArmorLeggings, .44 Cal AP x12-36, .44 Cal FMJ x24-36, .44 Cal HP x12-36, .44 Cal Match x12-36, .44 Cal Shock x12-36, MortarShell_HE x3-6, BlackPowder x3-5, C4, TNT x1-3, TinyDiamonds x1-3, GoldBar, ChippedSapphire x1-5
  • MoundLoot: Gewehr98, Gewehr98, Gewehr98, FragGrenade x1-2, SkillMag_Marksmanship (Group: SkillChest_Mound_Loot) Condition: if Rust_MoundUnlockLoot (ErnieSideQuests)
  • MoundGrenadesLoot: FragGrenade x4-6, SkillMag_Explosives (Group: SkillChest_Loot) Condition: if RustCross9_UnlockLoot (ErnieSideQuests)
  • ErnieSecretStash1: FragGrenade x2-2, Crowbar
  • ErnieSecretStash2: Meds x30-50, FlakArmor, SkillMag_Marksmanship

NPC Interactions & Branching Choices

Jose/Bastien (2nd encounter): The Rust ambush with gang

  • Default: Pay $1,000 toll to pass (or combat)
  • Negotiator: "We don't have much" -> toll reduced to $500
  • PierreMerc in squad: auto-sets BaconDiamonds+Scared+Scared2 -> 5 TinyDiamonds + 5 Ernie loyalty (best outcome)
  • Scoundrel OR Negotiator: "He's been holding out on you" -> gang turns on Jose, Jose banished. No money spent, no combat.
  • Scared from 1st encounter (I-1): "Hands up!" -> Scared2 -> intimidation tree:
    • "You pay us" -> $115
    • "What about the diamonds?" (if BaconDiamonds) -> 5 TinyDiamonds
    • "Drop your guns!" -> +5 Ernie loyalty (gang disarmed)
  • Fidel/Meltdown/Nails in squad: auto-shoots Bastien, forces combat (overrides payment path)

H-3U - Bunker FB45-68

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • Bunker_SpecialAmmo: 7.62 NATO Match x20-40, Lockpick
  • Bunker_MP40: MP40
  • Bunker_Shotgun: 12ga Buckshot x12-24, DoubleBarrelShotgun
  • Bunker_MG42_ammo: 7.62 NATO FMJ x50-100
  • Bunker_G98: Gewehr98
  • Bunker_MG42: MG42 (Group: FortifyErnie_MG)
  • Bunker_MP40_add_ammo: 7.62 NATO FMJ x30-60, MP40
  • Bunker_Junk: Parts x11-11, OpticalLens

H-4 - The Fortress

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x Door_Concrete_Single_01: Mechanical >= 70+[0-9] to pick, state=locked

Loot Containers

  • Fortress_AmmoBox x2: 7.62 WP FMJ x30-60, FragGrenade x2-2
  • Fortress_Tower: Gewehr98, 7.62 NATO AP x10-20
  • Fortress_Cabinet: AK47, Parts x20-30, OpticalLens
  • Fortress_MainChest: Meds x40-40, 7.62 WP HP x30-30, KevlarVest, SkillMag_Marksmanship
  • Container_Explosives_C4: C4 x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4

Before World Flip Only (Act 1)

These items exist only before the Betrayal. They disappear once the World Flip triggers.

  • 9x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[LegionMinefield]
  • 7x mine: Reveal=Medium (need >50 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[LegionMinefield]
  • 5x mine: Reveal=Medium (need >50 Explosives, no random), Disarm=Easy (need >30+[0-9] Explosives), Group=[LegionMinefield]

After World Flip (Post-Betrayal)

These items appear after Corazon's betrayal triggers the World Flip — Adonis forces deploy across the map.

  • 19x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[AdonisMinefield]

NPC Interactions & Branching Choices

Pierre (1st encounter, fortress): GoodImpression system

  • If HangLuc=true: Pierre attacks immediately, no dialogue (GI permanently blocked)
  • Auto-applied bonuses (stack with everything, not a choice):
    • Bastien scared of you (from Jose 1st encounter): +5 GoodImpression (applied during greeting)
  • Separate topic (stackable with the 'why are you here' choice below):
    • "Your father is concerned" (Wisdom >= 85 + PromisedLuc): +5 GoodImpression
    • "Your father asked us to spare you" (Wisdom < 85 + PromisedLuc): -5 GoodImpression + battle starts!
  • "Why have you come?" — MUTUALLY EXCLUSIVE choices (each ends the conversation):
    • "We are here to set things right" WITH Negotiator: +15 GoodImpression (best)
    • "We are here to set things right" WITHOUT Negotiator: -5 GoodImpression (trap!)
    • "We are here to kick your ass": +5 GoodImpression (Pierre respects directness)
    • "We had to try" (Scoundrel, Flag quest path only): +5 GoodImpression
    • "No" (Negotiator): no penalty. Without Negotiator: -5 GoodImpression
  • Max single visit: +25 GI (Bastien scared +5, father +5 with Wis>=85, set things right +15 with Negotiator)

BRANCHING CHOICE: Pierre Defeated (after battle for H-4)

  • GoodImpression > 25: Pierre reveals Major's location at Eagle's Nest (critical intel)
  • GoodImpression <= 25 OR HangLuc: Pierre refuses to share intel
  • Spare Pierre -> Pierre goes to F-19. Can recruit/release later.
  • Execute Pierre -> +30 Ernie loyalty (massive — can push past 40 boat discount AND 45 counter-attack in one move). Locks out Pierre as merc. If Luc alive: negative karma.

H-4U - Fortress Basement

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 1x BunkerInterior_FenceGrid_Door: Mechanical >= 70+[0-9] to pick, state=locked
  • 1x BunkerInterior_FenceWire_Door: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x Door_Concrete_Single_01: Mechanical >= 70+[0-9] to pick, state=locked

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer_Exceptional x2: tier-scaled premium consumables/gear (see Container Types legend)

H-6 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

H-7 - Ruins Mine

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • RuinsTreasureRandom x4: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Bones Open) Condition: if hiddentreasure (TreasureHunting)
  • RuinsTreasureRandom: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Stone Open)
  • RuinsTreasureRandom x2: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Sarcophagus 2)
  • RuinsTreasureRandom x2: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Altar Open)
  • RuinsTreasureRandom x2: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: Collection Tomb Open)

NPC Interactions & Branching Choices

Martha & Herman: Mine sector (see E-9 for Martha & Herman 2nd encounter at Refugee Camp)

  • Default: Refugees remain, no mine jobs arranged
  • Leadership >= 50 OR Negotiator: Arrange mine jobs for refugees -> +10 loyalty, refugees leave
  • Note: Owning this sector (SectorCheckOwner H7) is a prerequisite for the mine jobs option at Martha_2 (E-9 Refugee Camp)

H-8 - La Boue

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x Door_Planks_Double_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x Door_Planks_Single_03: IMPOSSIBLE to lockpick, state=locked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.

