recursal/Fanatic-Fandom huggingface dataset:
Homegrown Tobacco

Craftable?
 Crafted at:

## Overview

Homegrown tobacco is a basic item in This War of Mine.

It can be Crafted from Herbs at the Herbal Workshop, purchased from Traders or Scavenged from containers. It is used as a crafting Components for Roll-Up Cigarettes and Quality Roll-Ups.

## Crafting Cost from the Herbal Workshop

Template:Recipe Homegrown Tobacco
1 x Herbs
Shelled Cottage

*Not to be confused with the Abandoned Cottage.*

## Overview

The Shelled Cottage is a possible first location that you can explore on day one. It's safe, well stocked and available immediately. There is a locked upstairs door and a locked locker located behind a pile of rubble. Another pile of rubble blocks the path to the body of a lootable dead soldier beyond the east exit. A shovel is not technically required if you make several visits. In total there are two piles of debris two locked objects, and one piece of furniture that can be chopped for Wood and Fuel with the Hatchet. Within you will find some Weapon Parts, Raw Food, Clean Water, and various Materials.

## Survivor Scenarios with this location

(Not an all-inclusive list)

* Marin, Katia, and Arica (Shelled Cottage, Semi-Detached House, and Decrepit Squat are available Day 1, although Decrepit Squat is inaccessible due to snow).
* Bruno, Roman, Arica (Shelled Cottage, Semi-Detached House, and Decrepit Squat are all accessible Day 1).
* Pavle, Bruno, Marko (Shelled Cottage, Semi-Detached House, and Decrepit Squat are all accessible Day 1).
* Marko (Shelled Cottage, Semi-Detached House, and Decrepit Squat are all accessible Day 1).
* Katia, Bruno, Pavle, (**Shelled Cottage**, Semi-Detached House, and Decrepit Squat are all accessible Day 1).

* Roman, Katia (Shelled Cottage, Semi-Detached House, and Decrepit Squat are all accessible on day 1).
Moonshine Still

## Overview

The **Moonshine Still** is one of the specialized Workshops in This War of Mine. Its intended purpose is the creation of moonshine. It can also be used to create fuel.

Keep in mind that each bottle of moonshine takes one inventory slot, opposed to stacking such as other items.

Template:Recipe Moonshine Still

## Uses

It can be used to create moonshine at the cost of Sugar, Clean Water, and Fuel. It can also be used to make fuel on the spot. It costs 3 sugar and 3 clean water with Bruno, and 4 of each with everyone else. It takes 0.5 hours to set up the crafting, and 4 hours for the moonshine to distill. The time needed to craft is not affected by how many you craft at a time. Only 5 moonshine can be crafted at once per moonshine still.

## Recipes

 File:Moonshinetimewithbruno (1).jpg
Template:Recipe Moonshine
Trade

*For playable charecters with bargaining skills, see Katia and Insurance Agent.*

 File:Traders.jpg

## Overview

*For information on the values of traded goods see the page on Franko. For a detailed explanation of the game mechanics behind trading, see RedKnight7's user page here.*

**Traders** will barter goods with your survivors. Every so often--after several days have passed--a traveling trader named Franko will show up at your shelter's front door and offer to barter. To access other traders, a survivor must scavenge at that trader's location (see table below).

To trade, click on the trade icon next to the trader. This will take you to a trade screen where you will see your goods on the left and the traders goods on the right. Click items on both sides to select them for trading. As you select items, a variety of messages will appear at the very top of the screen. If the message says "it's very generous of you", you are paying too much. If the message says "It won't do, try harder",the trader will not accept that offer. You can maximize the value of a trade by adding items on the traders side until you get the "no deal" message, and then removing one low value item.

Katia has the trait **Bargaining Skills**, which allow her to trade more efficiently with Franko and some other traders, getting a lower price.

Every trader has a variety of things to barter. Some traders offer a better exchange rate for some goods. For example, Franko gives more barter value for guns than would be received trading guns to Matey. On the other hand, Matey gives more barter value for Medications, Bandages and Herbal Meds than trading the same items to Franko. For more details see each respective trader's article.

## Item value

Each item has a value set either on entering a scavenging location, or at the start of the day in Franko's case. Components always have a value of 1. Using Katia to trade allows you to complete a trade if you are offering more value than the trader. Without her, a trader marks up the value of items by approximately 20% varying on the item, the trader, and in game events.

Some item values believed to be constant:

\*Value2 Column - Item base values extracted from game data files.

## Exploitation (Patched v1.3)

*Patched in version 1.3 — the trade value of a tool now decreases with durability.*

Items which have durability like Tools used to trade as if they were at full durability. This means selling Tools when they were nearly worn out was often more advantageous than using them up.
Sniper Junction

Template:Seealso

## Description

**Sniper Junction** is one of the locations in *This War of Mine*.

## Loot information

* Lots of Food
* Huge amounts of Materials
* Lots of Meds
* Lots of Parts

## Overview and the Wounded Man Event

You enter the map from the right side. As you pass to the left, a passerby will warn you about a sniper. The middle part of the map is under constant fire by a sniper from a hotel in the background. Fortunately, this section is also littered with vehicles and debris that act as cover. On the left side of the map is a loot-able building.

To avoid the sniper fire, start by running to the destroyed vehicle close by and moving to the edge of the cover it provides. When you hear a shot, immediately run towards the next piece of cover. Wait for the sniper to shoot again. Repeat this process until you reach the other side. There is an interval of about 6 seconds between shots during which your survivor can move from cover to cover. Pavle, who is a fast runner, can run through the area with less risk- but any character that is in good health and rested can run through the area without getting shot. Bringing a slow character such as Boris, Cveta or Anton is riskier but still do-able with appropriate timing.

A fountain in the middle of the map is a temporary safe spot. Nearby you will find a wounded man who has been shot by the sniper. He will tell you that he could not escape down into the sewers since someone barricaded the door after he left to scavenge for supplies. Leave him for now and proceed left towards the building.

