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Fuel for the ice-cream truck and the Hummer (see: SECTION 7)
Video camera
Necessary for Madlab's robot to work. Give it to Madlab, who will install it and
offer you the robot afterwards (see: SECTION 6 - Madlab & Robot)
Glass jar
These are useful only in the SF mode (not covered by this guide)
Cigars, golf clubs, silver platter, rubber band, porno mag, 2nd porno tape
They seem to serve no purpose in the game. Jake buys and sells them as junk. May
be just artwork (?)
Section 5: MILITIA
So, you've liberated Drassen? Good work, Commander. Now other towns are waiting
for your intervention. People throughout the country still suffer under
Deidranna's regime. And your mission is to end her reign of terror. Your team
has to move on. However, it would be stupid to lose this bridgehead. You have
just secured a strategic location of Arulco (the airport and the mine) and the
Queen is not the kind of person to take such losses lightly - you sure can tell
that by her speeches ;) In fact Deidranna will soon try to recover Drassen. But
don't expect civilians to fight back on their own - they are merely intimidated
citizens. Stationing your mercs to guard towns makes sense, but you must get on
with the assignment. So other means of defense have to be found. What you need
is to convince the locals to join your cause. You need militia.
Militia will defend their town whenever it is attacked by Deidranna's army. She
will send her grunts to reclaim almost every lost location, so it is crucial to
keep garrisons in all areas under your control. Militia can be recruited in
towns and at SAM sites, but still in some places it is not possible (and don't
ask me why) The golden rule is to have defenders in *each* secured location.
This will save you much unwanted trouble, including the dread necessity of re-
taking the same town.
LOYALTY
The factor that makes militia training possible is the town's loyalty; with SAMs
it is irrelevant. If the loyalty is quite high (indicated by a green number on
the strategic map) the inhabitants in that town will cooperate, but if it falls
below 20% (not sure, the number turns red) they will refuse to be trained. But
even if this happens, any militia that you already have there will still follow
their orders. Loyalty is conditioned by a number of factors. The first one is
the number of controlled sectors of the town: if you secure the whole place, its
loyalty will rise. Conversely, when you lose control of town sectors, the
loyalty will drop. Training militia in towns also improves their loyalty, as do
completed quests assigned by their residents (see: SECTION 6) Won battles help
increase loyalty, while lost and abandoned battles work the opposite way. Beware
of killing innocent citizens, especially those mistaken for the bounties(see:
SECTION 6 - Eldin & Bounties) Doing so will drastically lower the town's loyalty.
It will also go down when there is no offensive action on your part for more
than a week; then you will get a message from Enrico urging you to move on. Note
that also the output of the associated mine is highly dependent on the level of
loyalty in its town. In simple words, higher loyalty equals higher income! (see
also: SECTION 4; SECTION 6 - Head miners)
TRAINING
Basically all mercs can teach militia, but why leave the job to rookies when it
can be handled by professionals? Skilled trainers (see appropriate chapter in
SECTION 1) will create the garrison much faster. Other mercs may not be able to
train enough militiamen before the army strikes back. This means you will have
to defend the town with one of your own squads - provided that it happens to be
there at the moment of the attack, which is very unlikely with SAM sites. In
other case the attacked location can fall to Deidranna again. That's not
precisely what you wanna see... To prevent such situation never leave the place
until you've trained the maximum amount of militia (that's when the message "You
can't train more militia in..." appears) Up to 20 militiamen can be stationed in
one sector. Always put at least 2 mercs in the same sector to train them. To
create the garrison fast, place other trainers in the adjacent sectors and have
them all train militia simultaneously. 4 skilled trainers should soon get the
job done. Remember to rest them fully before they start and put them to sleep
after they've trained a new group of militia - leave them on "train militia" and
after some rest they will resume automatically. In this way they will finish
their job in a shorter time.
The militiamen come in 3 ranks: novice (green in strategic view), regular (blue)
and veteran (dark blue) The greenhorns appear first. Further training turns them
into regular units. Veterans cannot be trained - militia attain this rank only
thru battle experience. Hence before you proceed to another site there should be
20 regular militia in each sector of the captured location. The enemy will
mostly go for strategic areas, like the mines and SAMs. Place your first militia
there: they can be moved within town borders using "view militia" and
right/left-clicking a sector on the strategic map. The garrison will stand their
ground when attacked, but sometimes even 20 regulars can lose a battle. On the
experienced level I've seen assaults of 20+ enemies, including a dozen elites -
especially on those critical sectors. Oddly enough, veteran militiamen usually
die first. I guess the enemies simply go for best guards :( This also has to do
with the militia's crap AI. When you do take part in a fight involving militia,
you will see how ridiculously they die.