Loot Containers

  • SmallContainer x6: tier-scaled random consumables/gear (see Container Types legend)
  • RuinsTreasureVar02: TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: PiratesGold_TreasureStash) Condition: if NOT TreasureDonated (PiratesGold)
  • Container_Tools_Parts: Wirecutter, Crowbar, Lockpick, Parts x15-40 Condition: if ChurchGeneratorSalvaged (FleatownGeneral)
  • LargeContainer_Exceptional LOCKED (Mechanical >= 70+[0-9]): tier-scaled premium weapon/armor (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

NPC Interactions & Branching Choices

Pastor Tooker: Church at Fleatown La Boue, Pirate Gold + diamond trading

  • Pirate Gold found -> decision on treasure:
    • Donate gold to Tooker: +15 Fleatown loyalty (+20 if treasure map donated before digging) (toward 50 for CorazonCaptureMine 'greatly increased' A-2 mine income)
    • Keep the gold: -5 Fleatown loyalty + negative karma
    • Scoundrel: "We're gathering evidence!" -> lie succeeds, keep gold with no penalty
    • Without Scoundrel: same lie fails -> -5 Fleatown loyalty + negative karma
  • Diamond trading (repeatable): sell at $600/diamond (default) or $700 (Scoundrel/KnowAboutPastor)
    • Buy at $1,000 (default) or $900 (Scoundrel/KnowAboutPastor)
    • First 5 trades: +2 Fleatown loyalty each. Trades 6-10: +1 each. After 10: no more loyalty.
    • WARNING: Diamond trading permanently disabled if Boss Blaubert is killed
  • "Who buys the diamonds?" -> reveals Lalee/Broker at Flea Market (KnowAboutBroker)

CRITICAL: Smiley vs. Pastor Tooker (church fight at H-8)

  • Leadership >= 60: "Smiley, stand down!" -> SAVES Pastor Tooker. LaBouePartDone. Quest continues.
  • Leadership < 60: "Smiley, stand down!" FAILS -> Pastor Tooker permanently dies (Smiley shoots him)
  • "He deserves to die" -> Pastor dies (player-encouraged, no stat check needed)
  • See I-9 for Smiley's 2nd encounter (vs. Blaubert) and recruitment

H-9 - FleaMarket

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #4: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #5: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x Door_Planks_Single_01: Mechanical >= 50+[0-9] to pick, state=locked

Loot Containers

  • LargeContainer x2 LOCKED (Mechanical >= 50+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer x4: tier-scaled random consumables/gear (see Container Types legend)

NPC Interactions & Branching Choices

Broker (Lalee): Diamond trader, information broker at Flea Market

  • Necklace sale (TheTwelveChairs quest):
    • Default: "Okay, here it is" -> $3,000 + Herman_Diamonds loot + +10 Fleatown loyalty
    • "Fifty grand!" (no Negotiator) -> haggled to $12,000, no loyalty
    • Negotiator: "Make it twenty" -> $15,000 + 5 Fleatown loyalty (best deal)
  • Psycho: "What is the meaning of life?" -> diamond refunded + extra diamond (net +1 TinyDiamond), XP
  • Without Psycho: "What is the meaning of life?" -> lose 1 diamond, get "42" joke (waste of diamond)
  • Info broker: 1 TinyDiamond per secret (Smiley clue, sector intel +5 Fleatown loyalty, etc.)
  • Passport forge (Karen quest): 1 TinyDiamond -> US_Passport item

H-10 - Jungle River

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • SmallContainer x3: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • IntelSecretStash x2: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

H-11 - Jungle Road

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #6: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #7: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #8: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 4x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

H-12 - Sanatorium

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x BunkerInterior_FenceGrid_Door: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x Door_Planks_Double_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x Door_Planks_Double_01: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x Door_Planks_Single_04: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x TallDoor_City_Double_01: Mechanical >= 50+[0-9] to pick, state=locked

Loot Containers

  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)
  • SmallContainer_Exceptional LOCKED (Mechanical >= 70+[0-9]): tier-scaled premium consumables/gear (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

NPC Interactions & Branching Choices

Dr. Kronenberg: Sanatorium, Red Rabies researcher

  • Medical >= 50: "Not much medical aid" -> +1 Sanatorium Clue
  • After exposure (enough clues): MORAL CHOICE on human experiments:
    • "That is reasonable" (allow experiments) -> negative karma, she stabilizes (no time pressure)
    • "Out of the question" (stop experiments) -> +5 Port Diancie loyalty + 5 Chalet loyalty, but creates urgent timer for 4 virus samples
  • Deliver 4 VirusSamples before timer: +10 Port Diancie (toward 50), +10 Chalet, +10 Payak loyalty (cure discovered — triple-city loyalty boost)
  • Timer expires: Kronenberg turns hostile, combat
  • "We will need medical supplies" -> DrMangel loot table (medical supplies)

H-12U - Sanatorium Underground

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 1x Door_Planks_Double_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 3x Door_Planks_Single_03: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x Door_Planks_Single_03: Mechanical >= 50+[0-9] to pick, state=open

Loot Containers

  • MedsCabinet: Meds x20-30, MetaviraShot
  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)

H-13 - Swamp

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

H-14 - Swamp Camp

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer x2 LOCKED (Mechanical >= 50+[0-9]): tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer x2 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)
  • OutpostResources: 5.56mm AP x30-60, 5.56mm FMJ x30-90, 5.56mm HP x30-60, 5.56mm Match x30-60, 5.56mm Tracer x30-60, 7.62 NATO AP x30-60, 7.62 NATO FMJ x30-90, 7.62 NATO HP x30-60, 7.62 NATO Match x30-60, 7.62 NATO Tracer x30-60, 7.62 WP AP x30-60, 7.62 WP FMJ x30-90, 7.62 WP HP x30-60, 7.62 WP Match x30-60, 7.62 WP Tracer x30-60, .50 BMG FMJ x10-30, .50 BMG HE x10-20, .50 BMG Incendiary x10-20, .50 BMG SLAP x10-20, 12ga Breacher x24-48, 12ga Buckshot x24-48, 12ga Flechette x24-48, 12ga Salt Shot x24-48, .44 Cal AP x12-36, .44 Cal FMJ x24-36, .44 Cal HP x12-36, .44 Cal Match x12-36, .44 Cal Shock x12-36, 9mm AP x30-60, 9mm FMJ x40-120, 9mm HP x30-60, 9mm Match x30-60, 9mm Shock x30-60, 9mm Subsonic x30-60, 9mm Tracer x30-60, Meds x30-60 (Group: OutpostContainer)

