Citate Cacomistle is a city in fiction by GMRE. It could function well as a major DLC pack for Just Cause 3 and/or as a part of the New and Improved Medici project.

Insula Striate map with some indication of where and how big Citate Cacomistle is.
Description[]
It's a large town in Grande Pastura, northern Insula Striate. It's actually a little bigger than Citate Di Ravello, but with no skyscrapers. On the southern side, the settlement is bordered with mountains, and on the northern side, there's again some smaller cliffs dividing the settlement from the sea. Down from those cliffs, the settlement has its own port. Further details would be needless spoilers at this point.
Events/specialty (spoiler alert here)[]
Because of the special nature of the town, it will be described from the point of view of an explorer/player. There are no conventional missions taking place there, but exploring it, learning the town's backstory and just surviving there at all are types of missions, in a way. Achievements are awarded for major steps of progress.
Be warned that this story is much slower paced than the usual action Rico is faced with and may involve quite a bit of reading, so don't come complaining later when you're half way into an enormous wall of text and wonder what you're doing there.
It's all started by a mission trigger at Di Ravello's palace at Citate Di Ravello. There's a cut-scene in the palace, set a few days after Son of Medici.
Rico walks into the palace. As he walks, there are construction workers and office workers walking around and carrying stuff. Rico eventually walks into a large office where he's greeted by Rosa Manuela.
- Rosa: "Rico! Come, sit right here, I have a job for you."
As she says that, she points at a large map of Medici on one of the office walls.
- Rosa: "It concerns Citate Cacomistle. ...I need someone to make sure it's safe, so we can finally have it rebuilt."
- Rico: "Citate Cacomistle? I can remember hearing stories about it before I left, but I thought it was just an urban legend, a myth."
- Rosa: "Yes, well... unfortunately it's much realer than we'd like it to be. The city was real..."
- Rico: "Right... and they wore large overcoats. The 80's were weird."
- Rosa: "And then it all suddenly took a turn for the worse. I doubt you'll believe it, but you have to be warned in advance. There was some kind of an outbreak that..."
- Rico: "What happened?"
- Rosa: "We don't know if it was a disease, or a leak of some vaporizing industrial chemical, but it made people lose their minds. They became violent and strangely dumb. It's as if they lost all sense of reason and... It's not important. We really don't know for sure what specifically caused things to go bad, because it was quickly classified. We just need someone who's highly qualified in extreme survival to do a bit of exploring."
- Rico: "Wait, is that what the military was fighting there? I heard rumors..."
- Rosa: "Yes, there were all sorts of rumors about what happened. The military tried to stop it, but failed, despite having been authorized to use any means neccessary."
- Rico: "Wait a minute, how do you even know this? Weren't you only a low-level politician back then?"
- Rosa: "General De Luca lead the action there. He and I were um... friends. And he told me things that were above my clearance level. Not much, just enough to know what I told you and that Di Ravello's wall was probably very helpful."
- Rico: "So there really was a war up north? ...I mean before the meteors hit and destroyed everything?"
- Rosa: "Actually there never were meteors. The only way to stop the outbreak was to evacuate the nearby towns and burn all settlements in the area. Several towns had already burned from the fighting and insane violence. Dante didn't dare risk further outbreaks, so he had the wall built and the government agreed to tell the people that a large meteor had entered the atmosphere near Medici, blown up above Insula Striate and spread chunks of space-lava that burned it all. We hoped it was over. Di Ravello of course over-built the wall to demonstrate his power, or something."
- Rico: "So then Di Ravello took the blame for having split the nation, when really it was Dante's idea?! And you helped the cover-up?!"
- Rosa: "Save your criticism! You would do the same if that many people died and you couldn't stop it."
- Rico: "Never did understand politics..."
- Rosa: "Go to this address..." (hands Rico a note) "...they'll give you the necessary equipment."
End of cut-scene.
At this point the player has to go to a map marker / mission trigger at Falco Maxime: Centcom. Some rebels and scientists are waiting there.
Beginning of cut-scene.
- Scientist 1: "Rico, great you could make it! We were having trouble finding adequately brave men..."
- Female rebel 1: "Hey!"
- Scientist 1: "...or women for the mission."
Rico looks around. All the nearby rebels suddenly look away or at the ground near them, as if oblivious to the discussion. Rico rolls his eyes.
- Scientist 2: "I don't see what the problem is. All we really need is for someone to drive our equipment train through the city a few circles so we can gather data about air purity and take a few soil samples."
- Scientist 1: "Yes, there really isn't much need to leave the armored science train. Just park it in the town and stay over night."
- Rico: "So why don't you do it then?"
- Scientist 2: "There really isn't much time left, we should hurry up."
- Scientist 1: "Uh... yes, right this way! The APC is NBC protected and you'll find protective suits in there. Good luck!"
Rico walks over to a parked heavily customized CS Baltdjur that has three large trailers attached. The APC itself seems to have had its walls made a lot higher. It's now more than tall enough to stand in. There's also an additional compartment attached to the rear wall that makes the vehicle over a meter longer. There's a couple of machine guns mounted in the front corners in a way that lets them be used from the inside. The roof MG is gone and there's no hatch up there. Instead, there are antennas, spotlights and gas tanks on it. Looking closely, the tanks are marked "O2" and "Air". The first trailer has a big tank on it, marked as "Water". The second one resembles a Bavarium dump trailer and the last is a bit like a propaganda projector with several types of small destructibles (gas tanks as well as the glowing Bavarium tanks) tied on the empty space to fill the trailer (the projector-like thing itself does not cover the whole trailer). The APC and trailers are all painted in various science-colors with additional yellow and black stripes and circles that make them look like they're all crash test vehicles. And they all have several weird antennas on them.
- Female rebel 2: "Hey, wait up! You'll probably need an assistant!"
She jumps into a passenger seat.
- Female rebel 1: "What?!"
- Scientist 2: "Oh, an assistant probably would be useful, but the less people we risk, the better. I thought you people were all too scared to go."
- Female rebel 1 (looks at the APC): "Don't try anything funny! I'll kick your ass when you get back!"
End of cut-scene.
There's a map marker set for Citate Bassariscus, but zooming at the map doesn't reveal anything. The marker seems to be in wilderness.
- Female rebel 2: "Drive! Drive!"
- Rico: "Uh. I can tell this will be a long trip."
The wheels on that type of trailers normally don't want to turn and make the trailers bouncy, but in this case they work well, just like the SAM trailers. If you let the APC, or the trailers flip over, the mission fails and you'll have to return to the mission trigger at Falco Maxime.
Why does this mission even have a long road trip with an elaborate "science train"? Shut up, it's my story and I like these missions, that's why.
Along the way:
- Female rebel 2: "You're so brave to accept this mission. One of my friends from Ponere told me that her parents were among those who escaped. They said that the miners and the modern decadent town had disturbed the ancient spirits, who then released the plague that wiped the whole town away and made the people turn against each other."
As you approach the area, the sky turns gradually darker and cloudier. Eventually a fog also appears.