Once you get inside the building, you can then go in the basement and into the sewers. The path will follow underneath allowing you to unblock the barricaded door. At this point the wounded man will traverse down through the man-hole and thank your character. Follow him back to the building for a reward (he will hobble slowly and take a few rest breaks due to his injury). After unlocking a door leading to his baby, he tell you about a hiding spot, that contains 5 jewelry. Helping the man will also increase the morale of some of your survivors.

Using the sewer path from now on will allow the player to avoid the sniper fire between the fountain and the building. Bringing Marko is an excellent choice for subsequent visit since there is a huge amount of parts in both the building and the sewers.

## Building Overview

The loot-able building has 2 grated doors and a locked door in the baby's room that can technically be navigated around by passing underneath in the basement.

The grated door upstairs gives access to a refrigerator and medicine cabinet. Climbing further upstairs leads to another grated door which gives access to several cabinets, one contains a Broken Guitar.

The building contains 7 pieces of furniture which can be chopped with a hatchet for wood and fuel.

## Notes

* If the wounded man dies then he drops 3 canned foods and 2 medications. The civilian at the start of the map can drop Raw Food and materials.
Editors' Resources

Template:TWOM TOCThis page has been created to help editors know what resources are available within this Wiki, to help them contribute content and to reduce duplicate uploads.

## **Categories of Note**

All pages should be tagged to all Categories that are relevant to that page.

eg. Crowbar should be tagged to: Items, Tools, and Weapons

The following is a list of major categories and their sub categories.

* **Characters**
	+ Playable Characters
	+ Traders
	+ Neighbors
	+ Named Characters
	+ Other Characters
	+ The Little Ones Playable Characters
	+ The Little Ones NPCs
* **Items**
	+ Crafting Stations
	+ Furniture
	+ ​Weapons
	+ ​Armour
	+ ​Tools
	+ ​Materials
	+ ​Food
	+ ​Drugs
* Locations
* Scenarios

### **Image Categories**

* Character Images
* Icons
* Duplicate Images

## **Children**

Iskra Polaroid.pngSergei.pngMisha.jpgKalina-0.jpgLydia.jpgIvano.jpg
## **Crafting Stations**

Icon Workshop1.pngIcon Workshop2.pngIcon Metal Workshop1.pngIcon Metal Workshop2.pngIcon Metal Workshop3.pngIcon Stove1.pngIcon Stove2.pngIcon Trap.pngIcon Herbal Workshop.pngIcon Herbal Workshop2.pngIcon Garden.pngIcon Garden2.pngIcon Garden3.pngIcon Snow Harvest.png
## **Furniture**

Icon Heater.pngIcon Heater2.pngIcon Radio.pngIcon Bed.pngIcon Toybox.pngIcon Snowman.png
## **Items**

Icon Jewel1.pngIcon Knife.pngIcon Rifle1.pngIcon Shotgun.pngIcon Shovel.pngIcon Crowbar.pngIcon Plant.pngIcon Board Up.pngIcon Pistol.pngIcon Bullet2.pngIcon Saw2.pngIcon Hatchet.pngIcon Bullet1.pngIcon Lock Pick.png
## **Tools**

Icon Crowbar.pngIcon Hatchet.pngIcon Shovel.pngIcon Saw1.pngIcon Saw2.pngIcon Lock Pick.pngIcon Lock Picks.png
## **Weapons**

Icon Crowbar.pngIcon Hatchet.pngIcon Shovel.pngIcon Pistol.pngIcon Shotgun.pngIcon Rifle1.pngIcon Ammo.pngIcon Bullet1.pngIcon Bullet2.png
## **Materials**

Icon Components.pngIcon Wood.pngIcon Parts.pngIcon Weapon Parts.pngIcon Electric Parts.pngIcon Filter.pngIcon Water.pngIcon Snow.pngIcon Raw Food.pngIcon Vegetables.pngIcon Food Canned.pngIcon Mixer.pngIcon Vegetables.pngIcon Fertilizer.pngIcon Tobacco2.pngIcon Tobacco1.pngIcon Bullet1.pngIcon Shells.pngIcon Heat Lamp.pngIcon Mixer.pngIcon Thermo Regulator.pngIcon Shells.pngIcon Gunpowder.pngIcon Broken Guitar.pngIcon Broken Pistol.pngIcon Broken Rifle.pngIcon Broken Shotgun.pngIcon Broken Helmet.pngIcon Broken Vest.png
## **Drugs**

Icon Coffee Beans.pngIcon Medicine.pngIcon Herbal Medicine.pngIcon Bandages.pngIcon Moonshine.pngIcon Pure Alcohol.pngIcon Cigarettes.pngIcon Cigarettes2.pngIcon Cigarettes3.png
## **Actions**

Icon Hand2.pngSearch & RestIcon Cook.pngIcon Chat.pngIcon Use Crowbar.pngIcon Use Lock Pick.pngIcon Trade.pngIcon Comfort.pngIcon Chop.pngIcon Steal1.pngIcon Eye1.pngPeekIcon Attack1.pngIcon Attack2.pngIcon Attack3.pngIcon End Day.png
## **UI Icons**

Icon Backpack.pngIcon Locked.pngIcon Cry.pngIcon Important.png

Template:Clear
Yosyp

Yosyp is an in-game NPC who will give the player a large quantity of medication.

## Overview

**Yosyp** will give 2 Medications and 1 Herbal Meds. Although he asked the player to keep them for his friend Anna when she comes, player can use these supplies freely without penalty, as Anna will never come to the shelter.

Cveta and Marko will have thought:

*"That Anna is one lucky girl to have such a friend. Most people would just keep the meds for themselves."*

Cveta will be content while Anton won't but have thought:

*"Maybe we should keep these meds for ourselves? What are the odds that the girl is even alive?"*

or

*"That girl probably won't come, maybe we could put these meds to good use"*

Zlata:

"That boy care about this Anna so much that he trusted us. Will she really come here? I wonder."

Emilia:

"Naive boy. His Anna is probably dead. He should've kept the meds for himself."
Military Vest

Crafted at:

## Overview

The **Military Vest** is a Weapons category item. It increases the defense rating of survivors while scavenging.

It can be scavenged from containers and obtained as a loot drop from dead bodies.