NPC Interactions & Branching Choices

Elliot: Camp du Crocodile, Arulco con man pretending to be the Major

  • Default: Elliot's fraud unnoticed. Leaving without exposing -> combat (SwampCampCombat)
  • Exposure phase (progressive — Spike shortcut stacks with later options):
    • Spike in squad: INSTANTLY sets ElliotExposed during greeting (bypasses investigation entirely)
    • Len/Gus/Buns/Smiley/Grunty: any can expose Elliot from Arulco
    • Wisdom >= 50 OR Scoundrel: "So you are from Arulco" -> ElliotSuspect (partial exposure)
  • Investigation chain (sequential, all stackable — NOT mutually exclusive):
    • Exposure -> "Your soldiers don't respect you" -> "What happened to Stony?" -> ElliotStory
    • ElliotStory UNLOCKS better fate outcomes (it is a prerequisite, not an alternative)
    • "Elliot, you idiot!" (XP bonus at root level) can be picked BEFORE the fate decision
  • Fate decision — MUTUALLY EXCLUSIVE outcomes (pick ONE, each ends conversation):
    • Kill as "Elliot" (with Stony story): +15 Port Diancie loyalty (best loyalty)
    • "You must go to jail" (requires Stony story): +10 Port Diancie loyalty + positive karma
    • Scoundrel/Negotiator: ask about money ($6,500) — can ask AND still pick jail/kill instead! But "Give us the money and scram" ($6,500, no loyalty) is mutually exclusive with jail/kill.
    • Kill as "the Major" (without Stony story): +5 Port Diancie loyalty (less reward for ignorance)
    • "Just leave" (no extortion): positive karma, no loyalty
  • Spike exposure + Scoundrel extortion = fully compatible (Spike fires at greeting, extortion is later in fate tree)

H-15 - Swamp

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

H-16 - Fallen Plane

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • RuinsTreasureRandom x5: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond Condition: if CarcassLootDiscovered (WetlandsSideQuests)
  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)

I-1 - Flag Hill

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: Intel only

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x BunkerInterior_FenceWire_Door: IMPOSSIBLE to lockpick, state=blocked Bypass: Use wire cutters on chain-link fences (no skill check, tool loses condition per use). Also destroyable with Breacher ammo (200x object damage) or explosives.

Loot Containers

  • FlagHill_Locked: FragGrenade, Knife
  • FlagHill_Case: Parts x6-18, FlareStick x2-4
  • FlagHill_Beach_Gun: 7.62 NATO FMJ x5-5, Parts x4-12
  • FlagHill_Beach: Meds x12-12, FirstAidKit
  • FlagHill_Body x3: Knife, 9mm FMJ x15-30, 12ga Buckshot x6-12 (Group: DeadBody)
  • FlagHill_Body_Armor: FlakVest (Group: DeadBody)

NPC Interactions & Branching Choices

Emma (tutorial): Initial meeting at Flag Hill

  • Friendly path ("We can handle them") -> Emma offers $2,000:
    • "Thank you" (accept) -> $2,000, no loyalty change
    • "That's not necessary" (refuse) -> +5 Ernie loyalty, no money (toward 40 boat discount, 45 counter-attack, 70 Pierre GI+10, 75 Basil reward)
  • Threatening path ("We've had warmer welcomes") -> Emma offers recompense:
    • "You can do better" WITH Scoundrel -> $2,000 + 3 TinyDiamonds, no loyalty penalty
    • "You can do better" WITHOUT Scoundrel -> $2,000 but -5 Ernie loyalty
    • "That's not necessary" (refuse) -> +5 Ernie loyalty, no money (toward 40 boat discount, 45 counter-attack, 70 Pierre GI+10, 75 Basil reward)
  • Net swing: refusing vs demanding without Scoundrel = 10 loyalty points

Corazon: First meeting, no stat/perk checks. Purely informational.

  • "Diamond Red?" -> grants sector intel on A-2 (CorazonCaptureMine.Lead_DiamondRed)
  • "Mfumu's Mine?" -> grants sector intel on H-7 (CorazonCaptureMine.Lead_RuinsMine)
  • "Eliminate the Major?" -> sets RescueBiff.MERC_Mission (requires RescueBiff.Given)

Jose/Bastien (1st encounter): Disguised raider on the beach

  • Greeting phase (one choice, cannot be repeated):
    • Friendly: no flags set
    • Sarcastic/suspicious: sets UnderSuspicion (enables "Hands up!" later)
    • Psycho: "Why not just shoot you" -> sets Scared (carries to 2nd encounter at H-3)
  • Diamond paths (Scared + BaconDiamonds are NOT mutually exclusive — both set simultaneously):
    • Wisdom >= 70: "You're with the Legion!" -> sets UnderSuspicion+Scared+BaconDiamonds all at once
    • Psycho + (Scared OR UnderSuspicion): "Hands up!" -> sets Scared+BaconDiamonds (requires Psycho perk)
    • Without Psycho: "Hands up!" only sets UnderSuspicion — no diamonds
  • After obtaining BaconDiamonds — KEY CHOICE:
    • "Hand over the diamonds" -> 3 TinyDiamonds NOW, clears BaconDiamonds (2nd encounter at H-3 = pay toll)
    • "You may go" (requires Scared) -> keeps BaconDiamonds for 5 TinyDiamonds at H-3 (delayed but better deal)
  • Default (no Wisdom 70, no Psycho): no diamonds at I-1, pay $1,000 toll at 2nd encounter (H-3)

I-2 - Outlook

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • Outlook_Chest_Down: FragGrenade, Wirecutter
  • Outlook_Chest_Up_Tower: 7.62 NATO FMJ x15-30, Gewehr98
  • Outlook_Chest_Up: 7.62 WP FMJ x10-30, AK47
  • Outlook_Pile_Up: Parts x11-11
  • Outlook_Chest_Boat: Meds x20-20
  • ErnieSecretStash1: FragGrenade x2-2, Crowbar

After World Flip (Post-Betrayal)

These items appear after Corazon's betrayal triggers the World Flip — Adonis forces deploy across the map.