AUTORESOLVE VS. REGULAR BATTLES
So, is it better to join your militia in combat or rather to resolve their
fights automatically? In battles consisting of militiamen only the latter way
causes fewer casualties on their part, especially with the "instant resolve"
(skip forward) button. However, the same is not true of your mercs. You should
*never* autoresolve battles in which they participate, as this often gets them
killed. Don't rely on that stupid CPU when you can do better. Remember, tactics
is your advantage! Another thing is that in battles resolved automatically both
enemies and militia tend to drop only few items and of little value. Battles
fought the regular way will usually provide much better spoils. See also:
SECTION 4.
Section 6: NPCs FAQ
Interaction with non-player characters (NPCs) constitutes a crucial part of your
mission. You will mostly meet them in the towns you conquer, but sometimes also
in other sectors. In the latter case you will be notified of their presence when
entering such location ("Squad x has noticed someone in Sector x") You have a
greater chance to find most NPCs by day, as many locales close for the night.
Contacts with NPCs generally call for a skilled negotiator (see appropriate
chapter in SECTION 1) Most Arulcans when talked to will utter only a brief
comment, sometimes disclosing important clues. The ones listed below are vital
to your goal. It may be even impossible to accomplish the assignment without
their help (see also: SECTION 4)
Whenever you encounter an NPC, let your negotiations expert step in. Be
"friendly" until they have nothing more to say. This conversation may have
various outcomes. Many NPCs will ask for your help (quests) and several may
agree to join your team (see: HIRABLE NPCs) NPCs will not talk until you
liberate their sector or the neighborhood. Approach them again when you've
gained control of the whole town (see also: SECTION 5 for info on loyalty)
Not all NPCs will be kind towards you. Sometimes it may be better to be "direct"
instead of "friendly" But be careful using "threaten", or better don't do
it.
Many NPCs will ignore your threats, others will warn you to stop (or not) If you
don't, they will attack and their buddies will join in. Such encounter may put
your team six feet under before you get a chance to retaliate. Always remember
to save before talking to an NPC - in case you screw something up. And don't
kill innocent NPCs! (see: SECTION 5 - LOYALTY)
NOTE: Though this section covers all but few of the NPCs appearing in the
game, it does not describe *every single* one you may (or may
not) encounter on your way. Some insignificant NPCs have been
left out because they have no bearing on the play, or because
they are discussed together with other NPCs.
OMERTA
NON-HIRABLE NPCs
Fatima
HIRABLE NPCs (see appropriate chapter)
Ira, Dimitri, Carlos, Miguel
Fatima (and Pacos)
Q: Who is she?
A: One of the rebels. Either she or her son will be the first NPC encountered
by your team in Arulco.
Q: Where do I find her?
A: In the sector where you start your mission (A9) Talk to Pacos and follow
him into the demolished house.
Q: How do I deal with her?
A: Fatima will acquaint you with the rebels, but she needs a proof of your
meeting with Enrico (your employer) Give her the letter and accompany
Fatima to the adjacent sector. Inside the rebel hideout she will introduce
you to their leader Miguel. You will be able to recruit Ira then. This is the
only way to gain cooperation of the rebels.
See also: Father
DRASSEN
NON-HIRABLE NPCs
Pablo, Doreen, Father, Fred (head miner)
HIRABLE NPCs
Skyrider
RANDOM NPCs (see appropriate chapter)
Carmen, Devin, Micky
Pablo (and Sal)
Q: Who is he?
A: Pablo keeps watch over the shipments you receive from Bobby Ray's.
Q: Where do I find him?
A: In the airport (D11)
Q: How do I deal with him?
A: Talk to Pablo and he will (unwillingly) agree to supervise your cargo.
When the shipment arrives (notification via e-mail) talk to Pablo again
and take the ordered stuff from the crate.
See also: SECTION 4 for more info on Bobby Ray's.
Q: How come the equipment I ordered is missing?