- Rico: "Isn't there ever any good weather in this area? We liberated a few bases around here only last week. The storm made our helicopters take some detours."
- Female rebel 2: "Legend has it that the storm and dark fog appeared when the ancient ones released the plague."
- Rico: "Can you believe I read at some tourist info that the north was burned only in 2005?"
- Female rebel 2: "What? Di Ravello must have been busy trying to rewrite decades of our recent past. And how did he even look so young? I mean he never looked a day over 50, but according to my parents, he was already in charge in the late 80s."
- Rico: "Those who control the present, control the past and those who control the past, control the future. As for his health, I have no idea."
By this point the dark clouds and fog have reduced visibility to 100 meters.
- Female rebel 2: "We're about to arrive."
- Rico: "Are you sure? I have a pretty good GPS map in my grappler and it doesn't show anything."
- Female rebel 2: "The government cover-up must have kept it off all maps."
As the train passes the crossroad from where a smaller road leads to Guardia Grande Pastura II, a cut-scene begins.
- Female rebel 2: "There it is! The old road barricades."
Rico stops the train at some wooden barricades. By the time the player gets there, the visibility will be 50 meters. There are a few old and dirty looking army cars on the road and a sign "Welcome to Citate Cacomistle". Multiple spirals of barbed wire lead away from this roadblock and into the fog in both directions.
- Rico: "Breaking into unguarded places is boring."
- Female rebel 2 (fiddles with a radio and searches for a radio frequency): "Falco, come in. This is science train 1."
- Scientist 1: "We hear you. Is there a problem?"
- Female rebel 2: "We're on the edge of town now, but we don't have a map."
- Scientist 1: "Neither do we, but we're tracking you by GPS and we can continuously send updates to Rico's PDA. If either of you take pictures, or write notes, we can attach those to your points of interest as well. Just be careful out there. We can already tell that the air is contaminated with some strange Bavarium, rubidium, radon and other compounds."
- Female rebel 2: "OK, we'll give it our best shot." (Hangs up the radio/phone.)
- Rico: "I guess I'll get to work then."
End of cut-scene.
New game mechanics[]
The player spawns inside the APC. Note that the interior of this APC is really detailed. For general convenience, the game is in first person view in here. It's possible to walk a couple of steps in the confined space.
The new game mechanics are explained on screen at this point as the player reviews the the vehicle contents:
- Rack with differently colored protective suits. You can change clothing here. The different suits have different advantages. They all have an air tank on the back.
- Stronger suit - Less chance to rip it in combat. The suit has several solid body armor panels. Rico complains about not being able to move well after putting it on and says that he can't carry heavy weapons on his back with it.
- Room for an additional suit. (Hint for later.)
- Light suit - Can carry two heavy weapons, but rips easier.
- Small weapons rack with only a Harker 357 M3 and a flashlight that can be attached to any weapon. The flashlight can be activated manually when it's on a gun. Some of you may have already noticed the "Harker 357 M3" and wondered what that is. It's an "improved" version of the revolver from JC1. The only visible upgrade (other than it being HD) is an optical sight, which gives this handgun more range than any other single handed weapon in the game. The rebel drop would work just fine, but not every item is in there. Who knows what odd additional devices you may discover?
- It lets you restock on ammunition for all carried weapons.
- The rack has as many weapon slots as are required to store (infinite respawns) all the unique unlockable weapons mentioned below (that don't appear in rebel drop) and maybe a couple of additional spots for your favorite normal rebel drop weapons, so the player wouldn't lose them when replacing weapons here.
- A small kitchen with a microwave oven, coffee machine and sink.
- A washing machine and a dryer. These are just to make it look more believable as a place where people can live.
- Any sidewall space that is not yet described is covered with cabinets with random labels like "Clothing", "Food", "Medical supplies" and other.
- Most of those are just for show, but some are in-game features. You can restock on some of these items here.
- Restore health.
- Restock on portable health packs. These are described below.
- Restock on suit repair kits a.k.a. rolls of grey tape.
The whole interior is like a narrow corridor between the racks and cabinets. Only being wider at the front and at the top.
- The rear of the vehicle has two doors. One is labeled as a "Toilet/Shower" (compact RVs often have these in the same room) and the other is "Airlock", which functions as the only way in and out of the APC.
- The front has two seats (driver and passenger). Female rebel 2 normally spawns in a random seat. She can be reading, fiddling with the radio, playing on her TubePhone 6975M (logo is visible when zoomed in using a weapon), holding one of the corner MGs and aiming it, or just sleeping and drooling at the corner of her mouth (LOL).
- Above eye-level is a wider area with a bed on either side of the hallway. You can sleep to pass in-game time. Day time is lighter, but visibility is still low. I guess day time looks less scary.
- It's possible to review clues. This is done by sitting into the empty seat at the front. Rico will say something like "I have some ideas, maybe we can figure this out". Depending on what clues (notes/pictures/items) you look at, either she, or Rico, or both will have something to comment. Reviewing clues is really only necessary if you haven't played in a few days and want to know where you left off. If you can remember everything, you don't really need this. Map points of interest can also act as clue reminders. Reviewing clues at the APC will automatically put all dated clues into the correct order.
- Entering the APC will automatically save the progress of discovered clues.
Other game mechanics:
- No wingsuit. It can't be warn over a protective suit. Really, in this visibility, there's not much to do with it anyway.
- Visibility at the town is normally from 15 to 30 meters, depending on how the fog is moving (yes, it's moving slowly). This can be customized by game difficulty settings, but can not be improved until you've beat the game once. In some specific areas visibility can be 10, or less meters.
- While exploring, if the suit should rip (oh it WILL rip), the screen starts turning red and you'll have a few seconds to literally pull a roll of tape out of a pocket (Rico wears a black vest with pockets over the suit) and patch up the ripped area (default places are arms and legs).
- Restoring health has to be done right after fixing the suit. The "medicine" (more about that in a moment) is a limited resource, so if you've ripped the suit and fixed it, you're not gonna die from a single "dose" of poison. It would probably take something like 3 doses to kill Rico. The screen would get more red each time and eventually Rico's movement would be slower and he'd be breathing heavily. Restoring health can be done by drinking a can of Kroph. Rico does this by quickly unzipping the suit near the neck, holding the can against the gap and tilting backwards while making drinking noise. He then zips the suit back together, crushes the can and tosses it away. This quickly restores health. When tossing the can he can say things like "*Burp*", "Ahh, that hit the spot.", "Littering. ...Not like it matters at this town.", "Now if I could find a bag of 1337 Chips to go with it...".
- The PDA map can have a number of marked points of interest. Whenever you find a new clue, or find/complete a minor objective, it will be automatically marked. Remember what the scientist said about the map updates?
- The map is at first exactly what it is in JC3, but it becomes more detailed with additional roads, as you're exploring the area. Basically, you have to be with in every 15x15 meter area to get those streets and buildings into your map. The grappler and parachute can do this quickly, but you won't get small points of interest, or clues unless you're close enough to interact with them. They function like collectible items and interactable easter eggs.
