Characters of the game war of mine. Review of This War of Mine: war, survival and merciless mathematics

The game is brilliant. She blew up a bunch of publications a year ago with how quickly and effectively she conveys the horrors of war to the player. Therefore, I propose to get a little "under the hood". I say right away - the game is not ours, and has nothing to do with us.

In general, for a couple of months I will probably start talking about gamedev hardcore, more precisely, what our colleagues call game science. I'll start with simple and understandable things. With far from ideal game mechanics, while working like a clock. Or like a blow to the head.

So, let me remind you: the main task of the game is to immerse a person in the state of “being a civilian in a war and trying to survive”, so that even the most frostbitten people realize how bad it is. Accordingly, everything else is built around this. At the same time, the game itself should be:

  • Interesting.
  • With a simple entry threshold.
  • Realistic for immersive tasks.
Of course, the creators cheated a little - but this becomes noticeable only after detailed analysis. It is clear that the logic of the setting sometimes argues with the mechanics and gameplay. It is clear that there are a lot of shortcomings, but everything in general is very cool. So we went to get to the bottom of the little things.

Attention, below are some spoilers and a lot of screenshots (traffic).

entry curve

So, you play as a small group of comrades surviving in the outskirts of the city where the fighting is taking place. There are three global "external" factors: the lack of food and necessary things (this is determined by the very fact of the war), the constant robberies of marauders and bandits, plus to the heap - severe cold snaps in winter. The challenge is to get through it all. As in the novel "Marauder".


One of the game's most visually powerful screens is the start

This screen with those hitting the psyche "survived" on the photographs - it does not open completely right away. The first clickable stories provide a simple composition and a simple script.

The complexity of the game is determined by the scenario and the composition of the players.

The script is what happens around:

  • The duration of the war (for example, 24 days is easier to survive than 47).
  • The order of external events (on complex stories, the game starts with cold weather and huge gangs of bandits, on easy ones - with summer and calmness).
  • Seasons (sometimes you need to warm up and look for cold pills the whole game, sometimes you don’t need to at all).
  • Plus available objects on the map. Their number and their sub-scenarios vary in complexity. For example, there may be such a situation that only those places where it is difficult to obtain resources are available - such as a church where bandits sit instead of monks, or a dilapidated school where instead of homeless people there are militias.
  • To a lesser extent - from scenario game events like guests bringing you something useful.


City map

The characters in the game are not all balanced: there are both very cool and frankly almost useless. The latter are needed just for the training aspect, but more on that below. Naturally, the initial composition of the "stars" also provides a low complexity.

Gameplay and balancing

You start in an abandoned house, where you need to sort out the rubble, open cabinets and generally build infrastructure such as stoves, workbenches, beds, and so on. This is already the first thing for the game, and immediately entering the atmosphere (I remember I used a similar technique in the pavilion role play live action about the consequences of an attack on the colony - in the room where the players entered, everything was turned upside down, and so that you could feel what happened, "with your hands").

This is your base, a place for daytime gameplay. You can’t leave the base during the day: it is assumed that they will immediately shoot you on the street without question. At the same time, NPCs come to you and offer goods, help with something, or ask for help. Judging by some fragments of plot texts, some kind of game part was supposed to establish relations with neighbors, but then, it seems, it was cut out and simplified to these “guests”.

There is a workbench at the base, from which you build the rest of the infrastructure. First of all - beds, a locksmith's table, a stove for cooking, a heater or a fig for collecting water, for example. Supplies are stored in a non-working refrigerator, medicines are stored in a closet nearby.

The main balance is built around missing food. You need to constantly go out into the city at night (in different places) to collect food, boards, all sorts of components such as tape and nails, and so on. Of course, if you managed to establish food production at home, you would not go out at all, and the game would be blown away. Accordingly, the first thing a game designer did was to establish a rule: "the house is not self-sufficient."

This means that you can set traps for rats, but no more than two pieces. You can grow vegetables, but you still need meat and water. You can do something at home in general - but you will still need something outside. At the same time, on batches longer than 40 days, approximately on the 30th day, it is possible to accumulate enough food so that the next two weeks do not go anywhere at all.

You also constantly need components to improve your home - this is the second factor of balance.

At the beginning of the game, you need to fill holes in the walls after shelling, get all kinds of garbage to assemble tiles and other things, make an extremely scarce ax (an inhumanly difficult task in our world - it is often easier and faster to find a Kalashnikov assault rifle than an ax). Accordingly, they must be followed outside.


Character thoughts on base comfort

So, the game is divided into two encapsulated objects: base and night exits. With the same base mechanics as in XCOM. At the same time, the most-most deficit is heavy boards and components. Logically, it would be extremely easy to convey them if the three of us went at once and dragged them. Or go as a character twice or thrice. But no. Per night - only one exit, and only one person.

At the same time, each character has a load capacity limit - this is another factor in limiting the flow of resources, that is, also the level of complexity. Here are the inventory and items on the ground:

The second way to get resources, if you do not go for them at night, is to buy from a merchant who enters the base about once every 4 days.

Every object in the city has valuable things and not so much. For example, a gun, cans of food, jewelry and medicines have a huge game value, but cigarettes, coffee, tobacco, shell casings, and so on have almost none. This is the second factor of balance: despite the fact that the characters have different carrying capacities, main they get things out quickly. That is, the balance on food will converge, but on the boards - no. This only means slowing down the construction of the infrastructure of the base.

Accordingly, a trader is needed to smooth out the wrong choice of a place for a hike. If you find a stash with diamond earrings instead of a stash with food - a man will come and balance it with an exchange. That is, there will never be obviously failed exits to the city. And this dude, although he carries a huge pile of everything with him (which is also not according to the gameplay), cannot be hit on the head and robbed (which would be extremely logical based on the plot below), and although he complains about snipers, he will always survive and will come like clockwork. The conclusion is simple: if you are ever an NPC in computer game, try to be responsible for the balance. So you are completely safe.


As you can see, game mechanics are cool so far, but realism suffers severely. But we are used to it, it's a game.

The main problem of game mechanics is revealed in the second game, when you begin to understand in detail why you need what from the objects of the base. A moonshine still, an improved chem table, a hydroponic garden, an improved stove - all this costs so much in resources that it simply does not pay off. In reality, if you know that the war ends in the horizon of 50 days, then the business plan for such investments does not converge. Much more effective strategy- instead of processing resources like sugar into moonshine, just drive them raw to the merchant. This is tritely more profitable, and it really cuts off some of the interest and depth of the game. This is all done for a simple reason - we need, on the one hand, to create a need for resources in the middle and end of the game, but how to do this without breaking the balance of the beginning is unclear. Hence the perversions. In addition, regardless of the order in which you attack objects, you should survive in approximately the same way, which also requires balancing. Given the missing saves (more precisely, returns to the past), the game designer decided that it would be a shame to go the wrong way and die of hunger or cold. This also affected the balance.