  • 11x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[WorldFlip_Minefield] [enemies can see these]

I-3 - Emerald Coast

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Interactable

  • Mine Disarm Interactable (allows disarming nearby mines)

Loot Containers

  • EmeraldCoast_Deedee_Chest: ColtPeacemaker, .44 Cal FMJ x6-18
  • EmeraldCoast_Deedee_Cupboard: Parts x3-3
  • EmeraldCoast_Cave: Parts x10-20, Crowbar, Meds x20-30
  • EmeraldCoast_Minefield_Chest x2: MP40, FragGrenade, 9mm FMJ x80-120, LightHelmet
  • EmeraldCoast_Car: Meds x15-30, FragGrenade x1-2, BlackPowder x7-7

Before World Flip Only (Act 1)

These items exist only before the Betrayal. They disappear once the World Flip triggers.

  • 9x mine: Reveal=Medium (need >50 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)
  • 2x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Easy (need >30+[0-9] Explosives), Group=[StartingMinefield]
  • 2x mine: Reveal=Medium (need >50 Explosives, no random), Disarm=Easy (need >30+[0-9] Explosives), Group=[StartingMinefield]
  • 1x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Easy (need >30+[0-9] Explosives)
  • 1x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Hard (need >70+[0-9] Explosives)
  • 1x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)
  • 1x mine: Reveal=Hard (need >70 Explosives, no random), Disarm=Easy (need >30+[0-9] Explosives)
  • 1x mine: Reveal=Hard (need >70 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)
  • 1x mine: Reveal=Medium (need >50 Explosives, no random), Disarm=VeryHard (need >90+[0-9] Explosives)
  • 1x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[StartingMinefield]
  • 1x mine: Reveal=Hard (need >70 Explosives, no random), Disarm=Easy (need >30+[0-9] Explosives), Group=[StartingMinefield]
  • 1x mine: Reveal=Medium (need >50 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[StartingMinefield]

After World Flip (Post-Betrayal)

These items appear after Corazon's betrayal triggers the World Flip — Adonis forces deploy across the map.

  • 16x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[Adonis_Minefield] [enemies can see these]

NPC Interactions & Branching Choices

Herman (1st encounter): Tortured by Legion in minefield

  • Default: All non-Psycho paths lead to combat with raiders
  • Psycho: "Get out of here" -> raiders flee without combat, bonus XP. Only way to avoid fighting here.
  • Landmine under Herman: Explosives skill check to disarm. Success: mine defused, Herman saved, 1-2 Parts salvaged. Failure: mine detonates, damages Herman.

Herman (2nd encounter, post-rescue): Herman confesses about Tinhay's death

  • "Okay, we won't tell" -> PromisedHerman=true. Downstream: breaking promise at hanging incurs negative karma.
  • "We can't promise" -> PromisedHerman=false. No karma penalty if you reveal him later.

Deedee: Bomb maker, explosives crafting

  • Default: Deedee continues making bombs for the Legion, 25 Parts per craft
  • Explosives >= 80 OR Scoundrel: "Stop helping the Legion" -> +5 Ernie loyalty, Deedee stops, XP
  • Without Explosives 80+ AND without Scoundrel: she refuses (no reward)
  • Fidel in squad: cheaper explosive crafting (15 Parts instead of 25, same loot)
  • "Where do we find parts?" -> grants sector intel on H-3 (The Rust bunker)

I-7 - Savanna

Trap/Mine (Explosives)

  • 1x mine: Reveal=Medium (need >50 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives) [enemies can see these]

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • IntelSecretStash x2: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

I-8 - Savanna

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

I-9 - Rimville

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #4: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #5: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 2x Colonial_GateDoor: Mechanical >= 70+[0-9] to pick, state=locked
  • 1x Colonial_GateDoor: Mechanical >= 50+[0-9] to pick, state=locked

Loot Containers

  • LargeContainer_Exceptional LOCKED (Mechanical >= 50+[0-9]): tier-scaled premium weapon/armor (see Container Types legend)
  • RimvilleGlobeLoot: TinyDiamonds x3-5, SkillMag_Dexterity, SkillMag_Leadership, SkillMag_Marksmanship Condition: if RimvilleGlobe_Opened (FleatownGeneral)

NPC Interactions & Branching Choices

Mollie: Rimville resident, Smiley's ex / Boss Blaubert's girlfriend

  • Default: Globe location stays hidden
  • Scoundrel OR Negotiator: Mollie reveals password-protected globe in Blaubert's living room (RimvilleGlobe_Given quest)
  • Smiley clues: +1 Smiley Clue (if < 3). Mentions "the holy man" hiding Smiley.

Boss Blaubert (FleatownBoss): Rimville crime lord

  • Must be invited (BossInvited via Broker or Pastor). Uninvited = warning then combat.
  • LUIGI CONFRONTATION (three factions):
    • Support Blaubert: combat vs Luigi's men, then +20 Fleatown loyalty (big push toward 50 for increased A-2 mine income)
      • Accept partnership: $3,000 + 10 Fleatown loyalty (toward 50 threshold) (enables Hyena $5-7.5k deal later)
      • Refuse partnership: $10,000 (higher immediate payout, no ongoing relationship)
    • Support Luigi: combat vs Blaubert's men
    • Neutral ("Don't involve us"): BOTH sides attack you
  • Post-Luigi (Blaubert side): "Tell us about the Major" -> reveals Corazon/Major/diamond business (CorazonMajorBusiness)
  • Maquis pamphlet (LysRouge): +5 Pantagruel. Regular pamphlet: +3 Pantagruel but -5 Fleatown

Smiley (2nd encounter, Rimville — Smiley vs Blaubert):

  • Wisdom >= 80: "Smiley, she made her choice" -> Smiley leaves peacefully. Mollie stays with Boss. No combat.
  • Leadership >= 70 (backup): "Smiley, stand down" -> same peaceful outcome
  • Without Wisdom 80 or Leadership 70: combat with Boss Blaubert's gang (Mollie at risk of dying) After Boss killed: "Come with us" -> Smiley joins as free merc + sector intel (D-7, E-9, E-7) After Boss killed: "You should go home" -> SmileyGun loot table (unique weapon). If Mollie died: "It's all your fault" gives no gun.