- Leaving the area causes a message on screen that explains that this is an open world game, so it's fine to leave this zone, but it will only be possible to safely return with a suit from the train. The train will respawn on the road-entrance to the town. Attempting to fast travel would give the same message.
- Nothing just works.
- The town has a number of older vehicles. Half of them are wrecks and the others look as dirty as the old police cars. They won't run and really you'd get there faster by grappling. As Rico tells the player, the battery is dead. This means you'd have to pull it to a start with the grappler and it won't start unless you've entered the car once before you pull/push it. Once one starts, where would you drive to?
- There's a situation later when the grappler breaks and you'll have a minigame to fix it.
- If there's a closed door, it'll be locked and the key is likely hidden somewhere. Obviously you could always just go by Ricos standard procedures and order a grenade launcher to blow the door away. Doing that to every door will give an achievement. Unlocking every door is an alternative achievement.
- Mine elevator keycard readers may need to be electrically rigged.
- If you die while in the area, you will lose any equipment and clues that you may have obtained since the last time you saved progress at the train.
Story continues[]
- Rico: "Can you drive? Just go along the main road, I'll look around in the fresh air a little."
The train stops soon and the player spawns next to the train, wearing the protective suit of their choice. The train drives forward along the main road. The player immediately receives a notification about the map mechanic and the map opens, showing the train unlocking the map as it goes along. The train only unlocks the main roads with a very limited sight of surrounding buildings. Possibly also a couple of collectable items on the road sides, to point those out to noob players.
From here on the player can control Rico to explore the area.
About half the town is made up of industrial buildings, such as factories, warehouses, office buildings, ... The rest are private houses. Nearly all buildings would be enterable.
Also, about 30% of the town is completely in ruins. The rest of it just looks really run down and covered with vegetation.
It would take too long to think of all fitting clues and stuff, so I'll only describe a short general example of how this is meant to go. Obviously the newspaper articles should each be longer articles, but it would take too long to write the trivia-level info, so I'll only include the headlines and minimal info.
At first, the story would progress only by collectable items. These include:
- Contamination samples - These would be more like annoying minigames. There would be about 10 of them. They have to be brought one at a time to the larger science trailer.
- Some of these could be scooped up into a jar and transported by grappler. Think that's easy? You can see the building across the street, but that's about it. This place is bigger than Citate Di Ravello after all. And these samples expire soon, once removed from their puddles/heaps.
- In the depths of some larger enemy infested buildings. Think you're gonna grapple outside though a window? No! The layout of the building forces you to fight your way out. Obviously this being Just Cause, there's plenty of opportunity to get creative with the grappler, to move items to block the path of enemies, or to tear down some internal wall. Possibly also, shoot your way through a wall.
- Old local newspapers - Some of these would just provide more backstory and others would be strong clues to progress the story, by hinting at where you should look next.
- A few old documents / letters - Same as newspapers.
- Possibly more.
There are wooden police barricades across some streets with dead policemen and dead civilians. Similarly to the zombie outbreak island in Saints Row 3, there are also larger temporary fences and barbed wire spirals that have been used to try to contain the situation to specific streets. The grappler can tear down the fences when needed. Of course, you could also just grapple to building walls and then over them. Cars can't cross barbed wire.
Enemies and other NPCs[]
- Exploring the town, it's possible to see lots of dead people. Rico and Female rebel 2 mention these too and speculate that the chemicals in the air must be keeping them from decaying. The dead look about as decayed as the ones at the airship and stingray. These are not zombies. They're all dead. They can be civilians, police, and military.
- Automated ATVs with MG turrets. These have no markings and casually patrol the streets. They're about as threatening as sentry guns and at the very least can shred the suit.
- The environment itself. There are plenty of things in the ruins that could rip the suit. This could get pretty tedious, especially if you're in a hurry.
- Reanimated cyborg corpses. These are wondering around in the streets. They're normally not too common, but they can quickly become a major threat when you're in a building. These look like the normal corpses, but they have some kind of Ghostbuster gear (easter egg) strapped to their backs. This gear has a glowing Bavarium fuel container (only visible on the back side) which, when shot at, causes a small explosion that kills the wearer and mostly two others. The container is only seen on the backside. These corpses also have what looks like night-vision equipment on their heads, with a cable leading into the back gear. Female rebel 2 even mentions that it looks like a VR-set. But don't think it'll be like shooting fish in a bucket: They each come with a U-55S Pozhar pistol, or in some cases an Aviv Scarab SMG (collect one and bring it to the APC to unlock it there). In both cases there's some object around their hand and a cable leading into the back gear. These guys also wear some body armor and have visible hoses connecting their internal organs to the back gear.
Story continues[]
The clues can be skipped, if you know exactly where to go, but obviously not on your first playthrough. Most of them only reveal more backstory anyway. They work similarly to JC3 collectable items, except that you will lose them unless you've saved progress.
I should probably mix up the clues to simulate how the player would find them in random order, but you guys would probably find it too difficult to read them. You already have to cross reference the town clues with the mine clues to get the full story.
Explore the town[]
Newspapers can be found at random houses/buildings.
Looking at the map, you may notice that there are railroads. These are usual normal railroads, just like at the Weapons Shipment Yard railroad.
Clue: Newspaper, dated May 24th, 1984. "The policia have no leads after a family of 4 disappeared. According to neighbours, they just vanished over night. All their property was left behind. It seems they were kidnapped right out of their home at 27 Mugello Boulevard."
Clue: Opened letters in the house at 27 Mugello Boulevard. This house is locked until you've found the newspaper that mentions it. The letter: "Our reporters visited the mine today and questioned the foreman about tunnels 7 to 9 at shaft 8, but according to him they don't even have a shaft 8 yet. Nice prank, Mr. Martinelli! You got us good. We left them your name, so they can talk to you."
Clue: Papers in one of the desk drawers in the house at 27 Mugello boulevard. "To whom it may concern, should anything happen to me. Bring reporters and police and go check out tunnels 7 to 9 at shaft 8 in the tungsten mine. The workers keycards are stored in a vault on the second floor of the mine office. The vault is programmed to open automatically at dawn (shift change time)."
If you go to the vault directly, you can blow the door open with explosives. If you go and review the clues (talk to Female rebel 2 about it), she'll drive the train over there and you'll the following situation.
- Female rebel 2 (looks at the building): "The vault must be hooked up to some light sensors."
Objective: Find a way to illuminate the building.
If you point a flashlight-equipped weapon at the vault-room windows:
- Female rebel 2 (facepalms for a moment and asks at an annoyed voice): "Are you mocking me?!"
You can still go blow it up at this point.
The train is parked near you and the APC has a lot of spot lights on it. You have to try to point the APC at the building and then turn the lights on.
- Female rebel 2: "That's not enough."
- Rico (turns the lights off): "You have any better ideas?"
- Female rebel 2: "Actually I do. Let me drive."
She drives the train forward, so the last trailer would stop near the building and walks to the rear trailer. She turns it on and aims it at the building, using a control panel on the side.
- Rico: "I knew it looked familiar. Why do we have a propaganda projector here?"