Base upgrade continues, see how much micromanagement

"Desktop" limitations of game mechanics

There are a lot of strange things in the game, but they all relate to what we used to think of as game restrictions in board games. Again, considering how many times I've been told by hardened game designers to hone everything on paper prototypes, I suspect that there was a tabletop, like in XCOM. Either the authors came from the desktop market. Accordingly, the same scheme of "cardboard" simplifications is used here:
  • The military will never come to your house. The base is not attacked.
  • Don't try to leave the city. Despite the obvious logic of such a decision, you need to sit still in Pogoren and dig deeper and deeper into the house.
  • Ammunition for all weapons of the same type. They climb into a shotgun, and into a sniper rifle, and into a pistol, and into a machine gun. Game mechanics - a good simplification, because the game is not about that.
  • The time in the game is abstract - from edge to edge of the house on foot - at least 20 minutes.
  • Heating is determined solely by the cost of resources for heaters. Where and how the stoves are located - it doesn’t matter (a lot of extra space is visually heated), opened door does not affect the temperature of the house, the stove with food does not give heat. By the way, the garden with vegetables at -15 feels great, unlike the characters.
  • The game "cheats" in generating random numbers - for example, when you have really little food, rat traps start to give more meat.
  • The combat system is such that our "pacifist" Roman can cut out an entire checkpoint of soldiers without much difficulty. True, after the third patch, then he will begin to morally kill himself.
  • There are a lot of small bugs, ranging from the possibility of the appearance of the fifth character in the group (and his unexpected disappearance) and ending with a glitch with repeated moral suffering. Plus, classically algorithmic ones, such as restrictions on the length of the path search stack.
  • At the objects of the city, even abandoned ones, someone carefully placed stepladders in key places. No need to carry a ladder or rope with you - everything is there.
  • You can store ready-made food on the stove indefinitely - and looters won't even take it away (they just won't see it).
  • The visual design of the house does not correspond to the game mechanics and the plot. Firstly, there is a lot of deliberately uncleaned garbage that remains until the end of the game. Secondly, with the naked eye you can see a bunch of wood that we cannot get - for example, there remains a bedside table that cannot be cut with an ax or the entire attic in general. Thirdly, it is not clear where the inedible things go - they seem to be somewhere here, but in fact - only in the interface.
  • On military objects there are places to hide, on ordinary ones - no. And you can also hide in such a way that three people who search everything will not find it.
At the same time, the game remains intact. All this does not interfere, but in practice it serves one and only purpose - to drag the player through exactly the desired plot.

History and plot

So, you are already familiar with everyday difficulties. It is worth adding that our heroes are still sick from the cold and, sometimes, just like that, they come from the exits wounded and sometimes they begin to behave not very well. For example, fight with other characters, drink medical alcohol without asking, hang yourself from depression and quit your job. All this determines the constant micromanagement.

The second big part of the game - it is also the main one in terms of the level of plot impact - is the exits to the city. The first pair of points are abandoned houses where necessary items they just lie somewhere nearby, and it is enough to collect them.

Naturally, on this layer, the player needs to be occupied with something. In a simplified case, we get such a mini-maze with game-mechanical obstacles. In a more complex one - interactions with characters in peaceful ("Don't touch my things") or combat mode. The same level can be played as combat, stealth "get to the refrigerator and first aid kit" or "quietly picked up along the edges of the house and ran away."

As in the base, the main resource is time. But if at the base this is solved by sleeping, building and constantly turning something small (throw a log into the stove, change the filter on a water plant, etc.), then here - with various blockages like this:

Sometimes you should be wary of noises (this is a rat, a dangling window sash or a man with a shotgun can also appear like this):

Locked bars (need a file) guard treasures:

Doors-diodes: on the one hand they are boarded up and can be disassembled, on the other hand they do not open in any way. In life, these do not happen, but in the game they are needed:

There are, of course, ordinary doors that can be opened with a crowbar or a master key.

Plot

First and foremost in the story are the moral choices every time you do something. Here, for example, is a quiet house where an elderly couple lives. You can quietly leave, or you can break in and rob them (they will try to escape into the basement from a scary character):

Definitely everywhere - traces of the war. Each object in the city is someone's tragic story that is developing with you or has already ended. For example, here is a note from an abandoned house:

Here is one of the strongest moments of the game: a drunken well-armed soldier and a girl. Given the lack of saves, either you will try to do something, or you will stand and watch how he rapes her.

The second very powerful moment with a sniper shooting a father returning to the baby with medicine. Here is a very scary (visually) picture of a sniper denouement, very well-chosen effects of flashing lights, good sound - and all this contributes to the fact that in the end you understand how great it is that you helped.

Each choice means consequences. Here - the father gives us jewelry:

Then we will see this story in the final game. Almost every object has a scripted scene depending on its state. For example, you can find a supermarket with a military or looters (and they will rip it off at the same time as you - no less terrible sight).

next layer- "history of the house", for example, like this. This character wants to join us:

Sometimes it happens like this:

Here the militia asks to extradite the person whom we helped, and offers products for this. The bottom line, as always, is very simple. Or something useful for a mean act - or you are left with a clear conscience, but without food. These choices make up the game.

At the end, they line up in moments of war like this:

However, it quickly becomes clear that just like that, without additional incentives, it is more profitable to be a munchkin, mechanically.


Roman starts to cut out the roadblock

Therefore, the game designer decided this way - grateful residents still bring something useful later:

This, too, was not enough. Munchkin was easier anyway. Therefore, they introduced another parameter - morality. As soon as someone does something bad (according to their scale of values), they and those around them begin to kill themselves. A dull character just grumbles and recovers worse, depression leads to nightly fights, scandals, runs for alcohol in the refrigerator, leaving the house, or generally wanting to hang himself. They pull out of depression with the help of persuasion in the spirit: “We need you to survive. Get up."

Each character keeps his own "diary", where he writes down thoughts about his actions.

Accordingly, in the diaries of other characters, this can be both condemned and perceived with praise.

In the end, if the characters did everything "correctly", they are fine. If not, they are bad. Another learning moment. AT real life probably not like this:

Morality is visible throughout the game, yes, yes, yes. Pay attention to the biographies of Roman. The villain cannot go unpunished.

Now let's look at the interface

The first beautiful thing is teaching by dialogues. The characters directly communicate what they see fit to do. For example, at the first sign of cold snaps (still safe), they begin to resemble a stove.

Here is a similar Fallout Shelter with a similar character management system at the level of global mechanics. They also report their problems. This is standard mechanics.

Characters "think aloud", and the player receives game-technical information

Another separate very cool interface is the radio. First, it is realistic. Secondly, to catch the stations, you need to twist the shit from the side, and not just press the button. When you twist this thing and pick up a radio station through the interference, the immersion effect is enhanced:


Overlay game actions on the interface: the music from the radio becomes the background music of the game

The focusing of attention works very well, here it is solved just perfectly. Action icons are shown when they are in your focus, otherwise they collapse to a slowly pulsing dot. Look to the left here:

Here's what's in there:

Summer and winter are very different in appearance. Please note, by the way, the whole game is textured with a “pencil effect”, and this especially works for the atmosphere:

And finally, we have another purely "desktop" theme - the generation of night events. This is just a summary of what the rest of the characters were doing while you were out walking at night:

The last part is visual images based on photos. The portraits are so lively and emotional that they alone create the right atmosphere.

climax

Despite the fact that the game loses its novelty very quickly (and in general, like any story-based game, it is not very replayable), thanks to mechanical things, it still becomes interesting.