A: Does Pablo look honest? He may sometimes steal from your shipments. When
this happens, bribe him ($10 will do) or use "threaten" Or just test your
hook on him ;) He should then return your stuff along with some other
items (.38s, tool kits) If you already have some militia at the airport and
give Pablo cash, he should never steal in the future.
Q: When I attack Pablo, he just shouts "What is wrong with you!" Then he runs
off and gets killed by militia.
A: Unless one of your mercs says that something is missing while taking the
items from the crate, Pablo has not stolen anything (yet) In such case when
you attack him, the militia will most likely take him for an enemy and shoot
him down.
Q: Thieves must be eliminated. But can I still receive shipments when Pablo
is dead?
A: Is this the way to treat a trusty worker? Yeah, right ;) But fortunately a
new guy will arrive soon.
Q: So, who is this new cargo supervisor? Is he any different from Pablo?
A: His name is Sal. He will make you long for Pablo. Really. Sal is such a
nice boy; he won't steal from your cargo. Instead, he will lose *whole*
shipments. Say goodbye to those mortar shells or the FN-FAL, because they're
gone for good. Bribe him, threaten him, beat him or whatever, but this won't
change a thing.
Q: That does it! I killed the moron. Will there be another replacement?
A: Nope. Forget Bobby Ray's. Understand? F-o-r-g-e-t! Loyalty in Drassen will
also go down drastically. Moral: don't kill civilians (see also: SECTION 5
- LOYALTY)
Doreen
Q: Who is she?
A: She's the sweatshop manager exploiting child labor. Everyone in Drassen
hates her.
Q: Where do I find her?
A: In the small textile factory (C13)
Q: How do I deal with her?
A: Persuade her to leave ("friendly" or "threaten") or simply kill her for a
loyalty boost in Drassen. She may drop a key to the adjacent small room, where
you can find an MP5K (random)
Father
Q: Who is he?
A: A drunk priest. He will help you gain confidence of the rebels.
Q: Where do I find him?
A: Before noon he is usually in the bar in C13, after noon in the church (D13)
Q: How do I deal with him?
A: The rebels in Omerta need supplies and Father can arrange them. Talk to
him and he will attend to the problem. Then go back to Omerta and see Miguel
again. The loyalty in Omerta and Drassen will go up and you will be able to
Video camera
Necessary for Madlab's robot to work. Give it to Madlab, who will install it and
offer you the robot afterwards (see: SECTION 6 - Madlab & Robot)
Glass jar
These are useful only in the SF mode (not covered by this guide)
Cigars, golf clubs, silver platter, rubber band, porno mag, 2nd porno tape
They seem to serve no purpose in the game. Jake buys and sells them as junk. May
be just artwork (?)
Section 5: MILITIA
So, you've liberated Drassen? Good work, Commander. Now other towns are waiting
for your intervention. People throughout the country still suffer under
Deidranna's regime. And your mission is to end her reign of terror. Your team
has to move on. However, it would be stupid to lose this bridgehead. You have
just secured a strategic location of Arulco (the airport and the mine) and the
Queen is not the kind of person to take such losses lightly - you sure can tell
that by her speeches ;) In fact Deidranna will soon try to recover Drassen. But
don't expect civilians to fight back on their own - they are merely intimidated
citizens. Stationing your mercs to guard towns makes sense, but you must get on
with the assignment. So other means of defense have to be found. What you need
is to convince the locals to join your cause. You need militia.
Militia will defend their town whenever it is attacked by Deidranna's army. She
will send her grunts to reclaim almost every lost location, so it is crucial to
keep garrisons in all areas under your control. Militia can be recruited in
towns and at SAM sites, but still in some places it is not possible (and don't
ask me why) The golden rule is to have defenders in *each* secured location.
This will save you much unwanted trouble, including the dread necessity of re-
taking the same town.
LOYALTY
The factor that makes militia training possible is the town's loyalty; with SAMs
it is irrelevant. If the loyalty is quite high (indicated by a green number on
the strategic map) the inhabitants in that town will cooperate, but if it falls
below 20% (not sure, the number turns red) they will refuse to be trained. But
even if this happens, any militia that you already have there will still follow
their orders. Loyalty is conditioned by a number of factors. The first one is
the number of controlled sectors of the town: if you secure the whole place, its
loyalty will rise. Conversely, when you lose control of town sectors, the
loyalty will drop. Training militia in towns also improves their loyalty, as do
completed quests assigned by their residents (see: SECTION 6) Won battles help
increase loyalty, while lost and abandoned battles work the opposite way. Beware
of killing innocent citizens, especially those mistaken for the bounties(see:
SECTION 6 - Eldin & Bounties) Doing so will drastically lower the town's loyalty.