## Damaged Vest

If a Damaged Vest is obtained, then it can be repaired at the Advanced Metal Workshop to make a fully functional Military Vest.
Agata

File:Agata 1.png

## Overview

**Agata** is a neighbor and an NPC in *This War of Mine*. She will arrive at Our Shelter at 10am on Day 4 in any play through of the game, asking for the player to send a survivor to help save other survivors that have been trapped in rubble caused by a shelling.

If the player obliges to Agata's request, she will return to Our Shelter again after a random number of days, and ask the player to donate 1 Bandages to help heal Nicole, the daughter of a friend of Agata's. In return she will give you 1 Jewelry.

## First Visit

"Save people from a collapsed building"

"Thank goodness you're here! A shell hit a tenement down the street and people are buried beneath the rubble. Please, help me pull them out! Every pair of hands is needed. We will organize a makeshift hospital for the wounded at my home. I have some beds and medical supplies. Will you help?"

## Second Visit

"Can you spare some bandages?"

"Hello again. How are you doing? Thanks to your help all the wounded recovered and went back to their homes. One of them still needs bandages though, and I've run out. Could you spare any?"

## Tips

* When sending a survivor to help clear the rubble, take caution that there is a chance that the survivor **MAY DIE**. This chance seems to be higher if the survivor sent is sick or injured.
	+ Therefore, it is advised for players to use a survivor in good condition to complete the mission, or deny it if no healthy survivors are available at all.
Forester

The Forester can be selected when setting up a custom game. The player is allowed to choose the gender of the character, name, in-game appearance, and character picture- either from a small library of included pictures or from a user-supplied picture placed in the Documents/This War of Mine/Portraits folder.

 dead

## Advantages

The Forester's trait, **Skilled woodchopper** allows him/her to gain more wood and fuel from chopping down furniture. Good at guarding the shelter.
Vegetables

Crafted at:

## Overview

**Vegetables** are a Basic Item found in the game. They can be scavenged, traded for, or grown in a Vegetable Garden. It is used most efficiently when combined with Raw Food at a Stove to create two Cooked Meals. If the situation is dire a vegetable can eaten by itself from the fridge, however it won't replenish much hunger so they are best saved for making complete meals.

A Vegetable Garden, can grow 4 or 8 Vegetables at a time, with each batch taking 72 hours to grow.

Vegetables trade at the equivalent of 9 components from Franko (10.5 with Katia). Since one vegetable results in two meals and you can grow up to 8 every 3 days, they can become profitable in trading.

**Vegetables** can be converted to fertilizer at the Herbal Garden or Vegetable Garden.

## Crafting Cost

Template:Recipe Vegetables

* 4 Vegetables: 1 x Fertilizer, 10 x Clean Water
* 8 Vegetables: 2 x Fertilizer, 20 x Clean Water

(Vegetables take 72 in-game hours to grow, whether producing 4 or 8 Vegetables at a time)
Garden

## Overview

**Herbal Gardens** and **Vegetable Gardens** are specialized Workshops that grow plants and break down unneeded food supplies into Fertilizer. The Herbal Garden grows Herbs and can be upgraded to a Vegetable Garden to grow Vegetables.

## Herbal Garden

File:HerbalGardenIcon.jpg

The **Herbal Garden** can be built at an Improved Workshop. It grows Herbs, which can be used to craft Cigarettes, Herbal Meds, and Medications. It can also break down Raw Food or Vegetables into Fertilizer. By investing resources it can be upgraded to the Vegetable Garden.

### Craft-able Items

Fertilizer, Herbs

Template:Recipe Fertilizer

Template:Recipe Herbs

## Vegetable Garden

File:VegetableGardenIcon.jpg

Upgrading the Herbal Garden to the **Vegetable Garden** enables it to also grow Vegetables. The Advanced Workshop must be built as a prerequisite structure in order to craft the required Heat Lamp.

## Additional Craft-able Items

Vegetables
Template:Recipe Vegetables

## **Notes**

* Herbal garden and vegetable garden can be chopped of for 19 wood.(tested both seperately once)
The Lump

Who's The Lump?"

This article is a disambiguation page for The Lump

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

* For **the character**, see The Lump (character).
* For **the TV series episode**, see The Lump (episode).
Endings

File:Ceasefire.png

## Overview

The ending credits occur after either beating the game or during the game over screen. To beat the game, the player must survive until the ceasefire day.

It takes a random predetermined number of days to reach the ceasefire day, depending upon which Group of Characters was chosen. The Radio will give advance notices as the ceasefire day draws near.

## Epilogue

The photos shown in the Epilogue are the consequences of character's actions during events. There are 5 types of events which affect a character's ending.

The Epilogue can only be re-watched, if the player reached the ceasefire day.

### Gift event

 Someone offered us help
 What happened to Anna?
 Unexpected gift

### Moral event

 Starving man
 Father and child
 Aid request
 Violent skirmish

## Types of endings

 File:Ending1.png
There are a total of 6 types of ending for each character. The ending can occur after the ceasefire, if all survivors die, or if the last playable character has abandoned the shelter.

**Dead Ending**- Appears if a character died.

**Suicide Ending**- Appears if a character committed suicide.

**Abandoned Ending**- Appears if a character left the party.

**Karma Ending**- Appears if a character survived and killed too many innocent civilians.

**Sad ending**- Appears if a character survived and didn't commit many crimes, but did not experience enough good interactions- such as helping other civilians through game events.

**Good Ending/ Happy Ending**-Appears if a character survived, committed few crimes, and experienced enough good interactions.
Nenad

"Can you help us please? Our mother is sick."

## Overview

Nenad and his sister ask for either 1 or 2 Medications to help their sick mother. The player can choose "Maybe Later" to postpone the request. They will return after a few days. Refusing to help them will induce a morale drop to the group, and stacks one point towards the sad ending. However, if medicine is unavailable in the players inventory, then the morale drop and karma stack will not occur *(Pending for test)*.

If the player declined their first request, whether medicine is available or not, the siblings will return and ask for help in carrying their mother to hospital.