The two most interesting stories- these are Sveta and Anton (pensioners) and the "lone wolf". Let's start with pensioners. They have almost nothing but a pile of books from a neighbor and beds. They are not combat at all. They carry very few supplies. They do not know how to fight off even single bandits at night. There are no practical skills - no trade, no mechanics, nothing. They are very, very hard. And at the moment when you play for them, it becomes clear how terrible the war is. And how powerless you are against circumstances.

And at this moment, the screenwriter laid miracles:

People come to help our pensioners. They don't ask for anything in return. They just come and give things away. And this changes the whole attitude towards the world, where you used to literally gnaw out every piece of food.

And the second story of a lonely earner is that he is very cool, but being alone, he cannot do anything. Left the house for the night - the house was robbed clean. Slept - did not fight off the bandits. Everything of value must be carried with you. And even a weak pensioner immediately becomes a huge help for him. This also allows you to feel this “teaching team” situation almost in your own skin.

Outcome

It turned out to be an excellent educational game that shows everything exactly as it should. Dexterous movements of balance and game mechanics in the direction of "be kind" are not visible at first, and the first 2-3 games (and so many do not play) seem like a natural choice. That is, the model of behavior that they convey to you.

In Western publications (non-gaming) the game received a very high rating. But even there the point of view often slips through: brilliant, but we won’t play a second time - it’s terrible, disgusting and scary. Add tags

A small material for assessing and comparing the qualities and skills of the main characters of This War of Mine. It was decided to create the article after not finding decent analogues of the list from the original wikia in RuNet.

The characters are ordered by my personal rating from unclaimed to irreplaceable. Here I do not consider nameless extras for user scenarios, all the properties of which are already very clear from their professions, as well as characters from the "children's" DLC Little Ones, because I think that this add-on only spoils the game and therefore is not particularly recommended for installation.

Let's analyze some characteristics, the meaning of which may raise questions.

Morality or mood.
Dynamic indicator of mental alertness. Low morale values ​​can cause a temporary loss of control of your ward, his fights with other characters, running away from home or suicide. By default, morale is reduced: severe hunger, injuries and illnesses, robberies and murders of civilians, death of roommates. The speed of mood change from the actions of comrades depends on the level of empathy.

Bad habits.
Characters with this mark are in need of a certain dope. His long absence - more than a couple of days - will slowly begin to destroy the morale of the character. To be in good shape, each smoker needs 3 cigarettes or hand-rolled cigarettes per day, and coffee addicts need 1 coffee and 1 unit of water per day.

empathy level.
Empathy is the ability to feel compassion for others. Selfish heroes do not know how to bring their comrades out of depression; they are little saddened by other people's misdeeds, just as they almost do not please their other people's exploits. When depressed, Sims with low empathy levels can pick fights with roommates, and are also more likely to take a couple of our belongings with them if they decide to leave the hideout.

Inventory volume.
Indicates the number of slots for things that a character can carry with him from trips home and back. Depending on the size of the item, 1 inventory slot holds from 1 to 20 items.

Combat skills.
The parameter shows the strength and speed of attacks in battles with opponents during night attacks. Standard combat skills for most people include the ability to instantly kill opponents from cover with an ax, knife or shovel. Differences from this standard will be indicated in the characteristics of the character.

Security skills.
Describes the effectiveness of night duty. Sentinels with low guard skills are more likely to get injured; in their shifts, marauders are more likely to steal our supplies.

Guitar skill.
The effectiveness of preserving and restoring the morale of the party in the presence of a guitar in the house. Characters without playing skill can still sit down and rattle something on the guitar, but this is of little use.

Light (Cveta)

Skill: kind teacher

  • Raises the morale of children with the greatest efficiency (the skill is useless outside of DLC).
  • Neighbors are more likely to bring gifts if she is present in the party.
  • Unable to instantly kill opponents even from cover.

Occupation: primary school principal
Bad habits: No

Empathy level: philanthropist (4/4)
Inventory size: minimal (8/17)
Combat Skills: God's dandelion (1/5)
Guard Skills: low (1/3)
Guitar skill: absent (1/4)


Anton

Skill: good mathematician

  • Catches rats faster with traps.
  • Runs much slower than other characters.
  • Teetotaler (impossible to get out of depression with alcohol).

Occupation: professor of mathematics
Bad habits: No

Empathy level: moderate (2/4)
Inventory size: minimal (8/17)
Combat Skills: low (2/5)
Guard Skills: low (1/3)
Guitar skill: absent (1/4)


Emilia (Emilia)

Skill: Talented Lawyer

  • Able to commit any crime without a noticeable decrease in her morale.
  • Able to instantly kill the enemy from cover with any weapon.

Occupation: advocate
Bad habits: coffee mania

Empathy level: selfish (1/4)
Inventory size: standard (10/17)
Combat Skills: standard (3/5)
Guard Skills: standard (2/3)
Guitar skill: absent (1/4)


Marin

Skill: Handyman

  • Crafts furniture, appliances, weapons and tools, saving 20% ​​of resources.
  • Sometimes abandons the started craft, forcing others to complete the work (the savings bonus is not lost).

Occupation: workshop owner
Bad habits: coffee mania

Empathy level: moderate (2/4)
Inventory size: standard (10/17)
Combat Skills: standard (3/5)
Guard Skills: standard (2/3)
Guitar skill: absent (1/4)


Bruno

Skill: Good cook

  • Craft food, alcohol and medicine, saving 20% ​​of resources.
  • Hunger quickly lowers his morale, prompting him to feed more often than others.

Occupation: chef on his own TV show
Bad habits: smoking

Empathy level: selfish (1/4)
Inventory size: standard (10/17)
Combat Skills: standard (3/5)
Guard Skills: standard (2/3)
Guitar skill: absent (1/4)


Pavlo (Pavle)

Skill: Sprinter

  • Runs much faster than other characters.

Occupation: soccer player
Bad habits: No

Empathy level: elevated (3/4)
Inventory size: big (12/17)
Combat Skills: standard (3/5)
Guard Skills: standard (2/3)
Guitar skill: mediocre (2/4)


Zlata

Skill: Heartburner

  • Restrains the fall of morale with his presence in the party.
  • With the greatest efficiency raises the morale of the characters.

Occupation: student musician
Bad habits: No

Empathy level: philanthropist (4/4)
Inventory size: big (12/17)
Combat Skills: low (2/5)
Guard Skills: standard (2/3)
Guitar skill: perfect (4/4)


Katya

Skill: Experienced businessman

  • Buys items from merchants for 20% cheaper.