It will also go down when there is no offensive action on your part for more
than a week; then you will get a message from Enrico urging you to move on. Note
that also the output of the associated mine is highly dependent on the level of
loyalty in its town. In simple words, higher loyalty equals higher income! (see
also: SECTION 4; SECTION 6 - Head miners)
TRAINING
Basically all mercs can teach militia, but why leave the job to rookies when it
can be handled by professionals? Skilled trainers (see appropriate chapter in
SECTION 1) will create the garrison much faster. Other mercs may not be able to
train enough militiamen before the army strikes back. This means you will have
to defend the town with one of your own squads - provided that it happens to be
there at the moment of the attack, which is very unlikely with SAM sites. In
other case the attacked location can fall to Deidranna again. That's not
precisely what you wanna see... To prevent such situation never leave the place
until you've trained the maximum amount of militia (that's when the message "You
can't train more militia in..." appears) Up to 20 militiamen can be stationed in
one sector. Always put at least 2 mercs in the same sector to train them. To
create the garrison fast, place other trainers in the adjacent sectors and have
them all train militia simultaneously. 4 skilled trainers should soon get the
job done. Remember to rest them fully before they start and put them to sleep
after they've trained a new group of militia - leave them on "train militia" and
after some rest they will resume automatically. In this way they will finish
their job in a shorter time.
The militiamen come in 3 ranks: novice (green in strategic view), regular (blue)
and veteran (dark blue) The greenhorns appear first. Further training turns them
into regular units. Veterans cannot be trained - militia attain this rank only
thru battle experience. Hence before you proceed to another site there should be
20 regular militia in each sector of the captured location. The enemy will
mostly go for strategic areas, like the mines and SAMs. Place your first militia
there: they can be moved within town borders using "view militia" and
right/left-clicking a sector on the strategic map. The garrison will stand their
ground when attacked, but sometimes even 20 regulars can lose a battle. On the
experienced level I've seen assaults of 20+ enemies, including a dozen elites -
especially on those critical sectors. Oddly enough, veteran militiamen usually
die first. I guess the enemies simply go for best guards :( This also has to do
with the militia's crap AI. When you do take part in a fight involving militia,
you will see how ridiculously they die.
AUTORESOLVE VS. REGULAR BATTLES
So, is it better to join your militia in combat or rather to resolve their
fights automatically? In battles consisting of militiamen only the latter way
causes fewer casualties on their part, especially with the "instant resolve"
(skip forward) button. However, the same is not true of your mercs. You should
*never* autoresolve battles in which they participate, as this often gets them
killed. Don't rely on that stupid CPU when you can do better. Remember, tactics
is your advantage! Another thing is that in battles resolved automatically both
enemies and militia tend to drop only few items and of little value. Battles
fought the regular way will usually provide much better spoils. See also:
SECTION 4.
Section 6: NPCs FAQ
Interaction with non-player characters (NPCs) constitutes a crucial part of your
mission. You will mostly meet them in the towns you conquer, but sometimes also
in other sectors. In the latter case you will be notified of their presence when
entering such location ("Squad x has noticed someone in Sector x") You have a
greater chance to find most NPCs by day, as many locales close for the night.
Contacts with NPCs generally call for a skilled negotiator (see appropriate
chapter in SECTION 1) Most Arulcans when talked to will utter only a brief
comment, sometimes disclosing important clues. The ones listed below are vital
to your goal. It may be even impossible to accomplish the assignment without
their help (see also: SECTION 4)
Whenever you encounter an NPC, let your negotiations expert step in. Be
"friendly" until they have nothing more to say. This conversation may have
various outcomes. Many NPCs will ask for your help (quests) and several may
agree to join your team (see: HIRABLE NPCs) NPCs will not talk until you
liberate their sector or the neighborhood. Approach them again when you've
gained control of the whole town (see also: SECTION 5 for info on loyalty)
Not all NPCs will be kind towards you. Sometimes it may be better to be "direct"
instead of "friendly" But be careful using "threaten", or better don't do
it.
