# 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. ```lua -- 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 ` / 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: ```lua -- 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:** ```lua -- 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:** ```lua -- 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_` 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) ---