If the player helped the siblings in any one of the two previous request, they will return and ask for 2 Canned Food. Again, rejecting when the resource were unavailable does not apply morale drop and karma stack *(Pending for test)*.

## Mission Rewards

If the player helped the siblings in both requests, their mother Maya will return and gives out 8 Coffee for gratitude in the final visit.
这是我的战争

## Overview

**This War of Mine** is a game available for PC, Mac, PlayStation 4, Xbox One, and Nintendo Switch set in the fictional war-torn city of Pogoren. The game is loosely based on the Yugoslavian Wars, inspired by events such as the Siege of Sarajevo and various first hand accounts including one from a survivor named Selco, during the Siege of Mostar.

*Make life-and-death decisions driven by your conscience. Try to protect everybody from your shelter or sacrifice some of them for longer-term survival. During war, there are no good or bad decisions; there is only survival. The sooner you realize that, the better.*

## The Role of Combat in *This War of Mine*

The gameplay in *This War of Mine* does not give a primary focus to combat or its combat system, but rather tailors its gameplay toward struggles more commonly faced by civilians trapped in the crossfire of battle. These range from the struggle to find food and water, wood to stay warm in Winter months, or a good book to try to forget the horrors of war. While combat is undoubtedly necessary at times, it is ultimately the player's decision to flee or fight in any given encounter with hostile civilians or soldiers. Characters in your group will have to deal with the consequences of violence which, while in some cases can be proof of bravery, often leads to broken spirits and panic.

## Latest Updates

*This War of Mine* is made with a message to all - war is not the best answer to anything! Donate to the children affected by war, supported by the studio.

* This War of Mine - Steam
* This War of Mine - Official Site

## This War of Mine: Complete Edition

This War of Mine: Complete Edition is a port of This War of Mine for Nintendo Switch that contains the original edition of the game, the anniversary edition content, The Little Ones DLC, Father's Promise and all of the future content coming to This War of Mine.
Herbal Workshop

File:HerbalWorkshopIcon.jpg

## Overview

The Herbal Workshop is a specialized Workshop in This War of Mine. It can be crafted from an Improved Workshop.

## Herbal Workshop

The **Herbal Workshop** can be used to craft Bandages, Cigarettes, Herbal Meds, Homegrown Tobacco, and Roll-up Cigarettes.

## Improved Herbal Workshop

The **Improved Herbal Workshop** can be used to additionally create Medications and the Quality Roll-up.

## Trivia

In the code, Herbal Workshop is still referenced as "HomeLab", despite an item named "HerbalWorkshop"(**UNAVAILABLE**) exists.
Sex Bugs (Characters)

The **Sex Bugs** are a group of minor recurring characters.

## Bio

### Physical Appearance

The Sex Bugs are giant, near-naked anthropomorphic insects. They have varying genders and physiques, but all have navy blue skin with large green eyes, four arms, beak-like mouths, and two antennae. They also wear different types of revealing clothing, such as mesh boxers, underwear, and bras.

### Personality

Despite Tuca introducing a few sex bugs with character traits to differentiate them, all exhibit the same relentlessly lusty and chaotic energy. They destroy everything in their path, dry-humping and smashing anything onto their body they can find.

Only three were named, consisting of Greg ("A bit of a handful"), Athena ("The smart one"), and Leonardo. The other sex bugs that are shown on-screen remained unnamed.

## Background

### Season 1

In the episode "The Sex Bugs," Tuca noticed she had a severe itch in her crotch, and realized she had sexually transmitted parasites, otherwise known as Sex Bugs. She went to the supermarket with Bertie to pick up treatment for it. On the way there, suspicion arose of possible hosts, such as Bruce, when Tuca brought up her sexual activity to Bertie. Tuca comes to the realization that she "could've gotten them from anyone," as she had an extremely rough history before her sexual abstinence and sobriety.

While in the supermarket restroom, Tuca combined 3 different kinds of sex bug medication, causing them to mutate into giant, human-sized forms and immediately cause the store to erupt in chaos amidst Bertie's anxiety attack. The staff of Fowl Foods reported it to the Center of Sex Bug Control (CSBC), which caused the establishment to be put under hard lockdown as detainers rushed in to capture and exterminate the Sex Bugs.

Before the Sex Bugs could be exterminated, Tuca pleaded that the sex bugs were innocent to Ebony and Sophie Black, causing them to hold an unorthodox trial within the superstore. Bertie managed to convince the jury by tip-toeing around the situation and making a connection to two completely unrelated things before finally winning the trial based on a lie centered around a candle label "fact." She wrapped the case by claiming that Tuca contracted the bugs from defecating in a bush located in Sex Bug Lane, which was "zoned as a historical landmark," whereby the native bugs cannot be killed.

Tuca then kept her sex bugs as roommates, teaching them to play instruments before they moved out to become a famous band (as seen in the episode SweetBeak).

## Relationships

* Bruce (Potential Host)
* Tuca (Host)

## Trivia

* Sex Bugs can remain dormant for exactly six months, eleven days, and eight hours.
* In "BoJack Horseman: The Art Before The Horse," an older work by Lisa Hanawalt was shown depicting the Sex Bugs singing in a band.
Port

Inhabitants:

The **Port** is an scavenging location added in the *Anniversary Edition*.

## **Overview**

The port consists of a dock and one building. It is the home of Karel, a civilian who will offer to smuggle your survivors out of the city using his boat. Informing you that he heard about your group from "the trader", he tells you he'll call on you in a few days.

Within 3 days, a smuggler will appear at your shelter, offering to take your characters out of the city in exchange for a costly 8 Jewelry. In the event the payment cannot be met, you can ask the smuggler to return at a later time.

The building has one grated door and one locked door. Taking from the piles in the locked room counts as stealing and is presumably
Karel's room. If you return the day after meeting Karel for the first time, Karel will be gone and his loot will no longer be labeled as private, incurring no moral penalty.

There are three pieces of furniture that can be chopped with the hatchet for wood and fuel.