Occupation: journalist
Bad habits: coffee mania

Empathy level: elevated (3/4)
Inventory size: big (12/17)
Combat Skills: low (2/5)
Guard Skills: standard (2/3)
Guitar skill: good (3/4)


Boris

Skill: Heavy tank

  • It has the maximum inventory and health, heals from wounds faster than others.
  • Able to instantly kill the enemy from the back with any weapon, except for a crowbar.
  • Cannot run and makes the most noise when walking, clearing rubble, opening caches and doors.

Occupation: loader
Bad habits: smoking

Empathy level: philanthropist (4/4)
Inventory size: colossal (17/17)
Combat Skills: high (4/5)
Guard Skills: standard (2/3)
Guitar skill: absent (1/4)


Arica (Arica)

Skill: silent cat

  • Makes the least noise when walking, running and breaking doors.
  • It is able to instantly kill the enemy from the back with any weapon, except for a crowbar (which, thanks to its silence, is almost always possible).
  • Able to instantly kill the enemy from cover even without a weapon.

Occupation: house thief
Bad habits: smoking

Empathy level: moderate (2/4)
Inventory size: standard (10/17)
Combat Skills: high (4/5)
Guard Skills: standard (2/3)
Guitar skill: mediocre (2/4)


Marko

Skill: Experienced Miner

  • Has a very large inventory.
  • Can find more things in caches.
  • Faster than others, he opens caches and clears rubble without a shovel.
  • Able to instantly kill the enemy from cover with any weapon.

Occupation: fireman
Bad habits: No

Empathy level: elevated (3/4)
Inventory size: huge (15/17)
Combat Skills: standard (3/5)
Guard Skills: standard (2/3)
Guitar skill: absent (1/4)


Roman

Skill: Trained Fighter

  • Has increased health.
  • Deals maximum damage in combat.
  • Able to instantly kill the enemy from the back with any weapon.
  • Able to instantly kill the enemy from cover even without a weapon.
  • Killing aggressive opponents (bandits and soldiers) does not lower his morale.

Occupation: deserter
Bad habits: smoking

Empathy level: selfish (1/4)
Inventory size: standard (10/17)
Combat Skills: killer (5/5)
Guard Skills: high (3/3)
Guitar skill: good (3/4)

The city of Pogoren, the capital of the Eastern European state Vysen, is engulfed in the fire of the civil war. Three civilians, by the will of fate, found themselves under the roof of one building - dilapidated, with broken windows, but still capable of serving as a shelter from bad weather and an accidental ricochet. They have only one task - to survive the war without earning visible bodily and mental wounds.

While the war is on

At night, one of your team goes to one of a dozen locations, digs through the trash or steals from others, tries not to get into fights (healing wounds is long and expensive here), and with the third cry of a still-living rooster, returns home with swag.

During the day, while he sleeps, civilians find a use for found boards, light bulbs, pieces of iron and fertilizers: they filter rainwater and plan matches, make beds and workbenches out of wood, clog windows with boards and assemble a radio, set traps for rats and grow them in a mini-greenhouse carrots, boil food for the body and read food for the mind.

Home improvement is a whole science. Soon you go on a quest no longer with the aim of sacking everything that is bad, but with a clear plan in mind. A table of materials and spare parts scrolls in my head, which must be placed in a small knapsack of a night hunter, otherwise it is simply impossible to establish a tobacco factory or a decent farm in a small residential building.



Climbing into an unexplored area for the first time, the miner will caustically recommend it. Even if he is not local. The tank in the background will burn every night, but does it really matter?

But even our own production, for which so many boards and sawdust have been stolen, will not save us. Firstly, materials still need to be mined or bartered, and secondly, the product is usually consumed locally. This is math, a harsh “manager for survivors” - and what a pleasure it is to do it!

The survivors are worth something too. Due to the lack of food, citizens can starve, because of a draft - get sick, as a result of an attack - get hurt, from immoral actions or the inability to smoke a cigarette - get upset and even depressed. They constantly comment on their feelings - mostly with complaints like “I want to eat!” and “Oh, why didn’t I dump earlier.” If it were not for the sensitive topic, it would definitely appear in the list of congenial games.

In parallel with house building are going on drama. The getter broke into the house of an elderly couple and took out two kilos of meat without bones - that's it, now half of the cohabitants are different that life is no longer the same, we have violated the moral law within us, and it is not clear how the earth wears us now. And what a circus of sobs will begin when the miner first fights with another seeker over a broken guitar! ..

The hero is not my novel

Many point out that this real-time demonstration of conscience is the central theme. This War of Mine. And the developers themselves seem to be of this opinion. But it soon turns out that the characters' remarks go in a circle, they react to everything predictably in the same way, and all the crimes of the earner are easily leveled and forgiven. They have no soul, in short.



When you stumble upon someone else's caches, you bite your lips in the first place due to the fact that you cannot carry away all the loot at once. You have to choose only what meets the asylum development plan. Barricaded doors, iron bars, locked cabinets the scout has to memorize. Or clog a valuable cell with a set of tools "for all occasions."

Here's an example: last night, Pavle broke into someone else's house, stole three cans of canned food from the refrigerator while their owner went out for a smoke, and returned home in the morning with a joyful: “Look, I got food!” And what do our poor fellows think? " How come we had to steal to survive" or " Poor Pavle, he had to steal because he had no other choice", in best case- reasonable " There is nothing to do: it's either us or they».

My brothers, it was not Pavle who decided to steal a can of canned food, but I am your master and benefactor, and in his place I would generally be silent about exactly how these unfortunate canned goods were obtained. What do you think there (more precisely, what kind of logic the game designers put in) is your business, and my concern is to feed you at any cost so that you don’t throw your skates away from hunger.

But the on-screen puppets do not know about this, they whine and get upset at every case of illegal taking of resources from the population. Never mind, I'll bring them more books and fix the guitar - and soon their wrinkles will smooth out, and the edges of their lips will rise where they should.

Pavle unloaded other people's drawers and cabinets all night, terribly tired, but still happy - he brought good to people who actually became his family!



The war will last long enough to equip the whole house. We advise you to start with the beds and boarding up the windows. At first, you can make only primitive weapons on a workbench, but with improvements, you will be able to figure out a rifle, and even patch a damaged bulletproof vest.

In especially neglected cases, serious problems can arise: the last straw will easily be the murder of a homeless person who has risen to the defense of his best friend - a bottle of moonshine. The fact that it was me, sitting in a comfortable chair, who gave a cruel order, from the point of view of gaming morality, does not mean that I laughed maniacally at the same time and immediately demanded more homeless people for the god of homeless people.

It's just that if I have such a tool and I am well aware of the consequences of an act, I will use it. It costs me nothing, because I will be minimally punished by having to spend one of my subordinates playing the guitar for two days in a row. Also penance for me.

And you can’t even say that “the developers built a subtle connection between the player and the characters, and then broke it,” because the connection is not felt initially. All empathy in This War of Mine It is built on a forced compromise between fully getting used to the shoes of a civilian and the need to simulate social relations. The latter, by the way, is well implemented: a timely conversation even a strong and courageous sometimes pulls out of the deepest depression, and the cumulative irritation of a heavy smoker can result in an unexpected night fight.