I-10 - Jungle River

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)

I-11 - Jungle Road

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 1x Door_Planks_Single_01: Mechanical >= 70+[0-9] to pick, state=locked

Loot Containers

  • LargeContainer LOCKED (Mechanical >= 50+[0-9]): tier-scaled random weapon/armor (see Container Types legend)

I-11U - U-Bahn Station

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

I-12 - Jungle

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash x3: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

I-13 - Middle Of Everywhere

Trap/Mine (Explosives)

  • 13x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

I-16 - Swamp

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

I-18 - Wassergrab Mine

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IndustrialContainer: Wirecutter, Crowbar, Lockpick, Parts x15-40, C4 x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, PETN x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, TNT x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, GasMask, Combination_CeramicPlates, Combination_WeavePadding, Combination_BalancingWeight, Combination_Sharpener, OpticalLens, FineSteelPipe, Microchip
  • Diamonds_Loot: TinyDiamonds x1-3 (Group: ChurchInteractables) Condition: if WassergrabChurchDiamondsDiscovered (Witch)
  • LargeContainer x2 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)

I-19 - Grimer Hamlet

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)

NPC Interactions & Branching Choices

Monday: Grimer Hamlet (GrimerHamlet quest)

  • Default: Infected treated as zombies, Monday rambles (quest can stall if you don't redirect conversation)
  • Medical >= 40: "Cadaveres are just sick people" -> recognize infected are diseased, XP
  • Without Medical 40: no medical insight, must discover through other means
  • Bella sub-quest (BellaMention -> BellaQuest -> BellaKilled): hunt down Bella
  • Full completion (BellaKilled + PeopleSaved + Given): +15 Payak loyalty + LootBox07_mag + R&R unlocked at I-19
  • Blood sample (BellaKilled + InfectedKilled): VirusSample for Sanatorium quest (alternative to Shaman/L'Enfer sources)
  • VirusSample collection note: 3 sources in game — Shaman (E-9), Monday (I-19), Dr. L'Enfer (L-18). Need 4 total for Kronenberg's cure.

I-20 - Farmland

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • IntelSecretStash x2: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

J-8 - Savanna

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

J-9 - Jungle River

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer LOCKED (Mechanical >= 50+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • IntelSecretStash x2: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

J-10 - Jungle Road

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #6: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #7: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #8: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)
  • IntelSecretStash x2: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

J-11 - Jungle

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer x3: tier-scaled random consumables/gear (see Container Types legend)

J-12 - Jungle

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 4x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • SmallContainer_BushesTreasure: tier-scaled hidden bush cache (see Container Types legend)
  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

J-14U - Biolabor

Trap/Mine (Explosives)

  • 3x mine: Reveal=Hard (need >70 Explosives, no random), Disarm=Hard (need >70+[0-9] Explosives)

Locked Door/Gate (Mechanical)

  • 1x BunkerInterior_FenceGrid_Door: Mechanical >= 50+[0-9] to pick, state=locked

Loot Containers

  • LargeContainer_Exceptional x2 LOCKED (Mechanical >= 90+[0-9]): tier-scaled premium weapon/armor (see Container Types legend)
  • BioLabArchives: Meds x10-30 Condition: if BioLabArchiveContainer (U-Bahn)
  • SmallContainer_Exceptional x2: tier-scaled premium consumables/gear (see Container Types legend)
  • Bio_GunCrate: AA12, 12ga Breacher x60-60, M4Commando, 5.56mm Tracer x60-60

J-16 - Swamp

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer x2 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

J-18 - Witch Hut

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x Door_Shanty_Single_01: Mechanical >= 90+[0-9] to pick, state=locked

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

NPC Interactions & Branching Choices

Witch / Lami: Farmland healer/con artist (WitchWork quest)

  • Default: Basic conversation, no quest resolution
  • Night visit triggers unavoidable croc combat (time-based, not choice-based)
  • Spiritual perk: special spiritual dialogue options (advance quest)
  • Negotiator: better negotiation paths with Witch
  • Exposure requires clues: WitchCauldron + WitchHole -> full exposure available
  • Partial exposure (WitchHole only) requires: Scoundrel OR Larry/Larry_Clean in squad OR Wisdom >= 90
  • Without any clues or perks: Witch's scheme goes unnoticed
  • THREE RESOLUTIONS:
    • EvilWitch (keep her secret): Witch_Reward loot table + +10 Payak loyalty + XP
    • GoodWitch (stop exploitation, requires WitchDefeated): +30 Payak loyalty (no specific gameplay gates found — affects mine income scaling only) + XP (best loyalty outcome, 3x EvilWitch)
    • Share profit (defeated path): Witch_Bribe loot + EvilWitch set + XP
  • Witch defeated + chose GoodWitch: hospital treatment unlocked at J-18

J-19 - Farmland

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)

J-20 - Farmland

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer x4 LOCKED (Mechanical >= 90+[0-9]): tier-scaled random consumables/gear (see Container Types legend)

K-9 - Port Cacao Docks

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #4: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 1x BunkerInterior_FenceWire_Door: IMPOSSIBLE to lockpick, state=blocked Bypass: Use wire cutters on chain-link fences (no skill check, tool loses condition per use). Also destroyable with Breacher ammo (200x object damage) or explosives.
  • 1x Door_Shanty_Single_02: IMPOSSIBLE to lockpick, state=locked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 7x Door_Shanty_Single_02: IMPOSSIBLE to lockpick, state=open Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 5x Door_Shanty_Single_05: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x Door_Warehouse_Single_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 4x TallDoor_Warehouse_Triple_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.

Loot Containers

  • LargeContainer x2 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer x10: tier-scaled random consumables/gear (see Container Types legend)

NPC Interactions & Branching Choices

Headshot Hue: Port Cacao Docks arms dealer

  • Default: Shotgun costs $2,000, headshot bet costs $400
  • Scoundrel: "What if we tell Lurch the real story?" -> shotgun for $1,000 (half price) but -5 Port Diancie loyalty
  • Without Scoundrel: same blackmail fails -> price rises to $3,000
  • Threatening: "What if we just take it?" -> always fails, price rises to $3,000
  • Buying at default $2,000: +5 Port Diancie loyalty. Buying at $3,000: no loyalty.
  • Medical >= 85: headshot bet reduced from $400 to $100
  • Intel purchases ($100 each): Legion plans (Docks quest), President location, Major location (Elliot quest)
  • WARNING: Killing Lurch = Hue permanently refuses all conversation. No trading possible.