- Female rebel 2 (looks confused): "For science, duh."
The vault room is lit up like it's day time, so it unlocks. The keycard(s) allow you to enter the mine with out having to rig the elevator. Rico will keep the card in his pocket, so you don't need to drive the train every time you want one.
Clue: Documents at the mine's office building. "Memo from downstairs. May 25th. Can't you keep your employees under control? We have enough to worry about down here, considering the number of personnel we have to guard. Your job should be simple enough. Just don't dig near us and keep a standard profile for a mining operation. How did one of your guards from sector 7G even make it into the mine, let alone figure out enough to try to blackmail the mine? I don't want to have to clean up your messes in the future."
Clue: Newspaper, dated June 15th, 1984. "The policia have doubled their efforts at securing the town. The mayor's office refused to comment on rumored sightings of violent homeless people attacking citizens at night."
Clue: Newspaper, dated July 2nd, 1985. "Major disaster at the tungsten mine! Many workers missing, rescue workers still digging, but consider it hopeless."
You might notice that the power station is among the more notable locations. It might even occur to you to try to turn it on for the street lights. The door is locked. Obviously. You might find a spare key at the mayor's office.
Clue: Newspaper on one of the desks at the mayors office, dated July 8th, 1985. "Citate Cacomistle is still the fastest growing town in Medici and will soon be applying for official city status. According to the mayor's office, it should only be a formality. In other news, the stock market is still uneasy after the mining accident last week, where 22 workers lost their lives. In other news, the Medici Police Department have opened a second, larger police station at the end of Mugello boulevard, next to the power station."
Clue: Papers on one of the desks at the new police station. Nothing specific. Just lots of missing persons files, dated throughout the summer of 1985. There's also a noteboard on a wall with random ideas and lines connecting them. "Aliens?", "Mafia?", "Soviet spies?", "Ghosts? (I aint 'fraid of none!)", "Ancient spirits, angered by the mine near their graves?"
Wondering around town, you may find a small pile of dirt, no more than 0.5x0.5x0.1 meters. Rico is very happy to have found it.
- Rico (excitedly): "I found a pile of dirt!"
You have to excavate it. For that you need a shovel. The shovel (unlockable for the APC weapons rack) is located in a bush in some private backyard. It is carried like a heavy weapon. Rico is also excited to have found it.
- Rico (excitedly): "I found a shovel!"
Clue: Newspaper, buried in the pile of dirt, dated August 10th, 1985. "Nightly gang wars have cost the lives of 9 people and 7 policemen. The policia speculates that mafia factions must be at war. No arrests have been made yet."
Clue: Newspaper, dated September 5th, 1985. "General De Luca has personally arrived in our town, along with a few army platoons, to assure us that we're safe. De Luca: "My units will be stationed throughout town, day and night, until peace is restored." He dismissed rumors of numerous missing persons and robot zombie sightings, calling them ridiculous and no more than a hoax. The army units will be stationed at the old police station."
Just as you finish reading a newspaper you hear an angry man outside.
- Angry man: "Where's the blacksmith?! I need to find the blacksmith!"
If you go to a window, you can see an entry-level bodybuilder-looking man running across the street. The windows have bars, so you can't exit instantly to chase him and by the time you get outside, he's gone.
Clue: Newspaper, dated March 22nd, 1985. "The town is now considered perfectly safe. The army is only staying in town to exercise urban combat. In completely unrelated news, the army now reviews all local newspapers and radio news prior to publish."
Clue: Voice message in one of the desks at the old police station / army building. "Military report from Citate Cacomistle. March 27th, 1985. Clearance level 8 and above. I wasn't sure based on the ridiculous rumors before, but as of tonight, there can be no doubt. This town is in my opinion under some kind of alien attack. It seems they are killing civilians and converting their bodies to some kind of cyborg soldiers. I saw them myself. A group of them assaulted my local command station. It took 3 soldiers with assault rifles a half a magazine each to stop one of them. I was about to draw my own sidearm, but the enemy detonated itself. I've given orders to censor the local media and disguise the martial law as some kind of a training exercise. De Luca out."
Wondering round town, you may find another small pile of dirt, no more than 0.5x0.5x0.1 meters. Rico is very happy to have found this one too.
- Rico (excitedly): "I found another pile of dirt!"
You have to excavate it. For that you need the shovel.
Clue: Newspaper, buried in the pile of dirt, dated March 28th, 1985. "On orders from General De Luca, our town has been selected to host the first annual anti-invasion exercise. This is a response to growing international tensions. The exercise will temporarily close all roads and set up fences and checkpoints."
Clue: Note at a private house. The note is undated, but the room has a calendar on the wall. April 6th, 1985. "The army is setting up fences on our street. There's several gunfire incidents per day now. I don't care what the news are saying. We're leaving to my parents house at Ponere. The roads are still blocked, but we're going to try to sneak out through the forest and hitchhike the rest of the way. Try to come after us when you get home. I don't know how guarded this street will be by then. XOXOXO"
You many think you can get more newspaper clues at the newspaper office. Nope. There are offices and printing presses, but no relevant clues.
- Rico (when approaching stacks of newspapers near the printing presses): "I've read these already ...and these too."
Clue: Newspaper on one of the desks at the mayors office, dated April 8th, 1985. "The town was shaken by a small 3 point earthquake today. In other news, citizens are advised to lock their doors at night and to stay at home. The army reports that they stopped all gang violence weeks ago, but their anti-invasion training is expected to last a little longer."
Once you've found the spare keys locker at the mayor's office and taken the power station key to the station, you might be a little frustrated to learn that it's the wrong key. You might even think that someone left the key on the wrong hook. There's like 50 keys. The truth is that it is the correct key, but it's to the back door. The back door, which is now entirely hidden behind bushes, is behind an unlikely looking corner.
The power station front door was locked from the inside. There's a lot of civilian bodies in here. There's a minor cut-scene where Rico looks a bit disturbed by this.
Clue: Newspaper on one of the desks at the power station, dated April 9th, 1985. "Several mine ventilation shafts have started emitting dark smoke. People are advised to keep all windows closed and not allow their children to play outside. Also, workers from the mine and several neighboring companies have started rioting. We have been unable to get an interview from the rioters."
Clue: Newspaper, dated April 15th, 1985. "The army has been forced to defend itself from the rioters. General De Luca denies accusations of some soldiers having joined the rioters. He has however called for reinforcements. In other news, the taste of tap water is reported to have changed at Citate Cacomistle and multiple other nearby towns."
Clue: Voice message in a wrecked Urga Fura 570. "Military report from Citate Cacomistle. April 17th, 1985. Clearance level 8 and above. The aliens have no doubt deployed some kind of a mind-scrambling ray. The whole town has gone mad and started fighting everyone. Even most of my soldiers have been turned. This makes me ANGRY! And THOSE DAMNED ROBOT ZOMBIES ARE BACK AGAIN!! AND WHY DOES THE MINE STILL HAVE TO BE SMOKING?!!?!" (Crash noise.) "Damn it, I just crashed my truck INTO A TREE! I HATE TREES!!" (Machine gun noise.)"