Wandering merchants appear at the behest of a random number generator. Having calculated the game logic, you will quickly determine the goods that you do not need, but are valuable for the merchant - so change it. Until the house is secured, it is worth leaving at least one fighter on guard while the rest sleep off (the sentry will rest during the day). But someone must definitely go on exploration or for prey, every night is expensive here.

But without the social network, TWoM would be only a little different, and with a single silent hero, it would noticeably win. If, after killing an elderly couple, he didn’t say anything, but clutched his head and rolled silently on the floor, instead of making a water filter as if nothing had happened, that behavior would be enough to slow my heart rate. After all, he is me. And “they” are definitely not me, and there is nothing here.

In addition, there was some kind of discrepancy all the way. The conflict, serving as one big decoration, never comes to the fore and does not allow the player to take sides. This is understandable: the developers do not want to involve politics here, so it is believed that the characters are apolitical. Nevertheless, the conditional rebels are fighting with might and main with the conditional regular troops, but you will not meet either one or the other (unless you try to look into the Military Outpost, but even there, at best, they will offer to trade, and at worst they will put a bullet in the forehead).

“White” or “Red” people will not look at your light with a demand to hand over stocks of shag to the location of the unit; you will not be drawn into a Difficult Moral Choice, dooming yesterday's student or a gray-haired train driver to death. With the same success behind the broken windows of the house in This War of Mine it could be an oil crisis, the day of the triffids, or a zombie apocalypse.

let's live in peace

If we do not take into account the Procrustean bed of gaming morality, where game designers push the player, there will be a good simulator with resource management and some kind of stealth action. Every day, new locations open (and sometimes close!) From where you can carry away a lot of useful things, but in the end, in order to survive, you will either have to actively trade or actively steal and kill.

In the development of the "night" interface, apparently, morally concerned designers again intervened: a two-dimensional mouse-controlled platformer is a strange decision (but understandable: developers used to make games for tablets). Shoot from a pistol or hit with a tire iron, poking the cursor at a running enemy - it all looks like the developers are trying to prove that killing is not only dirty, but also difficult. Don't even try.

Equipment and tools take up gold cells, so it makes sense to go light on reconnaissance. No one guarantees you a lattice or a locked door, and in any case you will not leave empty-handed.



Once you've done your reconnaissance, remember which tool you'll need next time to take full control of the resources in the area. Some notes contain nothing useful, while others reveal the location of caches with valuable items.

And even a well-thought-out plan can interfere randomly. At the beginning of a new day, TWoM generates several events - whether a neighbor or a merchant knocks on the door today, whether the mentally unbalanced Roman had a fight with Katya at night, whether Bruno, upset by the recent murders, got enough sleep.

This War of Mine guide

It is said that This War of Mine is based on real events. If so, that is very sad. War is a terrible thing that concerns not only those who hold weapons in their hands. Here we have to be a participant not in military, but in peaceful actions. Survive in military conditions, when it is dangerous to go out during the day. To survive, to get food, we have to carry out sorties, risking our own lives. There really is nowhere to go, especially if your life depends on it. "This War of Mine: Guide" will help us in mastering the path

The main goal of the game is to hold out for several weeks until the moment when the war is finally over.

The main difficulties due to which we will have to spin are hunger, cold, nerves and robbers.

Unfortunately, we won’t be able to survive just by settling in a house, there are hardly enough supplies here for three days, but what if you also have children in your house? Children here are perhaps the saddest thing, but war is war, so there is someone to continue fighting for.

Advice: For a smoother passage of the game, use the best sides of your characters to the maximum (they and their skills will be discussed below in the guide). The balance of the game is thought out very carefully, so that it is not at all easy to simplify the game with basic actions. For example, if you have Henrik on your team, try to upgrade the potion table to the maximum. His cigarettes will ease these harsh everyday life.

Each game day in This War of Mine is divided into 2 stages: night and day. We will describe in detail how to try to make our stay as comfortable as possible.

It is dangerous to go out during the day. Still, the war is going on, automatic bursts are heard everywhere, so there is nothing for an ordinary person to do here ... and you can get under a sniper's bullet. This time is best used to rest your people who have been working at night.

Rest in This War Of Mine

In principle, one bed is enough for two people to sleep for half a day.

Slightly injured or slightly ill household members can improve their health without the use of medicines, but they are prescribed forced bed rest. Day and night. As soon as one of the characters is injured or sick, the need for beds will increase by one.

Parents can sleep with their children in the same bed (at night), so you can calculate this when planning your vacation.

Apart from rest, daytime is... well, the only time for production activities and daily needs, such as updating traps, building, etc.

In order to save food, you can feed the characters every other day. Babies need less to eat, so they're better at making up for hunger.

Children

Children need to be loved, fed and entertained, then even a weak, but warm, will appear in your soul.

If the child is not entertained, he will be sad, so we will have to provide him with enough toys. You can play patty, but it would not be superfluous to make a toy box, why not actually? Out of the box, the child is able to make his own toys. Children's laughter fills the house with joy. Well, it's true, but not when you hear a repeating sound track every time... Well, okay, it's still not that bad.

Children can be taught to do some work, such as cigarettes or even distill moonshine. For training, you need to select this option and call the child.

Children in our world are also very inventive. If you have nothing to do with the child, invite him to make himself a toy. By selecting a child as the main character and clicking on the main workbench, you will see what toys can be created.

Economy in This War of Mine

In this guide, the economy takes almost the leading role. If you want to have food on the table, then you will need to use your skills for their intended purpose. You can participate in the formation of the local economy by creating certain items. The most common is cigarette rolling. This activity is almost mandatory... you can of course go and rob someone, or kill the bandits, but with cigarettes it will be easier.

Naturally, we cannot live on cigarettes alone, because although they make a profit, they are cheap. One of the characters allows you to increase the production of cigarettes by 50%, just a mini-factory.

During the day, a street vendor can sometimes come to us. Its prices are not the cheapest, but not the most expensive either. In relation to other vendors, he does not offer prayers for cigarettes or alcohol, but he does not spit at the sight of firewood, so that an understanding can be reached. Kate is good at trading and with her help you can significantly increase your income.

Advice: When talking to a merchant, be careful. Since the "trade" and "say goodbye" buttons are next to each other, it is possible to accidentally send him home. By saying goodbye early, you run the risk of being left without important supplies for several days, which is very dangerous at the beginning of the game.

Warm


Over time, it will get colder and we will have to build a stove to keep warm. Unfortunately, it is still possible to die from an illness, but even a minor illness significantly reduces the chances of survival, since it will prevent a person from fulfilling his duties, which are already full. In my memory, if I'm not mistaken, 3 stoves upgraded to the second level ... and still barely enough. Nothing, we will try and achieve everything. It is advisable, if there are no other needs, to upgrade at least one stove to the second level. When the cold weather comes, it will be more difficult to find electrical parts.

The minimum safe temperature in the house is 15°, as indicated by the color of the thermometer in the upper left corner of the screen.

This War of Mine: Backpack

The backpack plays a huge role in the guide, as it is the only way to move items between locations. Later we will talk about how you can save items from robbers in a lonely survival, so this question always matters.