If you return to the port after Karel visits you and you decide not to take him up on the smuggling offer, he will no longer be at the port. The private property piles in the locked room will also vanish after you refuse the offer.
寻找补给

概述
--

 每天晚上，一个幸存者可以被挑选来清理（或访问）任何不同的地点来掠夺补给，并有可能与友好的商人进行交易。在游戏开始时，地图上只有几个位置可用；但是随着游戏的进行，会显示更多的位置。

从晚上9点开始到早上5点结束。如果一个角色在早上5点之前没有到达出口，他们回家会有更大的困难——他们可能要到一天中的几个小时才能回家。此外，一个角色可能会受伤，或者根本不会。[需要更多的测试来检查可能的结果]。

 在拾荒时，幸存者可以收集不属于自己的物品（由一个张开的手图标表示）或偷取补给（由一个手拿起一个物体的图标表示）。物品可以从战利品堆和容器中拾取，如橱柜、抽屉和冰箱。偷窃物品将对幸存者造成情绪惩罚，并可能引发被盗物品所有者的暴力反应。

不同的结构会阻碍幸存者的收集进展。这些障碍物包括挡住的门、栅栏门、锁和碎石堆。

* 如果从后面进入，可以拉开门上的路障
* 栅栏门可以用锯条锯穿
* 锁住的门或容器可以分别用撬棍或开锁器撬开
* 碎石堆可以用手慢慢清理，也可以用铲子更快地清理

(查看设备以查看其他工具)

如果幸存者在拾荒时杀害无辜者或杀害敌人，那么产生的尸体就可以被抢劫作为补给。假设玩家处于战斗模式，玩家将不得不从战斗模式切换到扫掠模式来掠夺尸体（不同的模式位于屏幕左上角，或移动平台的底部）。此外，在清理任务中死亡的幸存者将把他们的尸体留在地图上，然后在随后的访问中被其他幸存者洗劫。谋杀无辜平民或偷窃（以及一些其他因素，如情绪、伤口和疲劳）可能导致角色在结尾时不太理想的结局。这被称为“Karma ending”—业力终结（在这个wiki上）。

有些角色比其他角色更适合拾荒。拥有大量库存的幸存者，比如鲍里斯（17格）或马克（15格），可以持有许多物品，并将更多的物品带回避难所。库存格数较小的幸存者，特别是安东（8）和科维塔（8），需要额外的行程才能带回同样数量的补给。其他技能，如卡蒂亚的谈判技巧或帕维尔的速度，可以证明有利于专门的拾荒旅行（例如，当去一个地点贸易或通过一个地区狙击手驻扎）。

战斗
--

当拾荒时，角色可以尝试与敌对的npc（甚至是友军npc）战斗。擅长隐形杀人的角色包括罗曼和阿里卡。战斗和战斗能力文章概述了与战斗有关的力学。

玩家可以在屏幕左上角的扫掠模式和战斗模式之间切换。在战斗模式下，幸存者不能掠夺或使用工具。如果幸存者受到攻击，战斗模式将自动切换。

从扫掠模式切换到战斗模式将挥舞武器。如果在友军NPC附近进行，他们会向玩家发出警告，如果武器没有及时收起就攻击。

在大多数情况下，伤害或杀死其他NPC会对所有幸存者造成情绪惩罚。

位置
--

   地图上的每个位置都有一个说明，说明该位置的危险等级和战利品数量：

* 食物
* 材料
* 药品
* 武器
* 零件
* 工具
* 原料
* 可能的贸易
* 危险/警告

战利品的数量用“一些”、“很多”或“大量”来表示。

 例如，“一些食物，许多零件，大量武器”。

注意：当你看一个位置时，如果屏幕上没有显示任何内容，并不意味着没有项目。唯一知道的方法是在屏幕的右上角显示你从这个位置拿走的物品的百分比。即使在100%被抢劫的地方，仍然有一些家具可以用斧头砍下来用作木材和燃料。

一些地点，特别是出发地点，被遗弃，不会有敌对的npc，但可能有障碍，如锁，碎石堆，栅栏门。一些起始地点包括废弃的小屋、被毁坏的公寓和被炮轰的学校。
这是我的战争 Wiki

欢迎来到这是我的战争维基百科，由**11 Bit Studios**所开发的战争生存类游戏，灵感来源于波斯尼亚战争期间(1992 – 1996)的**萨拉热窝围城战**。TWoM不同于大多数以战争为主题的电子游戏的是， 它着重体现的是平民对战争的体验，而不是前线的战斗，这正如游戏的口号所突出显示的：

***在战争中... 不是每一个人都是士兵***

## **请帮助我们完善维基!**

TWoM维基需要完善，我们需要您的帮助！

* 我可以干什么？

 ***翻译、搬运、校对、提供您能提供的一切！***

十分欢迎您为本维基提供这些方面的支持。

* 我们现在缺少什么？

 ***图片的汉化、翻译和校对！***

## 游戏基本信息

**角色****角色状态****邻居****Sympathy****特殊事件****地点****寻找补给****交易****战斗****Raids**
库存
--

**游戏指南、提示和技巧****制作****物品****工具****武器**
## 相关链接

* Group of Characters
* Radio
* Day log
* Addictions

* Some thoughts

* Our Shelter
* Challenges
* Endings

File:This War of Mine Launch Trailer - The Survivor
## Latest activity

Discuss and debate your favorite character here

Playable Characters* AntonPicture.jpg**Anton**转至Anton
* AricaPicture.jpg**Arica**转至Arica
* BorisPicture.jpg**Boris**转至Boris
* BrunoPicture.jpg**Bruno**转至Bruno
* CvetaPicture.jpg**Cveta**转至Cveta
* EmiliaPicture.jpg**Emilia**转至Emilia
* KatiaPicture.jpg**Katia**转至Katia
* MarinPicture.jpg**Marin**转至Marin
* MarkoPicture.jpg**Marko**转至Marko
* PavlePicture.jpg**Pavle**转至Pavle
* RomanPicture.jpg**Roman**转至Roman
* ZlataPicture.jpg**Zlata**转至Zlata
1/12
Sympathy