Clue: Di Ravello tape (not numbered), at the power station: "Finally, with the Bavarium reactor technology, I can shut this place down. And with the money saved from importing coal, I can upgrade the railroads to monorail."
Enter the mine[]
Unlike the Bavarium mines, the tungsten/wolfram mine is an underground mine.
To enter the mine, you need either a keycard, or you have to "hotwire" the card reader.
- Rico (when starting the "hotwire" minigame): "Good thing I studied to become an electrical engineer before I started racing."
You can enter and exit the mine any time, but it's strongly advised to get the keycard. Remember that you need to restock on the Kroph cans at the APC.
Most of the mine is just a typical labyrinth of rugged looking tunnels with small rails on the ground for mining trains. It's possible to grapple some of the trains around and make them move along the rails, but there's not much point to that. The mine relied on the coal power plant, so it's completely dark in there. You'll definitely need the flashlight attachment here. Also, this is a good place for jump-scares from the cyborg zombies.
Exploring the mine is also made more difficult by the fact that the map doesn't work here, because the GPS can't penetrate the mountain. And it has several floors. Some places have elevators for the mining trains and other places have wooden stairs.
There's two ways to enter the laboratory:
- Get an elevator to take you further down than you could normally go. Even if you have the right keycard, the elevator simply won't go. Rico even mentions that "they must have updated the system after that one incident". This means you'll have to hotwire the key card reader once you're at the lowest mine floor. When you get to the lower floors, you'll have to pass a locked armored door. Only GE-64 can do this, because you'd have to use the elevator to get to safety before blowing it open. Walking in will start a small cut-scene where the elevator shaft collapses full of rocks. Some of the rocks continue to roll forward and Rico narrowly escapes them, but his grappler is damaged. He looks at it and figures that he needs tools and parts.
- The shaft 8 elevator is out of order. If you use the stairs, the staircase will collapse. This will cost you some health. Also, the the grappler will break. Rico looks at it in a small cut-scene and figures that he'll need some tools and parts. There's an airlock here. On the other side, visibility is very poor. Wondering forward, you find several more tunnels and an airlocked room with different protective suits. These suits have medium durability and better chemical resistance. Also, they enable you to carry one heavy weapon on your back. You'll need this suit. Tunnels 7 to 9 are flooded with nasty goop. Tunnel 7 has much less of it. You'll have to walk in there. Due to the very poor visibility you might not even see that the tunnel is partly collapsed with a massive hole in the floor. You'll either fall, or jump down. The landing will be a splash into more of the goop. Rico soon complains about it being a bit on the warm side and that you should swim out. There are functioning ceiling lights in the distance, but they're quite dim due to the poor visibility. Swimming to them, you'll see that an area of the room is glowing blue. Diving there will kill you. You can't see through the goop anyway. Near the lights you can climb out and get to the next room where visibility is more normal.
Now that you're in the laboratory, you'll find it quite a bit more difficult to leave as well as to navigate. This place has more floors than the mine and resembles the Stingray interior. (There are no eDEN logos, in case you're wondering.) This whole area is at least well lit. Also, the whole area is visibly foggy.
This here (depending on how many times you've played and which secrets (described below) you know) counts as a proper survival horror game, because if you remember from before, your health is limited, your ammunition is limited, the suit may need repairs, the grappler is broken and you're trapped in a poison gas filled labyrinth. If you die down here, you will respawn down here.
Get exploring!
The 1980s computers here do function, so you might want to check them out. They each let you play Tetris, but you might also find some useful info. There are many computers and they don't all have clues. In fact some computers do not turn on.
Clue: File in a computer. "Project log: 1981.02.14. We have finally started experimenting at our new base under Citate Cacomistle in Medici, where we purchased a wolfram mine to cover us. It'll still take a while before we can assemble our first super soldier, but there's no shortage of test subjects in the town."
- Rico at a dysfunctional computer: "Must be broken. It's a wonder any of these still work at all."
Clue: Papers in one of the desk drawers. "Project log: 1981.02.25. By pure chance we have made our greatest discovery! Unfortunately it's not related to our work here, but it will definitely make us rich. It seems the wolfram mine is much older than we thought. Our miners have stumbled upon an ancient tunnel, estimated to be at least 1500 years old. In it, we found some kind of a stone obelisk. We have not yet deciphered the symbols engraved into it, but most amazingly it has several small eternal fires on it."
Clue: Papers on one of the desks. "Project log: 1981.05.06. Our research has already lead to success. Not for the super soldier project, we have all but forgotten that for now. The obelisk seems to be a miniature atomic reactor that very slowly extracts power from the local mineral Bavarium. The small fires are the result of this well balanced, but crude reaction. We hope to have a reactor running with this technology by the same time in 1983."
Wait, wait, wait! You didn't think it was going to be that easy, did you? Notice all the dead bodies on the floors. They can jump-scare you any time by jumping up and acting like regular zombies. And not the slow kind. Once they get to you, they'll try to bite you, which results in the usual amount of suit damage.
Clue: Papers in one of the filing cabinets. "Project log: 1982.08.29. The test reactors are stable and very efficient. This technology will surely provide mankind with fuel for potentially tens of thousands of years."
Some areas are behind closed armored doors. Most of these can be easily grappled open, assuming that you've fixed it already. They're indestructable. The hinges make ratting noise due to being a little rusted.
Clue: File in a computer. "Project log: 1983.10.05. We can not divert research money into our secret reactor research forever. We must produce results in our super soldier project first, or at least have something to show soon, so we could buy more time to find ways to smuggle the technology out of here."
Clue: Papers in one of the desk drawers. "Project log: 1983.10.06. We have wasted so much time from our immortal super soldier project that we're going to have to buy ourselves something cheap for show. Tyrell Thibodeaux, one of the researchers, proposed to purchase a number of four-wheeled motorcycles and attach simple rotatable turrets on them. These simple off-the-shelf robotics items can be ordered from Japan and we'll have one of our programmers create a very simple AI that shoots everything that moves. The first batch should be ready in a month. It should be enough to demonstrate that we've done something useful."
- Rico at a dysfunctional computer: "Must be broken. It's a wonder any of these still work at all."
Clue: Papers in one of the filing cabinets. "Project log: 1983.11.17. The reactors claimed their first casualty today. Vasco Ruggiero, a scientist fell right into the exposed core of reactor 2. By the time the reactor was shut down and the man fished out, he was long dead."
The laboratory is not just a bunch of generic Stingray hallways. There are offices, bedrooms, a hospital, kitchen, dining hall, library and a number of other areas. Some areas are like a normal building.
Clue: Papers on one of the desks. "Project log: 1983.11.19. The radiated man we thought to be dead seems to still be in some strange condition between live and dead, despite the autopsy that was carried out the day he... died? The doctors hooked him up to life-support equipment and determined that the mans body seem's to be very slowly recovering, but the brain is certainly dead."