Before you talk about night outings, you need to learn about what allows you to increase efficiency on the road. As the name implies, the main criterion in This War of Mine is a backpack. It entirely affects the ability to transfer items from a location to a shelter. Unfortunately, the game does not provide an opportunity to increase the capacity of the backpack. It is due to the capabilities of the characters, not the subject. We will understand this as the physical amount of the transferred cargo.

Although we cannot manually change the capacity, we can entrust the work to those who are stronger. The strongest character is Boris. It turns out that in wartime loaders can be seriously in demand. His profession is expressed in 17 slots available for filling. Despite his strength, he has a low speed, which makes him not the most useful in the preliminary inspection of the location. The second finalist for backpack capacity is Marco. He has better speed than Boris. There is an opinion that he receives a small increase in the materials found ... or in the fuel (lumber) found. Another opinion says that it finds materials better (faster). One way or another, for the first visit, this character is the best fit.

Night outings


Night raids are the first important game element of This War of Mine and in this guide they will be used to the fullest. At night, you can safely leave the house and wander around in search of supplies. Different locations can be dangerous in different ways, for example, in a sniper denouement you will have to run in order not to get a bullet, and there may be bandits in a church. Do as your conscience dictates.

Wandering through various locations, we have to look for provisions, resources for construction and production.

First day

Further in the guide, we will talk about how to live the first few days with maximum efficiency. The skills acquired now will allow you to progress through the game later on, so this time can be called critical.

The first step is to try to immediately disassemble the whole house, of course, it may not be possible to disassemble all the rubble, but it's worth trying. This action will show you what you can focus on, what to sell, and what you need to buy.

Try as soon as you dig out the materials in the garbage, build a workbench and make a crowbar. This War of Mine is full of locked cabinets and chests that require you to spend either lockpicks or crowbar fortress. It will be very useful to you, both in the future, and to save master keys in your own house. They are worth selling.

A shovel can be used, but... its value increases only in some areas littered with garbage. It is better to leave its production for later.

Build at least one bed. Over time, you will need to increase the number of beds to the extent necessary so that one or two sick and tired people can rest.

First night

Naturally, it is worth taking the opportunity to find supplies. Basic rules when inspecting the territory:

  1. Get out promptly.
  2. If you don't get out in time (before sunrise), you'll be risking sneaking in during the day. There is a chance to get injured, and you will not be able to rest in time and do production.

  3. Put all things in one place. It has been observed that items that you have placed in accessible piles sometimes disappear after exiting the game. It is not clear what this is connected with, however, if you follow the rule "first all the most valuable", you will not be left behind.
  4. So it’s easier to sort them later, taking away all the most valuable, and next time you visit, you will spend less time.

    The sequence of pulling a zone into material is as follows: valuables (if they are really valuable), important resources, non-important resources (wood and spare parts).

  5. Clear rubble as needed
  6. There is no need to waste time on all the rubble, the main thing is to dig a certain path through the entire location and get out in time.

Congratulations, you survived the first night... but you can't die on the first night.

Second day and beyond

If you have not sorted out all the trash in the house, sort it out.

Prepare for trading, remember that by selling valuable but unnecessary resources to a merchant, you will receive much more resources than you could carry on hand.

A tree, for example, can only be taken out a couple of logs, but a bunch of wood can be purchased from a merchant for valuables.

What can be called values? In This War of Mine... and probably in life, jewelry and good medicines: antibiotics and a bandage are worth their weight in gold. Alcohol is quite valuable, although inferior to the previous ones. Food has a slightly lower value than medicines... in general, it will not sink into prices, it will only distract us. Guns and bullets have serious value. Of course, we forgot, but remembered about canned food, this is the most expensive type of food that we can use at home.

In general, the merchant is interested in all the resources that we can use if we have enough money.

Tobacco and spare parts can be used for cigarettes, which we will exchange for even more tobacco and spare parts next time.

We will need to build a lot of things, so it makes sense to make a list of necessary things.

It is very useful to create traps for rats ... yes, it sounds disgusting, but there is no more food, it is better than hunger, and besides, one piece of meat or a rotten vegetable lying around will turn into 2 pieces of meat a little later, which are very valuable.

In total, 2 or 3 traps can be placed, unfortunately I don’t remember exactly, but with the rest of the production, this is quite enough.

You can eat the meat raw (what a nasty thing), or you can cook it. The dish restores more hunger, but requires additional ingredients such as water and matches.

Living in abundance, we can hardly imagine what hunger and weakness are, but as soon as we do not have breakfast, ordinary things become a burden. This War of Mine lets us think about what we could do if we only had a can of mayonnaise at our disposal, because we need to do more than just eat. We need strength to fight. We need calories, which mayonnaise is full of... but how to manage to eat it... It's a pity that we won't find such an example in the game, but there is another way to save resources.

One of the ways to save resources, which, as often as possible, we recommend using the This War of Mine guide is cooking two dishes. In a separate version, they would give us less benefit, but in this combination they can significantly increase effective nutrition. It's funny, but we get even greater savings not at the expense of food, but at the expense of water and matches, the value of which can be estimated, if not in a serving, then in half of it.

Water can be obtained using a collector, or by melting snow in cold weather.

Look at what you can cook on the workbench, there are a lot of interesting things and there is no point in talking about everything. You can draw a conclusion for yourself in what you are more interested in.

One of the very accessible resources is sugar, which can often be found in various places and from a merchant. With enough water, you can make moonshine, which is quite popular with bandits and soldiers. Also, later you can distill it into alcohol and use it to create bandages. One of the available characters (chef) can cook food and alcohol at a lower cost.

The rest of the nights

Search houses and look for valuables. Sometimes you will have to break into closed lockers, and sometimes saw the bars. Remember and next time come with the right tools. Perhaps a knife will also serve as the necessary tool.

The battle

In the combat part of the This War of Mine guide, we will talk about how dangerous firefights can be and how to act if you decide to take action.

Some characters do not have combat skills, which translates into an inability to land a fatal blow with a knife (which almost always results in wounds). Roman is less upset by the murders. Different guns do different damage, but a helmet and body armor reduce incoming damage. To put on protection, items must be in inventory. The rarest weapon is the sniper rifle, which rarely drops from a sniper.

You may want to kill the bandits... or even the soldiers. The most useful in combat is stealth and caution. In This War of Mine, any wound is dangerous. For treatment, you will have to spend valuable medicines or go to the hospital (if it is in working order), spending the night. To make the attack as safe as possible, you will have to be very careful.


The most dangerous for a lone opponent are blows in the back. If you are spotted, you will have to run and hide, but this does not always work and you can be found even in the shade. In desperation, you will have to take up defensive positions in cover. The most convenient places, provided that you are not visible, are flights of stairs and stairs. Having approached the distance of a shot, the enemy will not be able to immediately open fire, and you will just keep this area at gunpoint. By not giving the enemy a chance to shoot, you will protect yourself.

It is not sad, but the skirmish allows you to collect expensive weapons from the enemy, but remember that the military path is not the only one.