Gran: Port Cacao Docks, Coffee Beans gang leader

  • Default (no Psycho, no female merc): Gran stays hostile
  • Psycho: "Fuck you!" -> GranSoften + +5 Port Diancie loyalty
  • Any female merc (Buns/Fox/Meltdown/Mouse/Raven/Scope/Vicki/Fauda/Kalyna/Livewire): "Why are you so mean?" -> GranSoften
  • Without female merc: same question -> +5 Port Diancie loyalty but GranSoften NOT set
  • Ma Baxter's shotgun (Auto5_quest) decisions:
    • Sell for $5,000: +5 Port Diancie loyalty
    • Sell for $10,000 (post-quest, gang survived): +5 Port Diancie loyalty
    • Trade for gang help (pre-quest): +10 Port Diancie loyalty + all 5 Coffee Beans recruited instantly
    • Give for free: +15 Port Diancie loyalty (toward 50 for Emma_2 variant) + positive karma (best loyalty outcome)
    • Refuse ("We need it"): -5 Port Diancie loyalty

K-10 - Old Diamond

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 30 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer x2 LOCKED (Mechanical >= 50+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • IndustrialContainer: Wirecutter, Crowbar, Lockpick, Parts x15-40, C4 x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, PETN x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, TNT x3-5, Detonator, Combination_Detonator_Remote x2-4, Combination_Detonator_Time x2-4, Combination_Detonator_Proximity x2-4, GasMask, Combination_CeramicPlates, Combination_WeavePadding, Combination_BalancingWeight, Combination_Sharpener, OpticalLens, FineSteelPipe, Microchip
  • Gamescom_FAMAS: FAMAS [Suppressor, FAMAS], Parts x150-150, 5.56mm FMJ x30-30, 5.56mm AP x40-40, OpticalLens (Group: GamescomTrailer)

K-11 - Jungle Road

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash x3: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

K-11U - Cryolabor

Loot Containers

  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)
  • Cryo_LabEquipment: Combination_Kompositum58, ToxicGasGrenade x2-2, SkillMag_Strength, CombatStim x4-4
  • Cryo_Coffin: HeavyArmorTorso, NightVisionGoggles, 7.62 WP AP x60-60, AK74 [LaserDot, ThermalScope, Compensator, AK74]
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)

K-12 - Jungle Road

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 6x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash x2: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

K-13 - Jungle Road

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer x2 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random consumables/gear (see Container Types legend)

K-14 - Factory Ruins

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Trap/Mine (Explosives)

  • 8x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Easy (need >30+[0-9] Explosives), Group=[MineTraps]
  • 7x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Easy (need >30+[0-9] Explosives), Group=[MineTrapsBack]
  • 3x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • LargeContainer x7: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)
  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

K-15 - Jungle Road

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • SmallContainer_BushesTreasure: tier-scaled hidden bush cache (see Container Types legend)
  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)

K-15U - U-Bahn Station

Loot Containers

  • SmallContainer_Exceptional: tier-scaled premium consumables/gear (see Container Types legend)
  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)

K-16 - Fort Brigand

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 70 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 90 +/- random[-10,+9] | Reward: Money only (base $4000)
  • HackMarker #4: Mechanical >= 70 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #5: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #6: Mechanical >= 70 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 12x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives), Group=[Landmines]
  • 1x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Hard (need >70+[0-9] Explosives), Group=[Landmines]

Locked Door/Gate (Mechanical)

  • 1x BunkerInterior_FenceGrid_Door: Mechanical >= 70+[0-9] to pick, state=locked

Loot Containers

  • TreasureBoxLarge LOCKED (Mechanical >= 70+[0-9]): BigDiamond x1-3, SkillMag_Leadership
  • TreasureBoxSmall LOCKED (Mechanical >= 50+[0-9]): TinyDiamonds x1-4
  • FaucheauxTrove: AA12 [LaserDot_aa12, AA12], 12ga Flechette x24-48, TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, [RuinsTreasureRandom], [RuinsTreasureRandom] (Group: GlobeContainer) Condition: if FaucheuxArtLooted (05_TakeDownFaucheux)
  • AmmoBox: 7.62 NATO FMJ x60-120, 7.62 NATO AP x30-90, 7.62 NATO HP x30-90, 5.56mm FMJ x120-120, 5.56mm Tracer x30-90, 5.56mm Match x30-90
  • GrenadeBox x3 LOCKED (Mechanical >= 50+[0-9]): HE_Grenade x1-3, ToxicGasGrenade x1-2, Molotov x1-3
  • IntelSecretStash LOCKED (Mechanical >= 50+[0-9]): 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

NPC Interactions & Branching Choices

Faucheux: Fort Brigand commander

  • Greeting — MUTUALLY EXCLUSIVE (pick one, then proceeds to root topics):
    • "Yes, we are the mercenaries": neutral, no flags set
    • Negotiator: "Your troops look worse" -> FaucheuxTaunted + +1 Clue. PERMANENTLY blocks President intel.
    • Psycho: "Fuck you!" -> FaucheuxTaunted but NO Clue (worst option — blocks intel for nothing)
  • Root-level topics — ALL independently selectable (GoTo root after each, stackable):
    • "We are here to save your President" (AutoRemove) -> sub-choice:
      • NOT taunted: "No" -> sector intel A-20 (President location). Best intel source.
      • Taunted: "No" -> intel WITHHELD (permanently lost since parent is AutoRemove)
    • "Why are YOU here?" (requires FaucheuxMission from above) -> enables 3 follow-up questions:
      • "What other arrangements?" -> +1 Clue
      • "What is going on?" -> +1 Clue
      • "Where do you know Corazon?" -> +2 Clues
      • (All 3 are at root level, independently selectable — get ALL in one visit)
    • Scoundrel (requires NOT taunted): "Art connoisseur" -> FaucheuxArt (hidden art at his mansion)
  • Max clues: 5 (taunt +1, then +1, +1, +2 from follow-ups) but lose President intel
  • Max clues + intel: 4 (skip taunt, get +1, +1, +2 from follow-ups, PLUS A-20 intel)
  • Trade-off: Negotiator taunt gives +1 Clue but permanently costs President location intel

Faucheux Betrayal (at E-9 Refugee Camp):

  • With clues (ClueChemical/DeadBody/Legion): "Your soldiers killed those civilians!" -> confront first
  • Without clues: Faucheux accuses you first (worse position)
  • Leads to BetrayalStartCombat regardless (unavoidable)

K-16U - Secret Entrance

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Trap/Mine (Explosives)