Hidden very well is a ladder that leads up. Like seriously, it is likely that you won't see it. And in fact it will not spawn until you've fixed the grappler. Climbing the ladder takes as long as you'd expect, so maybe it would be better for gameplay if it just teleports Rico up? Up to a small room in the mine that is. The room has a single door, which leads to a mine tunnel, right next to a usual wooden staircase. The other side of the door looks like a normal rugged tunnel wall, so you can't find it, unless you read about it at the Just Cause Wiki, or walk along walls tapping the interact key.
Should you go back to the train to restock on stuff, Rico will tell Female rebel 2 a brief summary of what kind of lab he found and how he either escaped the tunnel collapse, or had to swim through nasty goop.
- Female rebel 2: "Wow, you get to have all the fun." (Pouts a little, disappointedly.)
- Rico: "You're welcome to grab one of the suits and join me any time."
- Female rebel 2 (looks and sounds annoyed): "Eh no. I have to transmit the scientific data."
- Rico: "Suit yourself."
Clue: Papers in one of the filing cabinets. "Medical report of the radiated body, 22/11/83. I and the other doctors don't know whether to call him a patient, or to call it a body. In either case, the nourishment provided by the life-support equipment has allowed the body to recover relatively well. We patched up the autopsy cuts and saw them recover with in a couple of days. The brain shows no activity, so we can't save the patient, but we insist dedicating more effort into further research of this new radiation."
The indestructable armored doors of some areas can only be opened by a combination lock. Some computers might mention the combinations.
Clue: File in a computer. "Project log: 1983.11.23. I have approved a request for further research into Bavarium reactor radiation. The doctors think it could become a miraculous new medicine, but if it could recover the dead body, we might just have found what we're looking for."
- Rico at a dysfunctional computer: "Must be broken. It's a wonder any of these still work at all."
Clue: Papers in one of the filing cabinets. "Project log: 1984.06.11. We have finally created a proper prototype super soldier. We obtained some test subjects from Citate Cacomistle and exposed them to the reactor. Then we managed to construct a portable life-support system and attach those to the test subjects. Then, it was all a simple matter of wireing up a computer tat would hold the A.I. We even saved money from a.i. development by just adding a few upgrades to our existing a.i. from those vehicles we made before. Now all we need is to test them."
Clue: Papers on one of the desks. "Memo from upstairs. July 02. Are you people completely stupid?! How do you expect us to keep the legit mine running if you keep expanding your operation with out consulting us on the direction of your tunnels? It's a wonder there have been so few collapses and breaches so far. That one guard was the least of your worries, if your escaped monsters continue running amock at the town every night."
One room is pretty dark. If you turn on the flashlight, you'll find like 100 cyborg zombies.
- Rico (quietly): "Better be extra quiet in here."
The zombies do not respond and are on special chairs that their equipment is connected to.
Clue: File in a computer. "Project log: 1985.07.05. Limited testing at the town shows that despite their ability to recover, the soldiers will probably need body armor. And they keep losing their guns, so we'll have to think of attached weapons."
Clue: Papers in one of the desk drawers. "Project log: 1985.04.08. Major disaster at reactor 1. The mine is storing waste chemicals from their refinement plant in some disused tunnels from shaft 8. I don't know how long they've been doing that and frankly I don't care. The problem is that our research facility is under the mine and reactor 1 is under those tunnels. Those chemicals must have eroded their way through and an estimated 23 thousand tons of waste liquids fell into the reactor room. Bavarium reactors have an open design, so the core is flooded. We don't have diving suits, so we can't shut it off and these reactors can probably function autonomously for over a thousand years. We're still trying to think of a solution. At least the other reactor is working fine in a separate room."
- Rico at a dysfunctional computer: "Must be broken. It's a wonder any of these still work at all."
Clue: Papers in one of the filing cabinets. "Project log: 1985.04.09. The chemicals have an unusually low boiling temperature and the reactor heat has caused them to start vaporizing. The ventilation system is at maximum power, but can barely keep up with it. A few of our workers have been exposed to the chemicals and lost their minds. They're locked up, but completely insane and violent."
At some point in the depths of the laboratory, you will find a cafeteria. It has a Kroph vending machine. The machine releases a few cans if you melee attack it. (It's indestructable, in case you shoot at it.) The machine can provide infinite cans. This helps you, so you don't have to get all the way back to the train all the time.
Clue: Papers in one of the desk drawers. "Project log: 1985.04.11. We've discovered a solution and are working on it. According to some geologic survey maps, there's an underground river near here. If we can drill our way there, we can pump the chemicals into it."
Clue: File in a computer. "Project log: 1985.04.14. It took a couple of days of drilling, but we've made it. At the current rate of pumping, it should probably take a few months."
One usual looking room has a repair shop with disassembled computers and TVs and stuff. Keep in mind that these are all from the 80's. This is where Rico can finally have a small cut-scene where he fixes the grappler. The cut-scene of course ends with the usual hot-wireing minigame.
Clue: Papers in one of the desk drawers. "Telegram from central command. 1985.04.16. To be read out loud to all commanding personnel. We are furious about the leak of your chemical weapon. We thought you people were professionals. Rumors of the incident have even reached international news. We're going to pull some strings to cover up the true nature of the outbreak, but if the project doesn't produce results by 1991, you're all going to be out of a job! And in our business, I think you can guess what that means."
Clue: File in a computer. "Project log: 1985.04.16. I don't know why the high command was so pissed about the situation. It just gave us the opportunity we needed to test our soldiers in open combat against the military. These nightly skirmishes have yielded what they could. The local civilians were always no more than test subjects."
- Rico at a dysfunctional computer: "Must be broken. It's a wonder any of these still work at all."
Clue: File in a computer. "Project log: 1985.04.19. There's good news and bad news, but most importantly, this is a very exciting time to be in this business. Multiple groups from the Middle East have contacted our organization and enquired about our marvelous ability to clear away several towns and defeat a modern military on domestic soil. Pumping the waste chemicals is taking too long. We have so far only gotten rid of about 5700 tons. Reactor 2 is powerful enough alone to supply our base, so there's no need to continue the pumping. It'll all vaporize and vent through the mine shafts eventually anyway. With no civilians around, it won't matter that the mine is suspiciously smoking and as long as we wear gas masks outside, the smoke helps to cover our activities all the way to the port. The military has set up a defensive line south of the mountains and nearly everyone north of it has been killed, evacuated, or forced to flee. The only bad side is that we're either going to have to build a new base in some other country, or think of a whole new supply chain. With out the town, it's kind of expensive to import supplies from France. Not to mention the lack of "volunteers". Fortunately, most of the killing was caused by the poisonous gas, which should be easy enough to produce, once we figure out just what the wolfram mine was dumping up there."
Clue: Papers on one of the desks. "Project log: 1985.04.22. There's news from our spies at Medici government. Apparently they've finally figured out that it was some chemical in the air that messed with their soldiers. Maybe that's why they had their airforce napalm-bomb the towns yesterday? And for some reason they decided to tell the civilians that the fires were actually caused by some meteors. Go figure. Apparently General De Luca has suffered a "mental breakdown" and was evacuated to the southern islands."