Robbers

Night attacks in This War of Mine are the most tense moment. It is especially disgusting if a child was hurt during it ... Let's try not to give the opportunity to harm the most valuable.

The more people you leave on watch for the night, the easier it will be to fight off a night attack. When defending, all your people should be armed. There is no need to pick up weapons, people themselves will grab what is more powerful. Melee weapons are: crowbar, shovel, knife, hacksaw... okay, okay, I'm kidding about the last one.

From attacks, barricading openings in the house helps well. They will open by upgrading the main workbench to the second level. If you have few people or they are not fighters, it is advisable to expose two and give them firearms. You may have to stay at home, but then you risk running out of supplies. The burst of crime lasts a serious time, about 10-15 days, it is easy to be left without food here. To prepare, you will need to carefully inspect the nearest locations, take out all the valuables from there and close all the openings in the house, otherwise you cannot do without injuries.

Advice: The success of the defense does not depend on the number of shots. If you leave 1-2 bullets at home, then the next time you protect you will lose them, however, if you store them in some location, you can bring a couple more from there next time. Thus, bullets will be spent more economically.

Nerves and stress

Good deeds have a calming effect on your heroes, while bad deeds can greatly undermine morale. Some of the characters may even try to rob you, so you should be careful. Strongly annoyed characters will have to be taken out of depression.

The absence of cigarettes or coffee negatively affects the psychological state of people dependent on them.

It is useful to have armchairs, books and a guitar. You can see detailed information by climbing into your own inventory in the shelter.

lonely game

A separate chapter is devoted to lonely survival in the This War of Mine guide, because no matter how little resources a character spends, they also need to be saved.

One of the scenarios made by the developers starts with only one character - Marco. It is possible that you yourself will choose only one character for yourself to try to survive alone. Unfortunately, in such a situation it is extremely difficult to survive, one cannot do without cunning.

Since we still have to get out at night, we will have to get used to the tactics of hiding things in other locations. There is a dangerous tendency for things to go missing, but this does not always happen. First, the best way is to collect enough items to make a workbench and scrap. Do not dismantle the rest of the belongings (in your own house), so they cannot be stolen.

The second target is the bed. You can make it from those items that you find in the house, or focus on this amount when you return. While you are alone, you will have to memorize the number of items needed to create various tools. If you take too many things home, no matter how large Marco's backpack is, some of the items will have to be left behind. Almost always, this is fraught with the loss of resources due to theft.

Of course, you can store all things in the stash, but this is not the only and not the most convenient way. In real life we ​​don't have this ability, but in the game you can cheat. The fact is that the items that you create, at the time of the process ... do not exist.

There are a number of processes that use your resources to protect them from theft. It is more convenient to hide food by making it on the stove. Thus, all resources spent on cooking will be secure. Thieves don't take the food that's on the table, do they? Zap. parts are conveniently stored on the main workbench in the process of creating water filters. It is convenient to store firewood during the preparation of "matches", however, due to the fact that the main stove will be busy, you will have to cook a second one. Alternatively, you can also store cigarettes on a cigarette rolling workbench. Of course, repairing a house, creating a heater, and many other tools also use resources that disappear, but remember that resources can be returned, but the building is no longer there.

This War of Mine: Characters

In This War of Mine, each character has their own positive and negative traits. Someone can carry more weight, a footballer runs fast, a journalist knows how to bargain. Some do not know how, well, what can you do, they are also people. How will it turn out ... or you can choose the team with which you want to survive in the editor ... well ... there is a character - a bully, so you will have to endure with him.

Now we will tell you about people whose skills will help you survive... or will be useless.

  1. Anton. There are no pluses, it's time for a person to retire.
  2. Arica. This thief moves quieter than others and is able to defeat the enemy with one blow, sneaking up from behind.
  3. Boris. We talked about it a little earlier. Slow, but has the most capacious backpack. Can kill with one hit.
  4. Bruno. The chef's skills allow him to save some resources when cooking, distilling moonshine and creating medicines.
  5. Gold. She is able to support the spirit of the group in difficult times with her words.
  6. Katia. One of the most useful characters in the game due to his ability to trade.
  7. Cristo. Protects the house better and gets enough sleep. He needs to keep an eye on the baby, so he has to turn around.
  8. Marco. The second largest backpack. Able to quickly inspect locations. Not a fighter.
  9. Mairin. Reduces the amount of materials used in the production of devices.
  10. Pavlo. The fastest character in the game. Not bad for a preliminary inspection of the territories. Not a fighter.
  11. Novel. This trained fighter knows how to stand up for himself. He shoots and fights better... but he has a bad temper, which results in quarrels at home... with injuries.
  12. Grozdan and Kalina. The young man will come and ask to look after his sister until he checks out their uncle's house, however he won't return until after the war.
  13. Sveta. It plays better with children, but there are no other useful traits.
  14. Henrik. Knows how to save materials when rolling cigarettes, which increases the amount of their production by 50%.
  15. Emilia. Who needs lawyers now. Possibly, it can reduce the morale drop in case of committing dishonest acts.

Play right!

This War of Mine is an adventure game. It was developed by 11 bit studios. It is interesting to note that you will have to play not as one soldier of the elite troops, but as a whole group of civilians who are trying to survive in a besieged settlement. They lack food, medicines, and are in constant danger from marauders and snipers.

In the game, you will definitely feel the horror of war, having been in the shoes of a soldier not equipped from head to toe, but ordinary people. Game process depends on the time of day. During the day, snipers do not allow you to leave the shelter, so you have to do a number of other things - trade, rebuild shelter, take care of the survivors.

If you choose one of the unique locations at night, you can go look for provisions that will help you in passing the game This War of Mine. Decisions must be made based on your moral principles. Remember that during the war the main task is to survive and help others to survive, even making some sacrifices.

Introduction to the game


The game is very unusual. You control a crowd of people, not letting them die. The passage of the game This War of Mine concerns the events of the war. Your task is to stay alive for 40+ days. More precisely, to keep alive at least one person.

Every day you will have new puzzles, tasks and goals. You need to fulfill them. At night, send at least one person in search of various useful things. The rest of the survivors will have to defend the fortress, and repulse the bandits who want to destroy everyone and take control of new territories.

Each task is given a specific time limit. Otherwise, the controlled hero either gets into trouble or dies. You will also interact with the rest of the survivors, adhere to the principles of morality. Therefore, during the passage of the game This War of Mine, with improper management, any of the wards may fall into a state of depression, or even lose their lives due to a conflict with other characters.

asylum


So, your characters live in a huge house, which is divided into several floors, an attic and a basement. During the day, you will be preparing food, strengthening doors and windows, preparing to go to the city. In the city you will explore other locations.

When night falls, you must defend and protect the fortress from the bandits. They want not only to kill you, but to take possession of your supplies. Therefore, there is constant activity among those characters that are available to you.

Characters


Bruno- A cook saves food while cooking. He needs reassurance with cigarettes.

Pavlo- Able to move quickly.

Marco- a very experienced miner. In addition, it quickly finds items and can drag up to 15 items.