  • 1x mine: Reveal=Hard (need >70 Explosives, no random), Disarm=Easy (need >30+[0-9] Explosives)
  • 1x mine: Reveal=Medium (need >50 Explosives, no random), Disarm=Hard (need >70+[0-9] Explosives)

Locked Door/Gate (Mechanical)

  • 1x Door_Concrete_Single_01: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x Door_Concrete_Single_02: Mechanical >= 70+[0-9] to pick, state=locked

Loot Containers

  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)

K-17 - Farmlands

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer LOCKED (Mechanical >= 70+[0-9]): tier-scaled random weapon/armor (see Container Types legend)
  • IntelSecretStash x2: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

K-18 - Farmlands

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • RuinsTreasureRandom: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: BigTreasure)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

K-19 - Farmland

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 2x Door_Shanty_Single_03: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)

K-20 - Middle Of Somewhere

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • XWhere_Treasure: TinyDiamonds x3-5, PaBaggzWill, SkillMag_Leadership, MoneyBag, MoneyBag, TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: TreasureFound_2) Condition: if TreasureFound (MiddleOfXWhere); if TreasureDug_2 (MiddleOfXWhere)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • XWhere_Treasure: TinyDiamonds x3-5, PaBaggzWill, SkillMag_Leadership, MoneyBag, MoneyBag, TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: TreasureFound_3) Condition: if TreasureFound (MiddleOfXWhere); if TreasureDug_3 (MiddleOfXWhere)
  • XWhere_Treasure: TinyDiamonds x3-5, PaBaggzWill, SkillMag_Leadership, MoneyBag, MoneyBag, TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond (Group: TreasureFound_1) Condition: if TreasureFound (MiddleOfXWhere); if TreasureDug_1 (MiddleOfXWhere)

L-6 - The Good Place

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Trap/Mine (Explosives)

  • 3x mine: Reveal=Hard (need >70 Explosives, no random), Disarm=Hard (need >70+[0-9] Explosives)

Locked Door/Gate (Mechanical)

  • 2x BunkerInterior_FenceWire_Door: IMPOSSIBLE to lockpick, state=blocked Bypass: Use wire cutters on chain-link fences (no skill check, tool loses condition per use). Also destroyable with Breacher ammo (200x object damage) or explosives.
  • 4x BunkerInterior_FenceWire_Door: Mechanical >= 50+[0-9] to pick, state=locked
  • 2x Door_Concrete_Single_02: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.

Loot Containers

  • LargeContainer x5: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer x5: tier-scaled random consumables/gear (see Container Types legend)
  • IntelSecretStash: 33% chance large (upgradeable weapon) / 67% small (explosives, armor, upgrades) — see Container Types legend

NPC Interactions & Branching Choices

Luigi: The Good Place prison NPC

  • Leadership >= 40: "Help us take the prison" -> Luigi + Joseph fight alongside you, 4-6 prisoners released. Lowest Leadership check in game.
  • Without Leadership 40: "You may go" -> LuigiSaved, no loyalty bonus
  • "We'll meet you in Rimville" (requires Luigi.Given from Blaubert): LuigiSaved + +10 Fleatown loyalty
  • Wisdom >= 85: "Dish best served cold?" -> learn Luigi plans revenge (LuigiPlans)
  • "You aren't going anywhere" -> combat with Luigi and Joseph

Jackhammer: Prison director, slave trader

  • Default: harder to expose without perks or documents
  • Leadership >= 50: "Owing money is not a crime" -> exposes slave trade (OR documents + clue)
  • Wisdom >= 80: "Your prison guards are Legion soldiers" -> +1 clue
  • Spike in squad: INSTANTLY EXECUTES Jackhammer (setpiece, overrides all)
  • Pierre in squad: confronts about Diamond Red slavery -> routes to exposure
  • Multiple mercs (Ice/Magic/Raider/Raven/Livewire/Fox/Thor): "You can't fool us" -> exposure path
  • After exposure: "Go to prison" -> positive karma (requires owning L-6 Underground)
  • After exposure: "Time to die" -> execution, no negative karma (justified)
  • Without exposure: "Time to die" -> execution + negative karma (unjustified killing)
  • Without exposure: "Get out of here" -> he escapes (neutral)
  • With exposure: "Get out of here" -> negative karma (knowingly released a slaver)

L-6U - Underground Prison

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #4: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 2x TallDoor_Concrete_Triple_01: IMPOSSIBLE to lockpick, state=locked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer x2: tier-scaled random weapon/armor (see Container Types legend)
  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)

L-7 - Jungle Road

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 80 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)

L-8 - Port Cacao City

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 70 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #4: Mechanical >= 70 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #5: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #6: Mechanical >= 70 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #7: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #8: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 1x TallDoor_City_Double_01: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x TallDoor_Colonial_Double_05: Mechanical >= 50+[0-9] to pick, state=locked
  • 1x TallDoor_Colonial_Single_01: Mechanical >= 70+[0-9] to pick, state=locked
  • 15x TallDoor_Colonial_Single_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x TallDoor_Colonial_Single_02: Mechanical >= 50+[0-9] to pick, state=locked

Loot Containers

  • SmallContainer_Exceptional LOCKED (Mechanical >= 50+[0-9]): tier-scaled premium consumables/gear (see Container Types legend)
  • PilesOfCash: MoneyBag x8-12 (Group: MoneyPiles)
  • RuinsTreasureRandom: TreasureFigurine, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureGoldenDog, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureIdol, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureMask, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond, TreasureTablet, ChippedSapphire x1-3, TinyDiamonds x1-3, BigDiamond
  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)

NPC Interactions & Branching Choices

Itsadi: Port Cacao City, junk trader (accepts MoneyBag only)

  • Wisdom >= 75: "What money?" -> opens payment dialogue
  • Wisdom >= 90: "Anything can be money" -> +3 Port Diancie loyalty
  • Scoundrel OR Negotiator: "Where to find money" -> reveals Major's camp + Frederic's money
  • Major's camp location (Scoundrel/Negotiator path): sets MajorLocation (major quest progression)

Emma (2nd encounter, museum): Treasure donation system

  • Each treasure donated: +3 Port Diancie loyalty per item (or $1,000 + loyalty with Governor funding)
  • Green Diamond donated: +15 Port Diancie loyalty (5x normal) (toward 50 for Emma_2 dialogue variant) + positive karma
  • Militia dispatches: spend treasure credits to train militia in various sectors

L-9 - Port Cacao Dump

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Locked Door/Gate (Mechanical)

  • 2x Door_Planks_Single_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 3x Door_Shanty_Single_01: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 5x Door_Shanty_Single_02: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 3x Door_Shanty_Single_02: IMPOSSIBLE to lockpick, state=locked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 3x Door_Shanty_Single_02: IMPOSSIBLE to lockpick, state=open Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 4x Door_Shanty_Single_03: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 1x Door_Shanty_Single_04: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.
  • 2x Door_Shanty_Single_05: IMPOSSIBLE to lockpick, state=blocked Bypass: Destroy with explosives (~30 HP for standard doors), Breacher ammo (200x object damage), or destroy/cut an adjacent wall or chain-link fence to route around.