Many NPCs will ignore your threats, others will warn you to stop (or not) If you
don't, they will attack and their buddies will join in. Such encounter may put
your team six feet under before you get a chance to retaliate. Always remember
to save before talking to an NPC - in case you screw something up. And don't
kill innocent NPCs! (see: SECTION 5 - LOYALTY)
NOTE: Though this section covers all but few of the NPCs appearing in the
game, it does not describe *every single* one you may (or may
not) encounter on your way. Some insignificant NPCs have been
left out because they have no bearing on the play, or because
they are discussed together with other NPCs.
OMERTA
NON-HIRABLE NPCs
Fatima
HIRABLE NPCs (see appropriate chapter)
Ira, Dimitri, Carlos, Miguel
Fatima (and Pacos)
Q: Who is she?
A: One of the rebels. Either she or her son will be the first NPC encountered
by your team in Arulco.
Q: Where do I find her?
A: In the sector where you start your mission (A9) Talk to Pacos and follow
him into the demolished house.
Q: How do I deal with her?
A: Fatima will acquaint you with the rebels, but she needs a proof of your
meeting with Enrico (your employer) Give her the letter and accompany
Fatima to the adjacent sector. Inside the rebel hideout she will introduce
you to their leader Miguel. You will be able to recruit Ira then. This is the
only way to gain cooperation of the rebels.
See also: Father
DRASSEN
NON-HIRABLE NPCs
Pablo, Doreen, Father, Fred (head miner)
HIRABLE NPCs
Skyrider
RANDOM NPCs (see appropriate chapter)
Carmen, Devin, Micky
Pablo (and Sal)
Q: Who is he?
A: Pablo keeps watch over the shipments you receive from Bobby Ray's.
Q: Where do I find him?
A: In the airport (D11)
Q: How do I deal with him?
A: Talk to Pablo and he will (unwillingly) agree to supervise your cargo.
When the shipment arrives (notification via e-mail) talk to Pablo again
and take the ordered stuff from the crate.
See also: SECTION 4 for more info on Bobby Ray's.
Q: How come the equipment I ordered is missing?
A: Does Pablo look honest? He may sometimes steal from your shipments. When
this happens, bribe him ($10 will do) or use "threaten" Or just test your
hook on him ;) He should then return your stuff along with some other
items (.38s, tool kits) If you already have some militia at the airport and
give Pablo cash, he should never steal in the future.
Q: When I attack Pablo, he just shouts "What is wrong with you!" Then he runs
off and gets killed by militia.
A: Unless one of your mercs says that something is missing while taking the
items from the crate, Pablo has not stolen anything (yet) In such case when
you attack him, the militia will most likely take him for an enemy and shoot
him down.
Q: Thieves must be eliminated. But can I still receive shipments when Pablo
is dead?
A: Is this the way to treat a trusty worker? Yeah, right ;) But fortunately a
new guy will arrive soon.
Q: So, who is this new cargo supervisor? Is he any different from Pablo?
A: His name is Sal. He will make you long for Pablo. Really. Sal is such a
nice boy; he won't steal from your cargo. Instead, he will lose *whole*
shipments. Say goodbye to those mortar shells or the FN-FAL, because they're
gone for good. Bribe him, threaten him, beat him or whatever, but this won't
change a thing.
Q: That does it! I killed the moron. Will there be another replacement?
A: Nope. Forget Bobby Ray's. Understand? F-o-r-g-e-t! Loyalty in Drassen will
also go down drastically. Moral: don't kill civilians (see also: SECTION 5
- LOYALTY)
Doreen
Q: Who is she?
A: She's the sweatshop manager exploiting child labor. Everyone in Drassen
hates her.
Q: Where do I find her?
A: In the small textile factory (C13)
Q: How do I deal with her?
A: Persuade her to leave ("friendly" or "threaten") or simply kill her for a
loyalty boost in Drassen. She may drop a key to the adjacent small room, where
you can find an MP5K (random)
Father
Q: Who is he?
A: A drunk priest. He will help you gain confidence of the rebels.
Q: Where do I find him?
A: Before noon he is usually in the bar in C13, after noon in the church (D13)
Q: How do I deal with him?
A: The rebels in Omerta need supplies and Father can arrange them. Talk to
him and he will attend to the problem. Then go back to Omerta and see Miguel
again. The loyalty in Omerta and Drassen will go up and you will be able to
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