Arica- makes little noise, quickly picks locks.

Novel- one can protect the house from robbers, not having a weapon with him. Good in close combat, has a lot of health.

Katia- the girl without any problems achieves good discounts when trading.

Boris- can carry 17 items at once, but does not run.

Mairin- crafting professional. Thanks to him, you can create items, waste less resources.

Protection


When passing the game This War of Mine, you should not be afraid of the enemy during the day. But at night they will try to rob you. For this reason, at least one person must be left on duty.

Weak grouping. People from this gang are very afraid of you. Therefore, you can easily scare them away and deal with them. They can be driven away even with a conventional shovel.

Confident bandits. To defeat such a detachment, it is necessary to leave at least two people on watch. The rest of the survivors must take up defensive positions, carrying firearms.

Serious gang. All your men are to be on duty with their firearms. Keep in mind that there will be a lot of enemies. If you lose the battle to them, then all supplies will be taken from you. Some of your fighters can also be killed.

Weather Conditions and Events


The game has all two seasons. This is Winter and Not Winter. By the way, it's hard to say what exactly the developers mean by "Not Winter". Let's take a closer look at the difference between the seasons.

Passage of game This War of Mine. When it is winter, you will have to heat the house, otherwise the heroes will simply freeze and get sick. In addition, at this time of the year there will be problems with water, as snow will have to be melted. To maintain a high temperature in the house, you need to create a stove and heat it with firewood. But at other times of the year, the opposite is true. That is, there is no need to heat the house, water is easy to get. As for diseases, they are practically non-existent.

It is also worth considering the most key moments of the game that affect the lives of the characters, as well as the development of the situation in the house.

Robbery. Throughout the week, the bandits have been actively trying to seize the house, as well as crack down on civilians. When the week of robberies starts, it is better to take care of strengthening the protection. Give your people firearms.

Deficit. When there is a shortage, food prices rise. Therefore, at certain times you have problems with food. It is better to buy everything you need in advance.

Combat actions. When passing the game Zis War of Mine, one or several locations can be blocked for a while. On them there will be a battle between neutral bots. You can wait until the end of the conflict, and then get various resources. But you can help one side.

Resources and their extraction


Water. It is necessary to melt the snow, or use a special device in different places where there will be a source of water.

Meat. You need to create a cage, put bait in it. Then kill the beast from which you can make meat.

Herbs. To get grass, you need to create a bed. Plant a variety of plants, then harvest.

Moonshine. You have to combine sugar and water. Then get moonshine from the pipe.

Fuel. It can be obtained for the most part from logs, another tree.

Ammo. You can craft them at a workbench. But for this, gunpowder and cartridge cases must be available.

Cigarettes. They can be created from shag, tobacco, grass.

Bandages. They are impossible to find. Therefore, you will have to create dressings with herbs and alcohol.

Weapon


When passing the game This War of Mine, weapons play a big role. So, let's look at the types of weapons.

Pistol. This is one of the weakest firearms. It is necessary to have a lot of cartridges and accurate shots. Only then will the enemy be killed.

Gun. It is very effective in close combat. With it, you can kill enemies with two shots.

Machine. Now that's cool! But it takes a lot of ammo. On the other hand, with its help, you can soak a lot of bad guys.

Axe. One good hit will help to deal with the enemy.

Fomka. This is similar to an axe. Helps to destroy doors, break locks.

Shovel. Helps to dig holes and also to bury garbage. Also, the shovel allows you to deal with the enemy with one blow.

Knife. In everyday life, it is useless, but in close combat it is very effective. Killing shadows with it is easier.

Morality


All your actions, or rather each character, affect the game world. After each act, you will receive morale points. They can be both positive and negative. If during the passage of the game This War of Mine the level of morality becomes too low, then the character can simply commit suicide or kill someone. Conclusion: you need to do as few bad deeds as possible. In order to raise morale points, you can create furniture, or eat a lot. Sometimes you need to help other characters.

Locations


Destroyed house. Is a safe place. In it you can find useful supplies, weapons and much more. Just don't go into the house. You need to master the hacking skill, have a master key with you.

Church of St. Mary. Two events can happen in this building - a dead priest and you need to kill the bandits, or a living priest and you have to buy supplies from him.

Dilapidated slum. In this location you will not see enemies. But meet with the homeless. Feed the bum and learn something about the hiding place.

Supermarket. In this location, events can develop according to two scenarios. In the first case, you will save the girl from bad guys, after which you will receive a morale bonus. In the second case, you will see soldiers who will drive you away. When you come the second time, there will be no one at the location.

Quiet house. A couple of people live in this house. If during the passage of the game This War of Mine you want to rob them, then a minus will be added to the karma. But you will get a lot of useful things.

Destroyed school. In it you will find the poor or the militias. These people are not dangerous.

Hotel. In one room you will find a hostage. Bad guys will fire without warning. Therefore, if you decide to go here, then be vigilant.

Army checkpoint. There is no danger here. The military will gladly trade supplies and weapons for alcohol. (Just like in real life, isn't it?!)

Construction site. There are a lot of weapons in this location. Only it is guarded by snipers or a gang of soldiers.

Small abode. Here you will meet a crowd of bandits or a crowd of merchants. You can buy valuable items at bargain prices from merchants.

Stock. Big crowd of bandits. They guard critical resources. Deal with him, and then you will have access to very valuable things.

Brothel. In this place you can buy various items from the seller.

House for two families. There are two events in this house. There is no one in the first of them, and you may meet a couple of people who need to be killed. In the second event, the house is flooded with gunshots.

Hospital. In this location, you will always receive medical help (for free). During the passage of the game This War of Mine, the rest of the time the area is guarded by people with weapons. It is better not to get into conflict with them.

Ruined villa. Find a great variety of useful supplies here. However, to extract them, you will have to fight very seriously in hand-to-hand combat. You will be opposed by locals who are not happy with those who come to visit.


Tip One- to start, create a stove, beds and other household items.

Tip Two- look for details for things. No need to try to carry various trash home if it is not needed.

Tip Three Do not forget about the extraction of water from the first minutes of the passage of the game This War of Mine. This also applies to moonshine. These resources are very important in the game.

Tip Four- make sure that your characters do not overeat. Otherwise they become lazy.

Tip Five- store the maximum amount of canned food. They are able to restore health and help to survive longer without food.

Tip Six- try to kill only bad guys and bandits. Do not touch the soldiers and civilians.

Tip Seven- you don’t have to buy anything from a huckster that comes to you. He often tries to trick you.

Council Eight- try to have the maximum amount of all resources.

Council Nine- if you have a doctor or a patient, you should not send him on a mission. During the passage of the game This War of Mine, they must often rest and be at peace.

Tip Ten Try to keep no more than five people at home. Large groups require a high workload and a lot of attention.

Tip Eleven- if there are no trees also in other locations, then you can start cutting furniture.

Council Twelfth- the palm icon indicates that you can pick up and examine the item.

Council Thirteenth- no need to create a lot of weak furnaces. It is best to use one modified.


Good luck with the passage of the game This War of Mine!

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