File:Crime.png

概述
--

**同情（Sympathy）**机制构成了角色的个性，以及他们对道德和人际行为（如犯罪、帮助他人或安慰他人）的反应。同情系统没有可见的量化条或统计信息，但可以间接地通过角色在个人简介窗口中的评论、在与沮丧的人交谈时的对话以及其他线索来进行推断。

艾米莉，
罗曼，
计算机专家，
保险代理人
情感表现为疏离，既不容易特别满足也不沮丧。
当离开庇护所时会偷取物资。
当心情不好时会与他人争吵或发生冲突。
当日常需求无法满足、在战斗中受伤或生病时反应不佳。
 适中
艾丽卡，
马林，
伊琳娜，
药剂师
稍有情绪化，不经常感到满足或沮丧。
当离开庇护所时会偷取物资。
情绪不好时，晚上可能会与他人争吵或打架。
对于致命伤和疾病的反应较差。
 高
卡蒂亚，
马尔科，
克里斯托，
亨里克，
伐木员，
警察，
摄影师
稍微情绪化，容易感到满足或沮丧。
当情绪不好时，会整夜思考或哭泣。
在受伤或生病时不会让其他幸存者感到不安。
 最高
鲍里斯，
心理学家
情绪非常强烈，导致他们很容易感到满足或沮丧。
在心情不好时，会整夜思考或哭泣。
即使受重伤或生病，也会向他人保证自己会没事。

## 关于偷窃的细节

以下行为**均不**被视为偷窃，因此不会带来相应的道德惩罚：

* 查看“私人财物”储藏而实际上并未拿走任何物品
* （意外地）从“私人财物”储藏中拿走物品，但在“储藏界面”中立即放回
* 从“私人财物”储藏中拿走物品并将其移动到另一个储藏处，而实际上并未将其从现场带回庇护所。

This means that you can have an emotionally less stable character (such as Cveta) move around the location and put everything into one stash for higher comfort and quicker nights later on while leaving with just non-private property without receiving penalty. The following nights you can have an emotionally colder character (f.e. Emilia) come and steal without having to arrange everything.这意味着你可以让情绪较不稳定的角色（如茨维塔）在场景中四处移动，将所有物品收集到一个储藏地点，而只带走非私人财物以免受道德惩罚。接下来的夜晚，你可以让情绪较冷淡的角色（例如艾米丽）来进行偷窃操作，而无需重新筹集任何物品，使得夜晚行动更为顺利。

## 安慰技能水平

详见 Mood

漏洞
--

在1.3版本中存在一个漏洞，即使幸存者从酒店（绑匪情景）、废墟别墅（逃兵情景）、圣玛丽教堂（土匪情景）和小公寓楼（恶棍情景）中偷窃，也会使幸存者感到难过。这个错误在2.0.3版本中已修复。

参考
--

Template:Clear

1. ↑ Annot: The three listed points were tested with a content Cveta at the quiet house with the old couple. Cveta was still content when she came back and no character was sad or talked about having stolen.
11 Bit Studios

File:11bitstudios.png
A multiplatform game development studio based in Warsaw, Poland. ***11 Bit Studios*** was formed on 11 September 2010 by former CD Projekt and Metropolis Software staff and developers.

The team has previously worked with major publishers such as Atari, Ubisoft, and Monolith and "aims to deliver unique and pioneering gameplay experiences for a wide range of platforms, including PC, iPhone, iPad and more."

In 2010 ***11 Bit Studios*** released the ***Anomaly*** Series, a "tower offence" game that received server awards including the Apple Design Award.

***This War of Mine*** was their next project, and after two years of hard work the cost of development (€500,000) was recovered in two days after launch. Since then the game has won over 100 Awards and remains as one of the topsellers on Steam and other distribution platforms.

## The Team

After working exclusively on The Witcher for over ten years, Szcześnik and Ziemak decided to join the 11 Bit Studio Team so that they could work on something new.

**Managing Director:** Grzegorz Miechowski
**Lead Gameplay Designer:** Maciej Szcześnik
**Gameplay Producer:** Marek Ziemak
**PR & Marketing Manager:** Karol Zajączkowski
**Music:** Piotr Musiał
This War of Mine Development Team
Template:Clear

## Support for the War Child Charity

 File:War-Child.png  11 Bit Studios have taken their dedication to helping children in war-torn countries by raising funds for War Child, a charity that works to support and protect Syrian refugee children. In 2015, 11 Bit Studios released their War Child DLC to raise funds for this charity. The support gained from this campaign raised enough funds to provide support for 350 children. These 350 children will now be able to receive psychological support to recover from trauma, child friendly spaces (to make sure War Child can reach a child before someone else does), and assistance towards education (school fees, livelihood support, teacher training and more).

Template:Clear

## The Boardgame

 File:TWOM - The Boardgames.jpg
11 Bit Studios are now working with veteran Board Game developers to produce a ***This War of Mine*** Board Game.

Template:Clear

## References

<references>

Template:Clear

1. ↑ 11 bit studios formed by CD Projekt, Metropolis Software Vets by Richard Mitchell, 7 October 2010 on engadget
2. ↑ It took just two days for This War of Mine to make its money back By Wesley Yin-Poole Published 27 November 2014 on Eurogamer.net
3. ↑ Departed Witcher 3 devs say There is no bad blood By Robert Purchese Published 13 February 2014 on Eurogamer
4. ↑ Summary of the War Child Charity DLC, 3 April 2015 on 11 Bit Studios
5. ↑ This War of Mine: The Boardgame on 11 Bit Studios
Electric Parts

## Overview

Electric Parts are a Material in *This War of Mine*.

They are the rarest components and tend to be the most expensive. They can be obtained by scavenging or trade.

The Computer Specialist, a character choice in a custom game, receives a 40% discount on anything requiring Electric Parts as a component.

## Using Parts

* Build and upgrade advanced Workshops.
* Used to craft the Mixer, Heat Lamp and Thermo Regulator which are required components to upgrade some Workshops.
* Install a Reinforced Door.
* Build the Radio.
Voyt

## Overview

**Voyt** is a neighbor that may visit Our Shelter.

#### First visit: *"Can you help me with something?"*

Voyt asks for help with getting him inside an abandoned house nearby. One survivor will leave the shelter that night, and will come back the next day with a varying amount of Sugar and Tobacco.

