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The old town used to be a crucible of cultures, with its distinct mix of architectural styles and many great Grazni and Vyseni restaurants and pubs. Military positions in the overlooking mountains make it a dangerous place now, but if we take the risk we might find some supplies there.

–Area Description

Overview

Old Town is a location added with the 1.3 Update.

Essentially a large town home, it appears to be uninhabited until you scavenge further. Strangely, there are no objects in this location that count as stealing, even though the house and its contents are owned. There are two rubble piles, two locked doors (only one of which needs to be unlocked), and one grate at this location. Upon removing the grate barring the kitchen access, a sequence is triggered which will cause an unarmed, wounded man to come to the house. He is easy to avoid, but will threaten the player and subsequently attack. Killing him will incur a significant morale penalty, even if he attacked first. There is a note that will reveal some gear under the kitchen sink, and the wounded man will also usually dump a pile under the basement stairs, presumably because he was out scavenging, once he returns. He is revealed to be a rash and headstrong man by notes lying around the house and his dialogue, which also seems to clue in the player about whether or not he may become violent and attack without warning first (e.g. when he says "I'd kill all those motherfuckers if I could get my hands on them").[1] He will otherwise become violent if you do not leave, but he's easily avoided. If you return to the map, he will wait outside the front door for a while, but will leave shortly.

On the furthest right of your map, there is a sniper. It can be easily avoided by sticking to cover and darting out, much like at the Sniper Junction. Pieces of cover include the half-destroyed wall just outside the house, the tank, and what appears to be a destroyed gazebo on the roof at the same spot where the roof can be climbed up. Once you climb up onto the roof there will be a gap between the gazebo and building, where the sniper can shoot you from, this is hard to notice at first. The sniper also cannot shoot you through the window in the room reachable from the roof. A searchable rubble pile lies just on outside of the building; it doesn't look like it, but it IS in cover.

It's possible to kill the man without suffering moral consequences. Equip a firearm and lure him to the backyard. Hide behind the tank and shoot him as he steps outside. Once he's injured enough he'll stop moving, in which case the sniper will finish him off. Since it's the sniper who killed him and not the survivor, it doesn't count as cold-blooded murder. It it unecessary to loot his body as it is empty.

It is also possible to incapacite the man without suffering morale penalty, leaving him with low health such that he remains passive. This can easily be done by removing the wooden boards that bar the basement door, giving you access to the ladder on the far right most basement room. Nextly, trigger the entry sequence of the man, grab his attention by running into the basement via the staircase. Exit the basement through the ladder with the man in pursuit. Using a low damage melee attack, such as a crowbar or fists, repeatedly attack him as he climbs the ladder until he becomes passive. For the remainder of this evening, and subsequent evenings, you will be able to loot his shelter without interference.

There is a special piece of loot in this map, some travel documents - Conduct Pass. This item has high value, similar to Jewelry, but is otherwise useless.

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