While grappling another door open, the door makes a slightly different rattling noise, due to rust in the hinges. The noise resembles a "moo" from a cow.
- Rico: "Is there a cow down here? I hate cows!"
Clue: File in a computer. "Project log: 1985.04.28. We're still counting the money from all the orders we've been getting. There must be orders here from every rogue nation in the world. Unfortunately there's more bad news. General Di Ravello has taken over the command of Insula Striate. From what I've heard, he's no push-over. He has already ordered considerable upgrades to the defensive line and he has plans to construct bases north of it."
Clue: Papers in one of the filing cabinets. "Project log: 1985.09.03. We may be in trouble now. Di Ravello's army has began constructing bases on both sides of the town. We can't fight them off either, because they keep flying helicopters at the bases, which push the smoke away. Our machine pistol armed bavarium cyborgs alone are mere target practice for them, despite their body armor upgrade. And the army has erected big barbed wire fences to stop us from trying that."
- Rico at a dysfunctional computer: "Must be broken. It's a wonder any of these still work at all."
Clue: Papers on one of the desks. "Project log: 1986.01.06. I knew this Di Ravello would be trouble. We have only been bringing in supplies at night, but his men have noticed our activities at the port. They left a letter from Di Ravello where he threatens "whoever is down here" to fully cooperate or he'd cut our supplies, starving us. It seems we have no choice."
Clue: File in a computer. "Project log: 1986.01.10. I think he must have a spy here, because there's no conceivable way he could know this much. This Di Ravello demanded that we hand over our plans for a Bavarium reactor and a sample of our latest experimental red Bavarium elixir number 455620. It should improve the physical ability of soldiers, but it has some undesirable effects on the soldier's mind."
Clue: File in a computer. "Project log: 1986.01.15. I've found out that he gave the elixir to some racecar driver. I have no idea how he managed to get someone to drink a glowing red presumably bad tasting syrup. Reportedly, the guy has suddenly become much tougher and stronger and recovers health quickly. And as I warned, he has also become less predictable and fascinated with all manner of explosions and fire. Di Ravello considers him unfit for potential recruitment and just wants to be rid of the man. Well that's what you get for giving people untested Bavarium-based performance enhancers."
Rico gets pissed off when finding the Project log of 1986.01.15. This triggers an immediate Autosave point and the ending, so make sure that this is the last clue you find. This is also the only clue that can not be reviewed at the APC.
Clue: File in a computer. "Project log: 1986.02.30. This Di Ravello has become a major nuisance. I have reluctantly agreed to another project for him. He insists that we should create something for him that not only stops his aging, but allows him to recover from just about anything. Considering that all Bavarium-based test chemicals so far have affected the persons mind, it's unlikely that he'll get away unchanged."
Clue: Papers on one of the desks. "Project log: 1988.04.01. Well, it's done. As soon as he drained the test tube, he felt a little hot and annoyed, but thankfully calmed down soon enough. I don't know about the age-proofing, but initial tests that he conducted himself without even blinking, showed that he can rapidly recover from bullets (shot himself in his left leg) and minor burns (blow torch). He would probably have to be submerged in lava to be killed now. That guy is insane. Some of my colleagues have suggested (and I agree) that we should just take what money we have here and leave Medici, via speedboat to France. We'll open the vents to get rid of the lab rats and other lackeys to prevent possible leaks on our way out. I heard one of the guys joking that he'll take a copy of our AI and try to get a job at eDEN Corp. They're reportedly also working on some AI."
The ending[]
Beginning of cut-scene.
Rico is angry. He crushes the paper and punches the table. He seems to calm down a little, but then he loses it and kicks a book case over. He fires the grappler into the computer screen and retracts it into the ceiling, breaking it to pieces.
- Rico (sounds angry): "Nobody must know of this."
End of cut-scene.
New objective: Find Reactor 2.
Once there, Rico looks at the control panel with many analog gauges and switches.
- Rico: "I have to find a way to blow this up."
The next objective is to grapple any and all crap you find in the room into the core. Not everything will make a difference and not everything can fit. The gauges indicate what makes a difference. There will be a minor cut-scene when all the right stuff is in there.
Beginning of cut-scene.
Rico looks at the control panel.
- Rico: "Looks like this gives me a few minutes. ...All the time I need."
End of cut-scene.
Autosave point
New objective: Get out now! There's a timer that displays "Time to reactor detonation: A few minutes".
Haul ass! Despite the vague wording, it is a real timer. Pretty soon the reactor begins making earthquake noise and the whole building begins to vibrate a little. As you're grappling along (you better be grappling, if you want to make it) you'll notice the earthquake becoming stronger and some cabinets falling over and ceiling lamps swaying.
If you go to the ladder:
- Rico: "I need a faster way out and this shaft is too narrow for grappling."
The trick is to go to the one locked door at the Stingray-looking area that has an elevator icon above it. You could already have blown the door off, but the elevator does not function. The elevator still doesn't function, but now you can blow up the elevator ceiling, exposing the shaft. Grapple up, into the darkness.
If you fail to get here in under 2 minutes, you'll hear an explosion noise and the screen fades to black. You'll respawn at the autosave point.
If you made it:
Beginning of cut-scene.
Camera cuts outside. The train is parked at the mine and has made a very sharp turn to point the APC back north.
Camera cuts to Female rebel 2, in the APC. She's sleeping. Suddenly there's a small earthquake that wakes her up. The whole town is continuously vibrating a little and dust is falling from the nearby buildings. The camera stays with her.
- Female rebel 2: "What did he do now?"
Looking around, she notices a large horde of the usual undead cyborgs running out of the mine tunnels and into her general direction. She jumps into the drivers seat and grabs the left corner MG, but before she can fire, she notices that they're all running past the train (into the general northern direction).
Camera cuts back to Rico.
He's holding a flashlight-equipped handgun and grapples out of the shaft, arriving inside the mine.
End of cut-scene.
Autosave point
"Time to reactor detonation: Less than a few minutes".
You can see from the writing on the wall next to the shaft that you're on the ground floor.
Grapple your way past the undead (they're not attacking you, they're also running for the exit) and get out. If you're not too busy, you might notice that there's a red case on a wall, marked as "In case of emergency, break glass". In it is a Happy Bubble Blaster (can be unlocked, if taken). Once you're outside, grapple to the train.
Rico grapples to the rear of the APC and enters.
- Rico: "Drive! Drive!"
- Female rebel 2: "Uh. I can tell this will be a long trip."
She floors it and drives forward (north). Reaching the main road, she turns left and stops. The building across the road from the mayor's office has collapsed in the earthquake, blocking the road.
- Female rebel 2: "You're gonna have to unhook the trailers, or we'd never get over these debris. The science data has already been transmitted."
Choices (around 15 seconds remaining):
- Go to the back of the APC and disconnect the trailers. She will drive the APC over the debris. Rico climbs on the roof (to get a better view?). Time runs out and explosions start. (Described in detail after the other option.) It looks like the APC won't make it and gets stuck. Use the grappler to pull it over the hill. (The explosions demolish more buildings near you, but those don't block the road.) The APC gains more speed as it goes down the pile on the other side. She drives forward (west) at full speed and Rico enters the vehicle.