#### Second visit: *"Perhaps you'll help me again?"*

*"It's me again. Last time it went quite well, so I thought you might want to help me again. I know of a rich family who managed to stock up on supplies before the war, but they selfishly don't share with anybody. Maybe we should pay them a visit?"*

Voyt returns again with a favor about helping him rob supplies from a rich family. One survivor will leave the shelter that night, and come back the next day with a varying amount of Raw Food and Water. Agreeing to help him makes most characters drop one level of mood.

Refusing to help Voyt makes Arica, Katia and Marin happier.

#### Third visit: *"You can't miss this opportunity!"*

*"There's another job. This time it's a real gold seam. It's a bit risky, but it really worth it. A hospital warehouse, full of medical supplies! It's only lightly guarded at night - we can deal with that. Let's go!"*

Voyt returns again with a favor about helping him rob supplies from hospital warehouse. One survivor will leave the shelter again, taking one night and coming back the next day with a varying amount of Medication and Bandages. Agreeing to help him makes most characters drop one level of mood.
Neighbors

File:Nbs.png

## Overview

**Neighbors** are NPCs who occasionally show up at Our Shelter before 10 a.m. as in the latest patch (time varies for each individual neighbor), and ask help from survivors or give away items. Agreeing to help them boosts survivors morale most of the time while in some cases lowers it, depending on certain events.

In several occasions, Neighbors may come to the shelter and request help. The type of help needed is neighbor-specific, and either requires the giving of supplies or the need of one of characters to leave and be away from the shelter for one night. Depending on the status of that particular character, he/she may or may not return unharmed on the next morning. Depending on the job, that character may return with supplies.

**Neighbors** will either return to ask for more help, or reward the player. Note that all jobs will result in some sort of reward (with the dubious exception of Blago), though the investment and rewards varies in different missions.

Interacting with **Neighbors** have impact on characters' endings, which shows in Epilogue.

With *The Little One* expansion, should the neighbor (or in trader's case, Franko) spots a child near the door inside Our Shelter, he/she will peek at the keyhole of the door and asks for their "parents" to come over instead.

## Exploit

Sometimes a player wants to ignore helping a neighbor without moral penalty, especially with the Nenad event since their two requests take 2 Medications and 2 Canned Food, or Blago who offers no reward whatsoever. If a character refuses to help a neighbor in most cases, they will have a bad entry in the Epilogue. Unlike Franko who can be ignored without penalty, ignoring a neighbor still leads to a bad entry in the Epilogue as they didn't open the door.

This however can be exploited by restarting the day and End day before 10 AM, so the neighbor won't show up. Alternatively, restarting the day might change which neighbor knocks on the door, so the player might be able to restart until they get a neighbor that is easy to appease so they can still play the rest of the day.
Sleep

## Overview

Sleep is one of the character states. At night, character can go scavenge, guard, or sleep. Slept without bed count as half of a full sleep and will cause a "Slept poorly" state. A character who slept poorly are more prone to illnesses. A character who slept without bed will only up 1 level of Tiredness, while slept in bed up 2 level. Characters can also go up as much as 2 levels if you put them in a bed during the day.

Sleep in bed at day only affect Tiredness state. This means only sleeping at night recover sickness, wounded and revive mood.

## Brief table

they would be forced to rest, and if there are no available beds, he/she will be forced to sleep on the ground will have this affect.

## Affected by Moods

Character's moods have impacted on sleeping. This can be informed in the morning by Day log.

Sad or worse characters have a chance to didn't sleep, sob, smoking compulsively, drunk, argue, fight with other at night. Depend on character's personality, each of them have different behavior. Roman, Katia, Arica are known that will beat other at night if they were sad, made them get wounded and didn't sleep that night. Pavle, Arica, Cveta, Boris, are known that can't sleep and sobbed all night. Marin, Bruno, Roman are known that smoking compulsively or drunk at night, automatically used a Booze or cigarettes.
Stove

* Stove Advanced.jpg**Tier 2: Improved Stove**

## Overview

The **Stove** is one of the specialized Workshops in *This War of Mine*. It can be used to craft Cooked Meals and Fuel. In Winter it is used to melt Snow to create Clean Water. Bruno uses Stoves more efficiently, since his *Good Cook* trait lets him craft Cooked Meals using fewer resources.

## Crude Stove

 File:Stovecrude.jpg

The **Crude Stove** can be built at a Simple Workshop. It allows characters to make Cooked Meals using Raw Meat, Vegetables, Clean Water and Fuel.

## Improved Stove

 File:Stoveimproved.jpg

Upgraded from the Crude Stove, the **Improved Stove** uses less Fuel and Clean Water when cooking.

## Clean Water Recipe

Template:Recipe Clean Water
Keep in mind, if any amount of Cooked Meals are left on the stove during a raid they will remain there the next day even if all of your supplies are taken.
Grozdan

Grozdan is Kalina's older brother. He asks you to let Kalina stay if she isn't selected to start the game. Kalina was scared at first, but Evgeni console her at once and say "*Don't worry! everything will be alright.*" When he departs, he says" *These people will take good care of you, you'll see!*" which all relatives of playable children's believe so. It seems that each child's relative has the same strong faith in you.Though he asks you to take care of Kalina only a couple of days, he will never show up after the ceasefire. It means that Kalina will not leave with him before the ceasefire ending.

Presumably, Grozdan and Kalina's parents are possibly from Africa or African-locals. Their stories are closely relevant to settling down in Africa. Nevertheless, they won't arrive at Africa in several endings. So, it could be just a place where they expect to live.
Sandbox

Welcome to the **这是我的战争 Wiki sandbox**!

This page exists so that you can practice editing or formatting (see Help:Editing) without changing any serious content. Feel free to try wiki editing out here first.

There is a tutorial on the Central (coordinating) Wikia that will step you through more of the things you can do. Wiki allow for rather complicated formatting. It can look overwhelming when you begin, but don't let it worry you. Just start with the basics... enter some text, and learn the other pieces as you go. Your content contributions are welcome and important. The wiki is a collaborative effort and others can help with formatting and other improvements.