Loot Containers

  • SmallContainer x9: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer_Exceptional: tier-scaled premium weapon/armor (see Container Types legend)

NPC Interactions & Branching Choices

Deedee (alternate encounter at Port Cacao Dump):

  • See I-3 for Deedee's bomb-making dialogue

L-10 - Jungle

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • LargeContainer LOCKED (Mechanical >= 50+[0-9]): tier-scaled random weapon/armor (see Container Types legend)

L-11 - Jungle

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)
  • SmallContainer LOCKED (Mechanical >= 50+[0-9]): tier-scaled random consumables/gear (see Container Types legend)

L-12 - Hermit Shack

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Loot Containers

  • LootBox07_mag: SkillMag_Agility, SkillMag_Agility (15% chance), SkillMag_Dexterity (15% chance), SkillMag_Explosives (15% chance), SkillMag_Health (15% chance), SkillMag_Leadership (15% chance), SkillMag_Marksmanship (15% chance), SkillMag_Mechanical (15% chance), SkillMag_Medical (15% chance), SkillMag_Strength (15% chance), SkillMag_Wisdom (15% chance)
  • SmallContainer: tier-scaled random consumables/gear (see Container Types legend)
  • SmallContainer_Exceptional LOCKED (Mechanical >= 70+[0-9]): tier-scaled premium consumables/gear (see Container Types legend)

NPC Interactions & Branching Choices

Hermit / Mike Ditch: Reclusive NPC in jungle (HermitCrab quest)

  • Prerequisite: must clear initial enemies (KilledInitialEnemies) before Hermit appears
  • Wisdom >= 90: "Yes, we recognize safe herbs" -> demonstrates herb knowledge, XP, +1 HermitClue
  • Without Wisdom 90: herbs remain mysterious (no clue from this path)
  • Clue system: HermitClues is a numeric counter. Need >= 5 clues to unlock "Who are you, really?" -> reveals identity as Mike Ditch (HermitName)
  • Mushroom stew (accept offer): XP + party tiredness debuff (Level 2) + Larry_Clean RELAPSES to Larry + +1 HermitClue
  • TRAP: Accepting stew with Larry_Clean in squad permanently reverts him to drugged state
  • After identity revealed (HermitName) + Butler quest: HermitReunion -> Butler reunion at G-8:
    • Tell truth about Hermit alive: Butler leaves to find him. HermitReunionDone. No money.
    • Scoundrel lie ("Mr. Ditch is dead"): $15,000 (MansionTreasureTricked) but negative karma
  • Post-WorldFlip + HermitName: provides CorazonEvidence_Hermit (endgame evidence for TakeDownCorazon)

L-17 - Family Graveyard

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #4: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #5: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • SmallContainer x2: tier-scaled random consumables/gear (see Container Types legend)
  • SmallContainer_BushesTreasure: tier-scaled hidden bush cache (see Container Types legend)

L-18 - Twin Manors

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #2: Mechanical >= 50 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel
  • HackMarker #3: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 85 +/- random[-10,+9] | Reward: 2-5 Meds

Trap/Mine (Explosives)

  • 3x mine: Reveal=Easy (need >30 Explosives, no random), Disarm=Medium (need >50+[0-9] Explosives)

Loot Containers

  • TwinManorsClinicAutopsy: SkillMag_Medical (Group: DualSkillChest_Loot) Condition: if ClueDoctorAutopsies (TwinManors)
  • TwinManorsClinicDeskLoot: 9mm FMJ x60-90 (Group: SkillChest_Loot) Condition: if Given (TwinManors); if ClueDoctorAmmo (TwinManors)
  • TwinManorsLeDomasCabinet: Meds x10-20 (Group: LockedClue2) Condition: if Given (TwinManors)
  • SmallContainer x4 LOCKED (Mechanical >= 70+[0-9]): tier-scaled random consumables/gear (see Container Types legend)
  • TwinManorsClinicCabinetLoot: Meds x10-25 (Group: SkillChest_Loot) Condition: if Given (TwinManors); if ClueDoctorPoison (TwinManors)
  • LargeContainer x3: tier-scaled random weapon/armor (see Container Types legend)
  • TwinManorsVanTasselCabinet: 9mm HP x15-45 (Group: LockedClue) Condition: if Given (TwinManors)

NPC Interactions & Branching Choices

Dr. L'Enfer: Twin Manors doctor, virus sample source

  • Default: L'Enfer refuses to help with virus samples
  • Scoundrel OR Pessimist: "Her research keeps her alive" -> 1 VirusSample (cynical persuasion)
  • Negotiator OR Loner: "Leave you alone" -> 1 VirusSample BUT sets DoctorPissed (loses murder investigation access!)
  • "It's about saving lives" (no perk): fails, no sample
  • Twin Manors murder: gather 3+ clues -> FamilyGathering. ONLY correct accusation: "Families were killing each other" WITH proof (FamiliesCombatFFA). Without proof or wrong accusation -> both families attack you.

L-19 - Farmland

Hack Device (Mechanical)

  • HackMarker #1: Mechanical >= 90 +/- random[-10,+9] | Reward: 70% Money (base $250) / 30% Intel

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds

Locked Door/Gate (Mechanical)

  • 1x TallDoor_Colonial_Single_01: Mechanical >= 90+[0-9] to pick, state=locked

Loot Containers

  • SmallContainer x3: tier-scaled random consumables/gear (see Container Types legend)

L-20 - Farmland

Herb/Plant (Wisdom)

  • HerbMarker #1: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #2: Wisdom >= 90 +/- random[-10,+9] | Reward: 2-5 Meds
  • HerbMarker #3: Wisdom >= 95 +/- random[-10,+9] | Reward: 2-5 Meds

Loot Containers

  • LargeContainer: tier-scaled random weapon/armor (see Container Types legend)