- Get into the drivers seat and drive yourself. The trick is to turn right (north) and use Mugello boulevard to drive around the debris. Explosions start as soon as you've made the turn. Several buildings on the southern side of Mugello boulevard are blown over and you have to drive over some minor debris. You have to know the town well enough to make the correct left turn (south). Then get back on the main road and turn right (west).
Beginning of cut-scene.
The camera moves out of the cab in a continuous shot and gains altitude while staying with the train. Enormous (like 200 meters across) Bavarium explosions (as seen in the "crash bomb" events) shoot out of the mines and vaporize the buildings in their path. Turning the camera, you could have seen these during the controlled action sequence too. The explosions are also clearing the fog and lower clouds a little.
By now the train (or just the APC) has reached the town limit and the camera moves back into the cab.
- Rico: "What was your name again, I seem to have missed that before."
- Female rebel 2: "That's funny, I was sure I had told you. It's..."
The camera, still in the continuous shot, passes through the other side window and we no longer her them over the outside noises. The train (or just the APC) drives out of shot and the camera gains a lot of altitude to show the whole town. There's still massive explosions shooting out of the now destroyed mining area, but the clouds and fog are like 80% cleared away. As the explosion's end, an enormous landslide from the mountain on the towns southern side (the northern edge of the Insula Striate mountainrange) covers the southern-most fifth of the town, or what was left of it.
Fade to black. Roll credits.
After beating the game once[]
Rico spawns at Falco Maxime, next to the train, which will spawn there from here on.
- The science train spawns at Falco Maxime and at the town entry road. The mission interior still works to allow the player to drive the train as normal and to still have access to the unlocked special weapons.
- An automated ATV with an MG turret gets unlocked as support at the rebel drop.
Town - Normal:
- The town becomes a normal large ruined town, free to explore any time.
- All the map points of interest (that were not covered by the landslide) are still there.
- The enemies are gone and bodies removed.
- Civilian traffic appears in the town. There's lots of industrial vehicles, construction workers and several tall construction cranes.
- Clicking on the town icon on the map reveals more settlement info that states that the town will be rebuilt and that it's likely only a matter of time until someone decides to mine for wolfram.
- It's possible to customize the amount of fog and clouds in the area.
- It's possible to reset the town.
- The number of still hidden collectables is shown.
Town - Reset options: Located at the settlement info tab when clicking on the town icon on the map.
- Partial reset:
- Restores everything that was blown up. Even the mines become explorable.
- Discovered points of interest stay on the map, but the map itself becomes unexplored.
- Enemies roam the streets as before. The civilians and their vehicles are gone.
- This does not make the air poisonous, so there's no need for the suit.
- Full reset. This resets the whole DLC.
- Town map icon remains, so you can see the number of collectable items, but the map is reset, so the icon is in wilderness.
- It's possible to customize the amount of fog and clouds in the area.
- Train spawn point at the town entrance is disabled.
- Mission trigger at Di Ravello's palace is restored.
Notable locations[]
Obviously the town would have more, but this list includes the ones that are mentioned in the above story.
- Smaller police station. This place was taken over by De Luca and used as his local base.
- Larger police station. Located at the eastern end of town, at the end of Mugello boulevard.
- Electrical power plant. Located at the eastern end of town, at the end of Mugello boulevard, next to the police station. This plant is powered by coal. There's several train cars full of coal still on the plant territory. The plant is equipped with multiple industrial chimneys.
- Civilian house at 27 Mugello boulevard.
- Tungsten/wolfram mine. This is the largest industrial complex in town and represents about 10% of the town.
- Mine office with the vault.
- Mayor's office. This is a building in the middle of town.
- Several ancient tombs and a few ancient ruins. Located right next to the mine. These ruins do not have any of the bull statues, or bull altars.
- Port.
- Newspaper office. This building contains printing presses and some offices, but there's no relevant newspapers.
Trivia[]
- I should probably put a list of easter eggs here that are mentioned in the text.
- The name of the town means a cute animal. Reference to Raccoon City.
- Some of the unlockable weapons are from previous Just Cause games.
- The angry man at the town is an easter egg for Markiplier.
- The piles of dirt are also for Markiplier.
- The town being fogged/smoked up is actually about as common in this type of works of fiction as the zombie-like enemies. This does not count as an actual easter egg to anything.
- The cyborg zombies may resemble Ghostbusters if they're far away and you squint hard enough.
- Kroph and 1337 Chips are famous Panauan cuisine.
- Ricos question about cows is a reference to the JC3 mission "Of Cows and Wine".
- "Mutant ninja" achievement refers to TMNT.
- "Not a farmer, but likes ploughing" achievement is a term for something else.
- "Of course! Don't you know anything about science?" is a quote from somewhere.
- "Demolition Officer" achievement refers to the Just Cause 2 Demolition Officers.
- "Klaatu Barada *Kough*" achievement refers to the magic words in the 1992 movie "Army of Darkness".
- The character Tyrell apparantly has a namesake in the 1982 movie "Blade Runner".
- Achievements. Some can only be gotten in a second playthrough. There would be more of them, but the few I can think of are:
- "Clear a path, 42-wheeler coming through!" - Finish the initial road trip with out incident.
- "Automotive repair technician" - Start a car at the town.
- "Locksmith" - Open every closed building door with out a key.
- "No drawer unpulled" - Find all keys and codes to open doors with out breaking them.
- "No couch pillow unturned" - Find all clues.
- "And you don't even know her name?" - Hear out all comments when reviewing clues and beat the game.
- "Beverage connoisseur" - Drink 100 cans of Kroph.
- "Collector of rare memorabilia" - Collect everything for the gun rack.
- "Demolition Officer" - Open the bank vault with explosives.
- "Of course! Don't you know anything about science?" - Open the bank vault using the projector.
- "Railroad engineer" - Ride a train car from the power station to the port, with out stepping off along the way.
- "Prospector" - Enter the hidden laboratory by blasting in.
- "Mutant ninja" - Enter the hidden laboratory by swimming.
- "Not a farmer, but likes ploughing" - Unhook the trailers and let her drive.
- "Road train engineer" - Beat the last action sequence with out destroying the train.
- "Klaatu Barada *Kough*" - Beat the game and never get killed.
- There was no february 30th in 1986.
- Restoring health by unzipping the suit would realistically obviously leak more poison gas into the suit, but that's a part of the joke. Also, other games use nasty syringes, but that's pretty nasty and this game will not get rated for drug references.
- The above text took some kind of a two digit number of hours over about 1 week to think of and to write. First in notepad. The file is about 71 kB.
- The detailed map was also not drawn up in 5 minutes. It took some aerial reconnaissance and photography to find a good spot and to map out the nearest cliffs. Then update it to make it fit the story.
- The project required around 30 screenshots of ruined and abandoned buildings. Most did not end up in the article.
Gallery[]
Imagine that there's thick fog and that Rico is wearing a protective suit.