Best wishes!
Day log

The **Day log** is the daily report which appears every morning at 6 AM. Scavengers, Our Shelter, Raids, the survivor who went for Special Events, and Characters status in last night are informed by the **Day log**.

 File:2640200-twom screen pax 01.jpg

## Overview

The following text will appear if all survivors stayed in Our Shelter and the shelter was not raided "The night was calm, apart from distant echoing shots, let's hope it doesn't get worse."

File:Daylog.jpg
## Exploitation

The game doesn't have a manual save/load system, but auto-saves at the morning. The game uses the **Random number generator** for every events being informed by Day log however, making it a big exploitation for the player.

For example the player can leave and continue the game if one character is informed that he was sick in the morning, through the Day log. There are chance that he won't be sick because of the Random number generator system.

## List of possible advantages from exploitation

### Illness

Restart the day to have a chance that no character gets sick.

### Wounded From Helping Neighbors

There is a chance that a character who left to help neighbors becomes Slightly wounded. However restarting the day can't change it.

### Raids

Unlike other events, raid event only changes its happening if the survivors defended successfully. Otherwise, it only changes the damage it made to survivors.  If the raid was successful and survivor was wounded, the attackers would took less supplies, otherwise they would took many valuable items but no one was wounded. This can be switched for player's purpose by leaving the game to restart the day and get desired result.

For example. If the character who was wounded already was get "Slightly wounded", better restart day to take the text "*None of us was wounded...",*but also *"...but the attackers walked off with many valuable things."*as compensatory damage. So the character won't be wounded or worse. Or else if character was normal, better let they get hurt to "Slightly wounded" but save lot of valuable items.

### Recruiting Character

Restart the day until the desired joined character comes at shelter

### Franko

Restarting the day changes the quantity and type of items which he brought to trade.

### Character Unable To Sleep

Sad or worse characters have a chance to not sleep, sob, smoke compulsively, get drunk, argue, fight with other at night. Depend on character's personality, each of them have different behavior. Roman, Katia, and Arica are known to beat other at night if they were sad, making them wounded and sleepless that night. Pavle, Arica, Cveta, and Boris, are known to not sleep and sob all night. Marin, Bruno, and Roman are known to smoke compulsively or get drunk at night, automatically using a Booze or cigarettes.

Restarting the day has a chance that those troubles didn't happen.
Trap for Small Animals

## Overview

The **Trap for Small Animals** is a Specialized Workshop in *This War of Mine*.

It is crafted using the  Improved Workshop. It is used to capture small (unseen) animals, presumably rats and mice, providing meat every few days. The maximum amount of traps that can be created is 2.

## Usage

To use the trap, place bait (Raw Food, Canned Food, or Fertilizer) in it. After a period of 1 to 4 days, 2 Raw Food will be created and can be harvested.

Although the starting cost for the trap can be quite steep (especially because each trap requires 10 Parts, 8 with Marin), having 2 traps plus a Vegetable Garden early can make a **4-survivor group** almost completely self-sufficient.

* A Vegetable Garden can only produce 8 Vegetables at a time, consisting of 2 batches of 4 each, after 72 hours. 4 can then be used for making fertilizer, 2 of which can be used as bait and the other 2 can be used to make new batches; the rest 4 can be cooked or traded.
* 2 Traps produces 4 Raw Food after at most 4 days (most of the time, it takes less than 4 days).
* 4 Vegetables and 4 Raw Food can be used to create 8 Cooked Meal portions, which will keep **4 survivors** functional in 4 days (assuming the player feed them once every 2 days, see Hunger).
* Thus, after (at most) 4 days, the player will have enough food for the next 4, as long as they have enough Clean Water and Fuel.

## Notes

* Anton has experience in catching rats with traps. It is as yet unclear/unconfirmed whether this has a positive effect on trap effectiveness.

* Trap effectiveness (i. e. the time it takes to catch an animal) does not seem to be affected by the type of bait, placement of the trap or the presence of people in the same room.
Locations

File:ExampleInGameMap.jpg

### Exclusive to Stories Mode

The following areas are only available in one or more of the Stories DLC. Other areas do appear and some are modified for the Stories DLC.

* Bakery
* Brewery
* Brother's House
* Music Club
* Old Church
* Park
* Pharmacy
* Toy Store

## Overview

Locations in the game are situated in the fictitious war-torn country of Graznavia, Pogoren. The exact location of some areas can differ slightly from one playthrough to the next, so there is no official map. For example, the Construction Site can sometimes be in the NW corner of the map and in other playthroughs will be located in the NE. Furthermore, some locations may never be discovered in favor of other locations, such as is the case with Central Square and Sniper Junction. When one of these locations is discovered then the other will not.

The city map is displayed every night after 8pm, during which a character can be selected for scavenging at a location. In the beginning of the game, only a couple areas are unlocked. As the days pass, additional areas are unlocked. During the course of a game, inclement weather or fighting in the streets can block off potential scavenging locations, which will appear grayed-out on the map; they will become re-accessible once these events end. These can be predicted by news on the Radio.

 File:SupermarketDesc.jpg
Each location has a description indicating the type and quantity of items, and the danger level, which can help the player know where to scavenge. Possible descriptions include:

* Foods
* Materials
* Meds
* Weapons
* Parts
* Ingredients (For Central Square)
* Possible Trade
* Danger/ Caution advised

The phrase indicates the quantity of goods available (Some, Lots of, Huge amount of).

Some locations are good to scavenge first due to being abandoned- such as the Abandoned Cottage, Ruined Block of Flats, or Shelled Cottage.

After the first visit to a location a percentage will appear next to the title of the location. This percentage will indicate the amount of loot the player has extracted from the location compared to how much is left at the location including NPCs inventory (still alive as corpses with their loot disappear when leaving a location).

## Locations and Equipment

Locations may have one or more obstacles such as locked doors, piles of rubble, or metal bars. To get past them, players must bring the right equipment to deal with each obstacle.